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OK, Thanks. I have another problem now!
. Is the same code but optimized.
{$CLEO}
thread 'TEST'
wait 5000
1@ = 0
gosub @SubStrings //DISPLAY THE 1ST MESSAGE
wait 5000
1@ = 1
gosub @SubStrings //DISPLAY THE 2ND MESSAGE
:LabelControls
...
:SubStrings
0A9F: 2@(1@,2i) = current_thread_pointer
2@(1@,2i) += 0x10
0A8D: 2@(1@,2i) = read_memory 2@(1@,2i) size 4 virtual_protect 0
if
1@ == 0
jf @SubStrings02
3@ = @SubMsgWelcome
jump @SubStrings03
:SubStrings02
3@ = @SubMsgUsage
:SubStrings03
0062: 2@(1@,2i) -= 3@
2@(1@,2i) += 4
0AA5: call 0x588BE0 num_params 4 pop 4 0 0 0 2@(1@,2i)
return
:SubMsgWelcome
0900: "Welcome to blablabla..."
jump @SubMsgEnd
:SubMsgUsage
0900: "Press ~h~~k~~PED_ANSWER_PHONE~~w~ + ~h~~k~~PED_FIREWEAPON~~w~ to blablabla..."
:SubMsgEnd
0000: NOPI created an array to facilitate the use of the messages. The first msg is diplayed correctly, but in the second msg the game crashes! Is the array index that is wrong or what?
Hi, I am using the following code to display text without editing the file .GXT or create files .FXT.
... gosub @SubStrings wait 5000 0AA5: call 0x588BE0 num_params 4 pop 4 0 0 0 1@ ... :SubStrings 0A9F: 1@ = current_thread_pointer 1@ += 0x10 0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0 1@ -= @SubMsgWelcome 1@ += 4 return :SubMsgWelcome 0900: "Welcome to blablabla..." jump @SubMsgEnd :SubMsgUsage 0900: "Press ~h~~k~~PED_ANSWER_PHONE~~w~ + ~h~~k~~PED_FIREWEAPON~~w~ to blablabla..." :SubMsgEnd 0000: NOP
Well, the code works correctly, but the problem is that the text is displayed in game all in UPPERCASE mode and I not want this. Is there a way to solve this problem???
Thanks!
Ok, thank you!
Hi to all, I would like to know the identification of the keys as in the example below:
// shows a save screen if pressing F4
{$CLEO}
0000:
while true
wait 250
if
0AB0: key_pressed 0x73
then
03D8: show_save_screen
end
end0x73 is F4, and F1..F12, a..z, 0..9???
Thanks!