#1 Re: GTA Modding » [Request] I need some code translated to cleo... » 12-07-2008 17:10

Well it works, but only for a second. You see the effect and then it crashes. I dont know what the problem is. I tried using it with an original copy of gta 1.01 and 1.0 too but it keeps doing the same thing.

#2 Re: GTA Modding » [Request] I need some code translated to cleo... » 12-07-2008 04:28

Thanks rapier, it worked for a second. But do you know if any of the code is not in the right format or language?

#3 GTA Modding » [Request] I need some code translated to cleo... » 08-07-2008 22:22

Betushes
Replies: 5

This is a code that was made with sanny builder 2.99 and Im asking for someone to convert it to cleo3 format. This is the code:

:STRING
thread 'STRING' 

:STRING_11
wait 0 
if 
 $MISSION_INTRO_PASSED == 1 // G == INT 
jf @STRING_1008 
if 
0A2B:   is_widescreen_enabled 
jf @STRING_57 
03F0: set_text_draw_enabled 0 
jump @STRING_1008 

:STRING_57
03F0: set_text_draw_enabled 1 

:STRING_74
if and
  not Actor.Driving($PLAYER_ACTOR)
00E1:   is_button_pressed_pad 0 button 4 
jf @STRING_94 
03F0: set_text_draw_enabled 0 
jump @STRING_1008 

:STRING_94
077E: get_active_interior_to $ACTIVE_INTERIOR 
if 
 $ACTIVE_INTERIOR == 0 // G == INT 
jf @STRING_723 
Actor.StorePos($PLAYER_ACTOR, 1@, 2@, 3@)
0843: get_zone_name_string_from_3D_coord 1@ 2@ 3@ store_to s$8226 // 8-byte strings VersionA 
gosub @STRING_347 

:STRING_148
if or
05AD:   s$8226 == 'LA' // 8-byte strings, global  // Los Santos
05AD:   s$8226 == 'SF' // 8-byte strings, global  // San Fierro
05AD:   s$8226 == 'VE' // 8-byte strings, global  // Las Venturas
jf @STRING_219 
05A9: s$8226 = 'CT' // 8-byte strings, global 

:STRING_219
if 
05AD:   s$8226 == 'SAN_AND' // 8-byte strings, global  // San Andreas
jf @STRING_258 
05A9: s$8226 = 'CN' // 8-byte strings, global 

:STRING_258
033F: set_text_draw_letter_width_to 0.3 height_to 1.2 
0340: set_text_draw_color_RGBA_to 255 255 255 200 
081C: set_text_draw_outline_to 2 0 0 0 255 
0342: set_text_draw_centered 1 
0343: set_text_draw_linewidth_to 200.0 
060D: set_text_draw_shadow_to 0 color_RGBA_to 0 0 0 255 
03E0: unknown text_stuff 1 
033E: text_draw_position_X 88.0 position_Y 426.0 GXT_reference s$8226 
jump @STRING_1008 

:STRING_347
0842: get_player $PLAYER_CHAR town_number_store_to $CURRENT_TOWN_NUMBER 
if 
 $CURRENT_TOWN_NUMBER == 0 // G == INT 
jf @STRING_387 
05A9: s$8230 = 'CS' // 8-byte strings, global 

:STRING_387
if 
 $CURRENT_TOWN_NUMBER == 1 // G == INT 
jf @STRING_419 
05A9: s$8230 = 'LA' // 8-byte strings, global  // Los Santos

:STRING_419
if 
 $CURRENT_TOWN_NUMBER == 2 // G == INT 
jf @STRING_451 
05A9: s$8230 = 'SF' // 8-byte strings, global  // San Fierro

:STRING_451
if 
 $CURRENT_TOWN_NUMBER == 3 // G == INT 
jf @STRING_483 
05A9: s$8230 = 'VE' // 8-byte strings, global  // Las Venturas

:STRING_483
if 
05AD:   s$8226 == 'SAN_AND' // 8-byte strings, global  // San Andreas
jf @STRING_522 
05A9: s$8230 = 'SAN_AND' // 8-byte strings, global  // San Andreas

:STRING_522
if 
05AD:   s$8226 == 'LA' // 8-byte strings, global  // Los Santos
jf @STRING_561 
05A9: s$8230 = 'LA' // 8-byte strings, global  // Los Santos

:STRING_561
if 
05AD:   s$8226 == 'SF' // 8-byte strings, global  // San Fierro
jf @STRING_600 
05A9: s$8230 = 'SF' // 8-byte strings, global  // San Fierro

:STRING_600
if 
05AD:   s$8226 == 'VE' // 8-byte strings, global  // Las Venturas
jf @STRING_639 
05A9: s$8230 = 'VE' // 8-byte strings, global  // Las Venturas

:STRING_639
033F: set_text_draw_letter_width_to 0.3 height_to 1.2 
0340: set_text_draw_color_RGBA_to 255 255 255 200 
081C: set_text_draw_outline_to 2 0 0 0 255 
0342: set_text_draw_centered 1 
0343: set_text_draw_linewidth_to 200.0 
060D: set_text_draw_shadow_to 0 color_RGBA_to 0 0 0 255 
03E0: unknown text_stuff 1 
033E: text_draw_position_X 88.0 position_Y 326.0 GXT_reference s$8230 
return 

:STRING_723
03F0: set_text_draw_enabled 0 
32@ = 0 // L = INT 

:STRING_734
wait 0 
if 
 32@ > 2000 // L > INT 
jf @STRING_734 
03F0: set_text_draw_enabled 1 
32@ = 0 // L = INT 

:STRING_768
wait 0 
094B: get_actor $PLAYER_ACTOR currently_used_EnEx_name_store_to v$ACTIVE_INTERIOR_NAME // 16-byte strings 
033F: set_text_draw_letter_width_to 0.3 height_to 1.2 
0340: set_text_draw_color_RGBA_to 255 255 255 200 
081C: set_text_draw_outline_to 2 0 0 0 255 
0342: set_text_draw_centered 1 
0343: set_text_draw_linewidth_to 200.0 
060D: set_text_draw_shadow_to 0 color_RGBA_to 0 0 0 255 
03E0: unknown text_stuff 1 
033E: text_draw_position_X 88.0 position_Y 426.0 GXT_reference v$ACTIVE_INTERIOR_NAME 

:STRING_845
033F: set_text_draw_letter_width_to 0.3 height_to 1.2 
0340: set_text_draw_color_RGBA_to 255 255 255 200 
081C: set_text_draw_outline_to 2 0 0 0 255 
0342: set_text_draw_centered 1 
0343: set_text_draw_linewidth_to 200.0 
060D: set_text_draw_shadow_to 0 color_RGBA_to 0 0 0 255 
03E0: unknown text_stuff 1 
033E: text_draw_position_X 88.0 position_Y 326.0 GXT_reference s$8230 
32@ = 0 // L = INT 

:STRING_918
077E: get_active_interior_to $ACTIVE_INTERIOR 
if 
 $ACTIVE_INTERIOR == 0 // G == INT 
jf @STRING_768 
03F0: set_text_draw_enabled 0 

:STRING_978
wait 0 
if 
 32@ > 2000 // L > INT 
jf @STRING_978 
32@ = 0 // L = INT 

:STRING_1008
jump @STRING_11

What it does is it displays the current town\zone that CJ is located in.

The code is by Wesser.

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