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Hi, i find this cleo mod http://www.gtaforums.com/index.php?show … 15203&st=0.
This mod work in gta sa single player. but I need to work on SAMP. Can u tell me why dont display money and ammo in SAMP ?
Last edited by convers (23-03-2010 20:45)
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Maybe server doesn't allows you to use CLEO...
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but part of the script works.
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Post here source code of script.
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{$CLEO}
{
Mod Name: Windshield GUI}
const
PX = 1@
SX = 2@
PX2 = 3@
SX2 = 4@
PX3 = 5@
SX3 = 6@
PL_HEALTH = 7@
PL_MAX_HEALTH = 8@
PL_ARMOUR = 9@
PL_MAX_ARMOUR = 10@
BREATH_LVL = 11@
MAX_BREATH_LVL = 12@
CURRENT_WEAP = 13@
WEAP_AMMO = 14@
CURRENT_SLOT = 15@
AMMO_CLIP = 16@
AMMO_OTH = 17@
IS_WEAP_FOUND = 18@
PREV_WEAP = 19@
NEXT_WEAP = 20@
STATUS = 21@
STATUS2 = 22@
WEAP_SEL = 23@
WEAP_MODEL = 24@
WANTED_LVL = 25@
PL_MONEY = 26@
CUR_HOURS = 27@
CUR_MINS = 28@
ALPHA = 29@
MAX_AMMO_CLIP = 30@
PL_VEHICLE = 31@
///-------------------------
STRING = $5
STRING2 = $30
///-------------------------
VEHICLE_TEXT = 0@s
///-------------------------
WIDESCREEN_STATUS = $36
IS_IN_WIDESCREEN = $76
ENTER_STATUS = $77
IS_OPENING_DOOR = $78
IS_IN_CUTSCENE = $79
HUD_MODE = $80
IS_HUD_ENABLED = $81
endIS_IN_WIDESCREEN = FALSE
IS_OPENING_DOOR = FALSE
IS_IN_CUTSCENE = FALSE
IS_HUD_ENABLED = TRUE
IS_WEAP_FOUND = FALSE0000: Starting code...
gosub @LoadTxdDictionary
gosub @RemoveOnScreenTextswhile true
wait 0
gosub @WideScreenCheck
gosub @OpenDoorCheck
gosub @CutsceneCheck
gosub @HudEnabledCheck
if or
IS_IN_WIDESCREEN == TRUE
IS_OPENING_DOOR == TRUE
IS_IN_CUTSCENE == TRUE
IS_HUD_ENABLED == FALSE
then
03F0: enable_text_draw 0
else
03F0: enable_text_draw 1
gosub @HealthBarDisplay
gosub @ArmourBarDisplay
gosub @BreathBarDisplay
gosub @WeapAmmoDisplay
gosub @WeapIconDisplay
gosub @WantedStarDisplay
gosub @MoneyTextDisplay
gosub @TimeTextDisplay
gosub @VehicleTextDisplayend
end:WideScreenCheck
0A8D: WIDESCREEN_STATUS = read_memory 0xB6F065 size 4 virtual_protect 0
if
WIDESCREEN_STATUS == 1
then
IS_IN_WIDESCREEN = TRUE
else
IS_IN_WIDESCREEN = FALSE
end
return:OpenDoorCheck
0A8D: ENTER_STATUS = read_memory 0x96A7CC size 4 virtual_protect 0 // I found this
if or
ENTER_STATUS == 1
ENTER_STATUS == 2
then
IS_OPENING_DOOR = TRUE
else
IS_OPENING_DOOR = FALSE
end
return:CutsceneCheck
if
06B9: cutscene_data_loaded
then
if
82E9: not cutscene_reached_end
then
IS_IN_CUTSCENE = TRUE
end
else
IS_IN_CUTSCENE = FALSE
end
return:HudEnabledCheck
0A8D: HUD_MODE = read_memory 0xBA6769 size 4 virtual_protect 0
if
HUD_MODE == 0
then
IS_HUD_ENABLED = FALSE
else
IS_HUD_ENABLED = TRUE
end
return:HealthBarDisplay
gosub @GetPlayerHealthif
PL_HEALTH > 0
then
gosub @GetPlayerMaxHealth
gosub @GetHealthMath
gosub @DrawHealthBar
end
return:GetPlayerHealth
PL_HEALTH = Actor.Health($PLAYER_ACTOR)
return:GetPlayerMaxHealth
0653: PL_MAX_HEALTH = float_stat 24
PL_MAX_HEALTH /= 5.69
return:GetHealthMath
008D: PL_HEALTH = integer PL_HEALTH to_float
PX = 549.0
SX = 100.0
if
0025: PL_MAX_HEALTH > PL_HEALTH // (float)
then
PX = 599.0
0073: PL_MAX_HEALTH /= PL_HEALTH // (float)
0073: SX /= PL_MAX_HEALTH // (float)
0087: PL_HEALTH = SX // (float)
PL_HEALTH /= 2.0
0063: PX -= PL_HEALTH // (float)
end
return:DrawHealthBar
03E3: set_texture_to_be_drawn_antialiased 1
038E: draw_box_position PX 401.0 size SX 8.0 RGBA 0 255 0 100
return:ArmourBarDisplay
gosub @GetPlayerArmourif
PL_ARMOUR > 0
then
gosub @GetPlayerMaxArmour
gosub @GetArmourMath
gosub @DrawArmourBar
end
return:GetPlayerArmour
04DD: PL_ARMOUR = actor $PLAYER_ACTOR armour
return:GetPlayerMaxArmour
0945: get_player $PLAYER_CHAR max_armour_to PL_MAX_ARMOUR
008D: PL_MAX_ARMOUR = integer PL_MAX_ARMOUR to_float
return:GetArmourMath
008D: PL_ARMOUR = integer PL_ARMOUR to_float
PX2 = 549.0
SX2 = 100.0
if
0025: PL_MAX_ARMOUR > PL_ARMOUR // (float)
then
PX2 = 599.0
0073: PL_MAX_ARMOUR /= PL_ARMOUR // (float)
0073: SX2 /= PL_MAX_ARMOUR // (float)
0087: PL_ARMOUR = SX2 // (float)
PL_ARMOUR /= 2.0
0063: PX2 -= PL_ARMOUR // (float)
end
return:DrawArmourBar
03E3: set_texture_to_be_drawn_antialiased 1
038E: draw_box_position PX2 418.0 size SX2 8.0 RGBA 255 255 255 100
return:BreathBarDisplay
gosub @GetPlayerBreathif and
BREATH_LVL > 0
0965: actor $PLAYER_ACTOR swimming
then
gosub @GetPlayerMaxBreath
gosub @GetBreathMath
gosub @DrawBreathBar
end
return:GetPlayerBreath
0652: BREATH_LVL = integer_stat 4080:GetPlayerMaxBreath
0653: MAX_BREATH_LVL = float_stat 225
MAX_BREATH_LVL *= 1.5
MAX_BREATH_LVL += 1150.0
return:GetBreathMath
PX3 = 549.0
SX3 = 100.0
if
0025: MAX_BREATH_LVL > BREATH_LVL // (float)
then
PX3 = 599.0
0073: MAX_BREATH_LVL /= BREATH_LVL // (float)
0073: SX3 /= MAX_BREATH_LVL // (float)
0087: BREATH_LVL = SX3 // (float)
BREATH_LVL /= 2.0
0063: PX3 -= BREATH_LVL // (float)
end
return:DrawBreathBar
03E3: set_texture_to_be_drawn_antialiased 1
038E: draw_box_position PX3 384.0 size SX3 8.0 RGBA 150 200 255 120
return:WeapAmmoDisplay
gosub @GetCurrentWeapif and
CURRENT_WEAP > 15
not CURRENT_WEAP == 40
not CURRENT_WEAP > 43
then
gosub @GetCurrentWeapAmmo
if or
CURRENT_WEAP == 16
CURRENT_WEAP == 17
CURRENT_WEAP == 18
CURRENT_WEAP == 35
CURRENT_WEAP == 36
CURRENT_WEAP == 39
then
gosub @DrawWeapAmmoOneelse
gosub @GetCurrentSlot
0A96: 0@ = actor $PLAYER_ACTOR struct
000A: 0@ += 0x5A0
CURRENT_SLOT *= 0x1C
005A: 0@ += CURRENT_SLOT // (int)
000A: 0@ += 0x8
0A8D: AMMO_CLIP = read_memory 0@ size 4 virtual_protect 0 // GetAmmoClip
0062: WEAP_AMMO -= AMMO_CLIP // (int)
0085: AMMO_OTH = WEAP_AMMO // (int)
gosub @DrawWeapAmmoTwo
end
end
return:DrawWeapAmmoOne
0341: unknown_text_draw_flag 0
060D: draw_text_shadow 1 color_RGBA 0 0 0 255
0342: enable_text_draw_centered 1
03E0: unknown_text_draw_flag 1
0340: set_text_draw_RGBA 255 255 255 190
033F: set_text_draw_letter_size 0.4 1.2
045A: draw_text_1number 578.0 315.0 GXT 'NUMBER' number WEAP_AMMO // ~1~
return:DrawWeapAmmoTwo
0341: unknown_text_draw_flag 0
060D: draw_text_shadow 1 color_RGBA 0 0 0 255
0342: enable_text_draw_centered 1
03E0: unknown_text_draw_flag 1
0340: set_text_draw_RGBA 255 255 255 190
033F: set_text_draw_letter_size 0.4 1.2
045B: draw_text_2numbers 578.0 315.0 GXT 'SCOREB' numbers AMMO_CLIP AMMO_OTH // ~1~-~1~
return:WeapIconDisplay
gosub @GetCurrentWeap
gosub @GetPrevWeap
gosub @GetNextWeap
gosub @RemoveWeap
gosub @WeapFoundCheck
gosub @DrawWeapIcon
return:DrawWeapIcon
CURRENT_WEAP += 1
03E3: set_texture_to_be_drawn_antialiased 1
038D: draw_texture CURRENT_WEAP position 579.0 303.0 size 45.0 45.0 RGBA 150 150 150 150
if
IS_WEAP_FOUND == TRUE
then
03E3: set_texture_to_be_drawn_antialiased 1
038D: draw_texture PREV_WEAP position 579.0 264.0 size 30.0 30.0 RGBA 150 150 150 90
03E3: set_texture_to_be_drawn_antialiased 1
038D: draw_texture NEXT_WEAP position 579.0 342.0 size 30.0 30.0 RGBA 150 150 150 90
end
return:GetPrevWeap
if
STATUS == 0
then
gosub @GetCurrentSlot
CURRENT_SLOT += 1
end
CURRENT_SLOT -= 1
if
not CURRENT_SLOT > 0
then
CURRENT_SLOT = 13
end
gosub @GetAllWeapDataif or
CURRENT_SLOT == 1
not WEAP_MODEL == -1
then
0085: PREV_WEAP = WEAP_SEL // (int)
PREV_WEAP += 1
STATUS = 0
else
STATUS = 1
jump @GetPrevWeap // this will increase the speed
end
return:GetNextWeap
if
STATUS2 == 0
then
gosub @GetCurrentSlot
CURRENT_SLOT += 1
end
CURRENT_SLOT += 1
if
CURRENT_SLOT > 13
then
CURRENT_SLOT = 1
end
gosub @GetAllWeapDataif or
CURRENT_SLOT == 1
not WEAP_MODEL == -1
then
0085: NEXT_WEAP = WEAP_SEL // (int)
NEXT_WEAP += 1
STATUS2 = 0
else
STATUS2 = 1
jump @GetNextWeap // this will increase the speed
end
return:GetAllWeapData
04B8: get_weapon_data_from_actor $PLAYER_ACTOR weapon_group CURRENT_SLOT weapon WEAP_SEL ammo WEAP_AMMO model WEAP_MODEL
return:RemoveWeap
gosub @GetCurrentWeap0085: 0@ = CURRENT_WEAP // (int)
0012: 0@ *= 0x70
000A: 0@ += 0xC8AAB8
000A: 0@ += 0x20
0A8D: MAX_AMMO_CLIP = read_memory 0@ size 4 virtual_protect 0
if
MAX_AMMO_CLIP > 0
then
gosub @GetCurrentWeapAmmo
if
WEAP_AMMO == 0
then
0555: remove_weapon CURRENT_WEAP from_actor $PLAYER_ACTOR
end
end
return:WeapFoundCheck
if
803B: not CURRENT_WEAP == WEAP_SEL // (int)
then
IS_WEAP_FOUND = TRUE
else
IS_WEAP_FOUND = FALSE
end
return:GetCurrentWeap
0470: CURRENT_WEAP = actor $PLAYER_ACTOR current_weapon
return:GetCurrentWeapAmmo
041A: WEAP_AMMO = actor $PLAYER_ACTOR weapon CURRENT_WEAP ammo
return:GetCurrentSlot
0A96: 0@ = actor $PLAYER_ACTOR struct
000A: 0@ += 0x718
0A8D: CURRENT_SLOT = read_memory 0@ size 1 virtual_protect 0
return:WantedStarDisplay
gosub @GetCurrentWantedlvl
gosub @DrawWantedStar
return:GetCurrentWantedlvl
WANTED_LVL = Player.WantedLevel($PLAYER_CHAR)
return:DrawWantedStar
if
WANTED_LVL > 0
then
03E3: set_texture_to_be_drawn_antialiased 1
038D: draw_texture 48 position 620.0 353.0 size 20.0 20.0 RGBA 150 150 150 120
end
if
WANTED_LVL > 1
then
03E3: set_texture_to_be_drawn_antialiased 1
038D: draw_texture 48 position 620.0 333.0 size 20.0 20.0 RGBA 150 150 150 120
end
if
WANTED_LVL > 2
then
03E3: set_texture_to_be_drawn_antialiased 1
038D: draw_texture 48 position 620.0 313.0 size 20.0 20.0 RGBA 150 150 150 120
end
if
WANTED_LVL > 3
then
03E3: set_texture_to_be_drawn_antialiased 1
038D: draw_texture 48 position 620.0 293.0 size 20.0 20.0 RGBA 150 150 150 120
end
if
WANTED_LVL > 4
then
03E3: set_texture_to_be_drawn_antialiased 1
038D: draw_texture 48 position 620.0 273.0 size 20.0 20.0 RGBA 150 150 150 120
end
if
WANTED_LVL > 5
then
03E3: set_texture_to_be_drawn_antialiased 1
038D: draw_texture 48 position 620.0 253.0 size 20.0 20.0 RGBA 150 150 150 120
end
return:MoneyTextDisplay
PL_MONEY = Player.Money($PLAYER_CHAR)
if
PL_MONEY > -1
then
0340: set_text_draw_RGBA 0 255 0 120
else
0340: set_text_draw_RGBA 255 0 0 120
PL_MONEY *= -1
end
gosub @DrawMoneyText
return:DrawMoneyText
03E0: unknown_text_draw_flag 1
033F: set_text_draw_letter_size 0.45 1.3
03E4: enable_text_draw_align_right 1
060D: draw_text_shadow 1 color_RGBA 0 0 0 255
045A: draw_text_1number 474.0 394.0 GXT 'AUICASH' number PL_MONEY
return:TimeTextDisplay
00BF: CUR_HOURS = current_time_hours, CUR_MINS = current_time_minutes
if
10 > CUR_MINS
then
gosub @DrawTimeTextOne
else
gosub @DrawTimeTextTwo
end
return:DrawTimeTextOne
03E0: unknown_text_draw_flag 1
033F: set_text_draw_letter_size 0.45 1.3
03E4: enable_text_draw_align_right 1
060D: draw_text_shadow 1 color_RGBA 0 0 0 255
0340: set_text_draw_RGBA 255 255 255 140
045B: draw_text_2numbers 474.0 412.0 GXT 'TIME_0' numbers CUR_HOURS CUR_MINS // ~1~:0~1~
return:DrawTimeTextTwo
03E0: unknown_text_draw_flag 1
033F: set_text_draw_letter_size 0.45 1.3
03E4: enable_text_draw_align_right 1
060D: draw_text_shadow 1 color_RGBA 0 0 0 255
0340: set_text_draw_RGBA 255 255 255 140
045B: draw_text_2numbers 474.0 412.0 GXT 'TIME' numbers CUR_HOURS CUR_MINS // ~1~:~1~
return:VehicleTextDisplay
if
00DF: actor $PLAYER_ACTOR driving
then
03C0: PL_VEHICLE = actor $PLAYER_ACTOR car
0441: 0@ = car PL_VEHICLE model
000E: 0@ -= 400
0012: 0@ *= 0x308
000A: 0@ += 0xB1F650
000A: 0@ += 0x36
0A8D: STRING = read_memory 0@ size 4 virtual_protect 0 // I found this
000A: 0@ += 0x4
0A8D: STRING2 = read_memory 0@ size 3 virtual_protect 0
0AB1: call_scm_func @SubString 2 STRING STRING2
end
return:SubString
gosub @DrawVehicleText
0AB2: ret 0:DrawVehicleText
03E0: unknown_text_draw_flag 1
033F: set_text_draw_letter_size 0.3 1.2
081C: draw_text_outline 2 RGBA 0 0 0 255
033E: set_draw_text_position 142.0 376.0 GXT VEHICLE_TEXT
return:LoadTxdDictionary
0391: release_txd_dictionary
0390: load_txd_dictionary 'WSHIELD'
038F: load_texture "FIST" as 1 // Load dictionary with 0390 first
038F: load_texture "KNUCKLS" as 2 // Load dictionary with 0390 first
038F: load_texture "GLFCLUB" as 3 // Load dictionary with 0390 first
038F: load_texture "NSTICK" as 4 // Load dictionary with 0390 first
038F: load_texture "KNIFE" as 5 // Load dictionary with 0390 first
038F: load_texture "BASBALB" as 6 // Load dictionary with 0390 first
038F: load_texture "SHOVEL" as 7 // Load dictionary with 0390 first
038F: load_texture "POOLCUE" as 8 // Load dictionary with 0390 first
038F: load_texture "KATANA" as 9 // Load dictionary with 0390 first
038F: load_texture "CHAINSW" as 10 // Load dictionary with 0390 first
038F: load_texture "DILDO" as 11 // Load dictionary with 0390 first
038F: load_texture "DILDO2" as 12 // Load dictionary with 0390 first
038F: load_texture "VIBE" as 13 // Load dictionary with 0390 first
038F: load_texture "VIBE2" as 14 // Load dictionary with 0390 first
038F: load_texture "FLOWERS" as 15 // Load dictionary with 0390 first
038F: load_texture "CANE" as 16 // Load dictionary with 0390 first
038F: load_texture "GRENADE" as 17 // Load dictionary with 0390 first
038F: load_texture "TEARGAS" as 18 // Load dictionary with 0390 first
038F: load_texture "MOLOTOV" as 19 // Load dictionary with 0390 first
038F: load_texture "PISTOL" as 23 // Load dictionary with 0390 first
038F: load_texture "SILENCD" as 24 // Load dictionary with 0390 first
038F: load_texture "DEAGLE" as 25 // Load dictionary with 0390 first
038F: load_texture "SHOTGUN" as 26 // Load dictionary with 0390 first
038F: load_texture "SAWNOFF" as 27 // Load dictionary with 0390 first
038F: load_texture "SPAS" as 28 // Load dictionary with 0390 first
038F: load_texture "UZI" as 29 // Load dictionary with 0390 first
038F: load_texture "MP5" as 30 // Load dictionary with 0390 first
038F: load_texture "AK47" as 31 // Load dictionary with 0390 first
038F: load_texture "M4" as 32 // Load dictionary with 0390 first
038F: load_texture "TEC9" as 33 // Load dictionary with 0390 first
038F: load_texture "CUNTGUN" as 34 // Load dictionary with 0390 first
038F: load_texture "SNIPER" as 35 // Load dictionary with 0390 first
038F: load_texture "ROCKETL" as 36 // Load dictionary with 0390 first
038F: load_texture "HSEEKER" as 37 // Load dictionary with 0390 first
038F: load_texture "FLAMET" as 38 // Load dictionary with 0390 first
038F: load_texture "MINIGUN" as 39 // Load dictionary with 0390 first
038F: load_texture "SATCHEL" as 40 // Load dictionary with 0390 first
038F: load_texture "DETNATR" as 41 // Load dictionary with 0390 first
038F: load_texture "SPRAYC" as 42 // Load dictionary with 0390 first
038F: load_texture "FXTING" as 43 // Load dictionary with 0390 first
038F: load_texture "CAMERA" as 44 // Load dictionary with 0390 first
038F: load_texture "NVGOGLS" as 45 // Load dictionary with 0390 first
038F: load_texture "IRGOGLS" as 46 // Load dictionary with 0390 first
038F: load_texture "PARCHUT" as 47 // Load dictionary with 0390 first
038F: load_texture "WSTAR" as 48 // Load dictionary with 0390 first
return:RemoveOnScreenTexts
09BA: show_entered_zone_name 0
0826: enable_hud 0
09B9: show_entered_car_name 0
return
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Maybe you can't load textures in MP...
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his is not texture. Ican load texture in MP. AN i can load texdraw but i cant display money :\
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Maybe money have located on server, not on your computer
Last edited by ~AquaZ~ (24-03-2010 17:00)
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to nie ma nic wspólnego. Jeżeli nawet kasa jest na serwer to pokazywało by znaczek $
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What did you said? I don't understand...
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I do not understand you can paste the revised section?
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wher i must paste this ?
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ok but this is not problem. I still dont see money in SAMP
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I find problem thx
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Yes, really nice!
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Get MTA:SA instead of SH:IT, I mean, SA:MP.
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