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From a technical standpoint, is there potentially any other file (other than EXE) in the default SA directory that can prevent an asi plug-in from running?
ZAZ: PW... scroll up to post #15
Sure, there is a huge number of opcodes that were never used in original file, that is why it does not present in the opcodes.txt (see how this tool works). But it does not mean you can't use these opcodes or whatever. If you see some missing opcode just add it to the opcodes.txt manually.
I understand that, what I'm asking is: Why won't future SBs include these opcodes? Are they EXE dependent? Do they pose potential problems?
Ok, post them. I'm not good in English, maybe some terms were used incorrectly, you should know it better wink IF it's an obvious error, I'll fix it.
Alright, I will start writing a list and post it in the near future.
Is your answer "NO" to updating the opcodes.txt? Or are you just telling us what we can do in the meantime until the next SB is released? The missing opcodes I'm referring to are ones that space uses in his mods. (they function) What reason would you not want to include functioning opcodes? Please explain. 
No holy war here, just asking because I thought SB was setting the standard for all GTA coding - with corrections and improvements as it's developed?
I have found many incorrectly described opcodes... My point: Why would I take the time to post them if you're not going to use them? This is the impression you're giving me.
I only want to help so please share your intentions with regard to these things. 
Thanks, 
-Midnightz
Unrelated but as you know, there are differences in the SA v2.0 EXE. Along with that, are some file changes too. Specifically, v2.0 is missing files from gta3.img and anim.img. Any code that calls upon the missing files will crash the game. Perhaps (like w/above-mentioned) there are other file differences between other versions? Just a thought... 
THANK YOU for stating that decompiling it (instead of using converter) will swap param order around as needed. Thanks also for explaining the purpose of the opcodes.txt file.
Do you plan on updating the opcodes.txt to match the INI that spaceeinstein uses today? (some ops are missing in the search thingy) Also, why did anyone ever swap params to begin with...? I mean, the only thing I see that needs changing (regardless the INI) are the descriptions. *confused*
P.S. With all due respect to spaceeinstein (I think he's a rockstar), but I find PLPynton's INI more accurate in terms of descriptions most of the time. (ex. if an opcode says car in the desc. even though it's for all vehicles = confusion) I would like to see SB's default INI improved in this manner.
I have to look at ALL INIs and compare descriptions to be certain I am using opcodes correctly... which is just silly and time-consuming.
It's also confusing for a newcomer... like me.
P.P.S. Regardless the INI, I know some things are standard coding but get lost in translation:
0 = should always be OFF
1 = should always be ON (unless 1 = OFF and 2 = ON)
DESTROY = should imply destruction, NOT removal/deletion
DELETE/REMOVE = are the same, to be rid of something
RELEASE = let go
Sorry for the rant, just sharing my opinions/preferences/and a few facts. 
By creating opcode.txt to be able convert MB>SB,
does it overwrite the sascm.ini ?
I have no idea what opcode.txt is for...
I don't think it changes that when you convert your code from MB > SB.
I thought sannybuilder sascm.ini is based on Plyntons definitions
Isnt it ?
No, I'm pretty sure SB's INI is written by Seemann.
As for the whole param order issue, I don't know of any list of differences between these INIs... if I did, it would surely help me too when rewriting all my code to be compatible with CLEO etc. *sigh*
Hopefully Seemann will answer you but beware, he's quite busy these days.
-Midnightz
Eh, try this U.S. version: http://public.sannybuilder.com/gtasa_ex … ompact.rar
(see topic here about it)
Not a custom car, no mods... This is part of a CLEO script I wrote and it uses 0AB5 to get the car and 04FE to instantly deflate the tire. I hear the popping sound but the tire looks the same. Weird huh?
Sorry, I speak English only. Seemann translate maybe? I have a mod that uses deflate tire... I hear pop on execute, can have car lower but texture is same (tire looks inflated not deflated). Ideas why?
*nod* I see.
Thank you for explaining a bit more. Did you get my PM from here the other day? Well, I will PM from somewhere to show you the problem with the global DMA vars.
What I meant is... I may understand the definition of something and its general purpose but I may not always see right away how they assimilate with GTA SA coding. See: http://ardictionary.com/Assimilating/9610
Once I can see how it applies (when you elaborated), I can then incorporate it. Uhh, make sense?
The whole script? Ugh... they are several for each mod until finished with each section, then I plan to combine. I'll PM to save the space, thanks. 
Ahh, so THAT'S what a pointer is? Been wondering for awhile and thanks for elaborating on why I need it too.
As for my problem, the script is finished otherwise and working nicely. I wasn't stating the problem as clearly as I should have = actually it's (after that code) opcode 0836 using $9811 that is causing crashes. Is it because I am trying to manipulate it? This is a repeat issue in several of my CLEO scripts - anytime I need to manipulate the value or write a new value = crash. Uhh, I need a work-around or alternative approach?
2 pseudo-code examples:
check $scmvar
is $scmvar value 1?
if not value 1, cancel
otherwise, continue
check $scmvar
is $scmvar doing X?
if not doing X, cancel
otherwise, do X faster
^...effects I need for my CLEO scripts to function properly.
Thanks in advance for any advice/guidance,
-Midnightz
var $PLAYER_ACTOR: Integer $test: Integer = 0 end if not $PLAYER_ACTOR == $test then Player.Money($PLAYER_CHAR) += 99999 end
I don't get it.
I mean, I get it... for that instance but can't see how it applies to what I'm trying to do. Err, I haven't had to do anything special to use common globals like $PLAYER_ACTOR - they're working just dandy without me converting anything to permit the use of them AFAIK. Please elaborate if what I'm doing will eventually cause a crash? :wow:
Separately, I need to make my CLEO script check a dma var (from scm) and tell me if it's doing X... I have had no success so far.
:MOVEIT_DOOR 03CA: object $9811 exists jf @MOVEIT_COND if or 0837: object $9811 animation == "CLO_Pose_In_O" 0837: object $9811 animation == "CLO_Pose_Out_O" jf @MOVEIT_COND ...blah blah blah
Can you or Seemann tell me if this is impossible to do in a CLEO script -OR- how to accomplish it correctly?
Many thanks in advance,
-Midnightz
I am going to learn more about CLEO soon and probably post lots of questions but while I am thinking about it...
CLEO permits the use of opcodes that can play mp3s, yes? How about creating some opcodes that can play mpegs in-game? Purpose: It would be very cool if we could play movies at certain SA coords... like tv screens, the movie theater screen etc.
Is this even possible?