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After a long time of playing GTA: San Andreas and finishing it 100% for like 3 to 4 times, I decided to transform the game to something simpler so it can be just a game to play and waste my hours with without worries like CJ's hunger and stuff like that.
I'm currently using Alexander's awesome GTA IV mod and I'm happy with it, but unfortunately the ammo HUD is a bit of an annoyance because I've made the ammo to be infinite, making them pointless (as well as). I've hid them before in the original HUD via CLEO script but unfortunately the script doesn't work for this HUD mod.
I ain't sure if talking about memory hacking is allowed here. I only wish to know the memory addresses for the ammo digits so I can just simply hide them via a CLEO script, then place a clock by my own (via CLEO also) in the same coordinates in the HUD.
I'm currently looking for a way to 'tell' the player to grab on a nearby edge when falling, and I found this. How do they work exactly? I'm a noob at memory stuff. I'm hoping that I can use the one that stores to memory the 'jump state' is 'in air', if it is ever posible.
This might help you guys get an idea what might be causing it: I've tried installing the latest CLEO4 (4.1.1.30) and it crashes like hell when I try to use at least 1 CS file. The SA Limit Adjuster (which I installed later, so this wouldn't be the cause) tells me that the CLEO scripts themselves were the last thing loaded before the crash.
EDIT: Uh, screw this. Just found out the saved games were the cause of the crashes. Sorry if this is in any way not related to the posted problem.
I want to ask if it is also possible to have a police radar that can detect police peds as well.
This may be a noob question, but is there a way to make CJ skydive without a parachute?
Dunno if this helps, but I think you should try putting the code in a loop so whenever the ped changes animations he/she will always freeze.
LOL @ topic name.
Perhaps you didn't get rid of all CLEO mods when you tried fresh-installing and installing CLEO4 without mods. Try it again, this time, remove all contents of the CLEO folder including the .cleo ones, and see if you still get the problem.
Is it possible to get the player's model ID in CLEO? I'm currently making (another but different) shape-shifting mod. I tried all of the following codes, but none of them worked.
if 02F2: actor $PLAYER_ACTOR model == #LAPD1 else_jump @BLAH //========================================// 0665: get_actor $PLAYER_ACTOR model_to 1@ if 1@ == 280 else_jump @BLAH //========================================// if Actor.Model($PLAYER_ACTOR) == #LAPD1 else_jump @BLAH
1. Does anyone know how to know the coordinates of a drawn weapon in San Andreas? A friend of mine is making a lightsaber mod and I wanna attach a "white rod" object for the middle part of the lightsaber blade.
2. (I asked this question before; just hoping this time I can get an answer) How can I make CJ's head turn and face where the camera is facing, like in this part of this video and in the game Dragon Age: Origins?
http://img519.imageshack.us/img519/8100/cameralook.png
I believe you should be asking the makers/moderators/admins of SAMP themselves.
I'm trying to achieve the same kind of "explosion of light" like in Ryosuke's Nuke mod (see here: http://www.youtube.com/watch?v=5oqvQfi70jM @ 0:41) for a certain mod I'm working on. I tried using two opcodes to do this. I managed to have the flashing effect, but not the light explosion. It should be the same code used by Ryosuke in his mod. Am I missing somethin'? Or should I use a different opcode?
09E5: create_flash_light_at 0@ 1@ 7@ RGB_mask 16383 16383 16383 radius 500.0 // This code worked 04D5: create_corona_at 0@ 1@ 7@ radius 25.0 type 1 flare 2 RGB 4095 // This should give me the light explosion effect, shouldn't it?
Damn. It's close, but not close enough, unless there's an "everyone/all peds" variable or "$EVERYONE" or something that I can use for this code, is there?
Sorry if this is a stupid question, but is there by chance a code that checks if you're at the line of sight (of police/enemy/etc.)?
I'm making a simple "disguise" mod that allows you to change CJ's form to that of closest ped. Works very similarly to the Citizens mod, but it's made as a CLEO mod, and I'm making this just for myself (I have no plans of releasing it).
Like in the game [PROTOTYPE], I was wondering if it is possible to have it so that if CJ shape-shifts while in the line of sight, he cannot evade the police, as well as making an indicator that tells if you are in the line of sight or not. And, no, I'm not planning to make a [PROTOTYPE] mod in case you're wondering.
I tried that code before. Never worked for me for some reason. That's why I'm asking the question in the first place. (note that not all opcodes/codes are listed in SB's opcode search tool like Actor.Blah(Actor: Handle) opcode)
Never mind anyways. The alternative opcode $MODELNUM = Car.Model(0@) worked. I'll be using this instead.
Sorry to bump this topic, but about my first question, I now wanted to use it for spawning. Unfortunately the 0AB5 code only makes reference to that car, not also getting its model number. Is it really possible to do so? If it is, how?
I'm currently working on a Transformers mod, mostly based from Michael Bay's films. At the moment, I'm currently using a menu of (personally-chosen) cars for the switching between cars, which is making the mod not only unstable but also inaccurate to the films/comics/TV shows. I want it like in the movies -- scan the device, copy it, and transform to it on the spot -- if it is possible.
wow this is the first time I've heard such a thing. Never knew it is possible, is it?
Maybe it DIDN'T corrupt the saved game because it's very unlikely. CLEO is made to allow you to use them in any of your saved games. Be sure to check if you did install a non-CLEO/TC (total conversion) mod which involves replacing the main.scm. If yes, then that's the one keeping you from loading your original saves again. Note that these saves could only work for the original main.scm, so if you want to use old saves again put back the original main.scm. If you did uninstall a TC mod once then this problem followed, you'll need to reinstall that TC mod again if you want to use those saves because these saves, like the original saves to the original main.scm, would only work for the modded main.scm.
And for the saved game, most of us here have already finished all missions if not are too far from where you stopped in the game. Try Googling for saved games. Perhaps someone bothered to upload saved games corresponding to a mission. Also try asking in GTAForums, which is the perfect place for this one. Which mission did you finish so far?
:wow: Wow, BIG thanks, dude. Should have thought of searching there (I've been referring to GTAModding ever since I started modding).
thx for info
SOW, is there any list of those memory data stuff (0xB7CB64) I can refer into? What I only know so far is getting the current weather and the current game speed.
BTW did u ask the same question on the gta forums ,cuz i saw your topic there and i kinda stole your idea and made the shape-shifting thing ...yeah ,sorry ,but don't worry ,i'll send it to you on a pm just to save you the trouble ,and don't worry of me releasing it either
No worries. I'm making this for my own and probably my friends, but I won't be releasing it publicly. Also, there's already the Citizens mod by Dutchy3010 and PatrickW (I'm using it too). Releasing it would already be considered ripping. BUT it would be nice to give that one to me, that is if I can shape-shift a car with this.
As for the answer for the second question, I was referring to game speed, not car speed (these are two different things; game speed determines how fast the game runs, set it slower you'll have this bullet-time-like effect -- see my Quick Reflexes mod to try this one yourself -- and speed it up it will look like time is accelerated or put to fast-forward), but what would that also work?
I'm not sure if this is the right place for these questions but:
- Is it possible to have the game get the model number / ID of the nearest car so you can put it in a variable? If yes, how? The only one I know so far is getting the model number / ID of the nearest ped.
- Is it also possible to have the game detect the current game speed? If yes, how?
Currently working on a shape-shifting mod and a unique time travel mod for these ones. I'm guessing these involve the 0A8D opcode, which I little understand about.
GOOD. This might help solve those CLEO mods my cousin made herself, 'cause the problem is identical to Ryosuke's -- she might have implemented the same protection. Tried contacting her about the CLEO mods, but she's too busy at stuff, so I turned to these forums for help.
thx for the info
As what the title suggests, I'm having problem at editing some CLEO mods made using a previous SB version. I couldn't edit them because the scripts can't be decompiled properly for some reason.
Take Ryosuke dude's CLEO mods as examples (see link below). Not sure if he did use old version of SB on this one, but like the case of the old CLEO mods if you try to decompile it and re-compile it the whole thing will screw up big time even if you didn't change anything in the code at all.
http://gtasamod.web.fc2.com/cleomod/
Should I disable/enable other options other than the "Add extra info to SCM" option to decompile the CLEO mod properly, or should I really need an older version of Sanny Builder (which I doubt is still available)? By asking here, I'm hoping to get a good answer this time.
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