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Yeah, I already got that hint.
If somebody is intressted in a solution, check out the post of Silent in this thread:
http://gtag.gtagaming.com/forums/index. … wtopic=612
Hey,
if I use this:
0004: $INDEX = 0 06D1: v$GXT_NAME[0] = "BLUBGXT" 0ADF: add_dynamic_GXT_entry $GXT_NAME($INDEX,50v) text "This is my great new GXT entry, it is just awesome."
It works fine.
But if I use this:
0004: $INDEX = 0 06D1: v$GXT_NAME[0] = "BLUBGXT" 06D1: v$GXT_CONTENT[0] = "This is my great new GXT entry, it is just awesome." 0ADF: add_dynamic_GXT_entry $GXT_NAME($INDEX,50v) text $GXT_CONTENT($INDEX,50v)
The text appears clipped ingame.
Any idea? Maybe wrong usage of the data type?
Question: Is CLEO still being worked on or should we lose faith? There's been no updates in months and the bug reports are only stacking up. I've tried to keep a posotive look towards the future of CLEO 4 but at the moment a future for it appears inexistant.
Would be intressting to know.
I have antoher "bug".
If you play a mp3, and instantly minimize the game (go not to menue before), the mp3 keeps playing. Is it possible to freeze the mp3, like the rest of game?
Edit: You've selected 'As is' case converting in SB option? 'cos I've had the same problem when my case converting was set to 'uppercase' - "AT+" =/= "at+"
Thanks man, that solved my problem
Hi,
I can wirte informations to file with this:
:01 0001: wait 0 ms 068D: get_camera_position_to $CAM_POS_X $CAM_POS_Y $CAM_POS_Z 068E: get_camera_target_point_to $CAM_TARGET_X $CAM_TARGET_Y $CAM_TARGET_Z 00D6: if 0 0AB0: key_pressed 88 004D: jump_if_false @01 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false @01 00D6: if 0 0A9A: $hFILE = openfile "cam.ini" mode 0x77 // IF and SET 004D: jump_if_false @01 0AD9: write_formatted_text "Camera Position: %g %g %g Camera Target: %g %g %g" in_file $hFile $CAM_POS_X $CAM_POS_Y $CAM_POS_Z $CAM_TARGET_X $CAM_TARGET_Y $CAM_TARGET_Z 0A9B: closefile $hFILE 0002: jump @01
That works fine, but if I try to append the informations to the file my game crashes, I use this code:
:01 0001: wait 0 ms 068D: get_camera_position_to $CAM_POS_X $CAM_POS_Y $CAM_POS_Z 068E: get_camera_target_point_to $CAM_TARGET_X $CAM_TARGET_Y $CAM_TARGET_Z 00D6: if 0 0AB0: key_pressed 88 004D: jump_if_false @01 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false @01 00D6: if 0 0A9A: $hFILE = openfile "cam.ini" mode "at+" // IF and SET 004D: jump_if_false @01 0AD9: write_formatted_text "Camera Position: %g %g %g Camera Target: %g %g %g" in_file $hFile $CAM_POS_X $CAM_POS_Y $CAM_POS_Z $CAM_TARGET_X $CAM_TARGET_Y $CAM_TARGET_Z 0A9B: closefile $hFILE 0002: jump @01
Thanks man, that solved my problem;-)
don't know but it's possible to change the model of some ipls with opcode 03B6:
What means of some IPLs, how can I check to wich IPL its possible?
Hi,
is it possible to change the position of an IPL mapped object through changing its memory adresses ingame? Similar we can do it for the handling.cfg.
Hi,
I found a (compatibility?) bug in CLEO4. I created a little test script for getting weapon informations form the memory, with CLEO3 it works correctly, look here:
But with CLEO4 it shows wrong data:
Is that a bug in CLEO4? Or what is the reason for this? I used the same script for CLEO3 and CLEO4.
Here is the test-code:
{$CLEO .cs} 03A4: name_thread "WEPINFO" 0001: wait 2000 ms 03F0: enable_text_draw 1 048F: actor $PLAYER_ACTOR remove_weapons 0001: wait 2000 ms 0004: $CPED = 0xB6F5F0 0A8D: $CPEDPOOL = read_memory $CPED size 8 virtual_protect 1 :WEPINFO 0001: wait 0 ms 0A8E: $CURRENTWEAPONSLOT = $CPEDPOOL + 0x718 // int 0A8D: $CURRENTWEAPONSLOTPOOL = read_memory $CURRENTWEAPONSLOT size 1 virtual_protect 1 0A90: $SLOTPOOLPOSITION = 28 * $CURRENTWEAPONSLOTPOOL // int 0A8E: $AMMOINCLIP = $SLOTPOOLPOSITION + 8 // int 0008: $AMMOINCLIP += 0x5A0 0058: $AMMOINCLIP += $CPEDPOOL // (int) 0A8D: $AMMOINCLIPPOOL = read_memory $AMMOINCLIP size 1 virtual_protect 1 0A8E: $AMMOREMAINING = $SLOTPOOLPOSITION + 12 // int 0008: $AMMOREMAINING += 0x5A0 0058: $AMMOREMAINING += $CPEDPOOL // (int) 0A8D: $AMMOREMAININGPOOL = read_memory $AMMOREMAINING size 1 virtual_protect 1 0084: $TYPE = $SLOTPOOLPOSITION // (int) 0008: $TYPE += 0x5A0 0058: $TYPE += $CPEDPOOL // (int) 0A8D: $TYPEPOOL = read_memory $TYPE size 2 virtual_protect 1 045A: draw_text_1number 10.0 10.0 GXT 'NUMBER' number $CURRENTWEAPONSLOTPOOL // ~1~ 045A: draw_text_1number 10.0 20.0 GXT 'NUMBER' number $AMMOREMAININGPOOL // ~1~ 045A: draw_text_1number 10.0 30.0 GXT 'NUMBER' number $AMMOINCLIPPOOL // ~1~ 045A: draw_text_1number 10.0 40.0 GXT 'NUMBER' number $TYPEPOOL // ~1~ 0002: jump @WEPINFO
I have a answer,
what for this opcode needs?
It such like just disable radio. About that must be a memory address...
ATP wrote:I have a question,
would it be possible to create an OpCode like that?XXXX: make_radio_stations_scrollable 0
This can easily be done by using the function instead. Furthermore, it can even be done by using other opcodes.
Yes, I found another way to do it. If somebody is intressted, check my 3rd post in this thread: http://www.gtaforums.com/index.php?act=ST&f=49&t=445929
@Alien,
would it be possilbe to create an OpCode like this?
XXXX: make_3d_coordinate $X $Y $Z to_2d_screen_coordinate 0@ 1@
Hi,
is it posible to create texts above actors like we know it from SA-MP in Single-Player? Like here for example:
Greetings, ATP
I have a question,
would it be possible to create an OpCode like that?
XXXX: make_radio_stations_scrollable 0
I have another question, is it possible to use that car like a car that is created by SCM? I mean, how can I get that car to a variable?
Ok thanks, that works.
I tried to read out the XYZ Position, but I always get 0, any idea why?
here is my test to get X:
0A8D: 3@ = read_memory 0xB74494 size 4 virtual_protect 0 // read ptr 0A8D: 3@ = read_memory 3@ size 4 virtual_protect 0 // get the 1st vehicle address 3@ += 20 0A8D: 4@ = read_memory 3@ size 4 virtual_protect 0 // read Matrix ptr 4@ += 48 0A8D: 5@ = read_memory 4@ size 4 virtual_protect 0 // get X 0092: 6@ = float 5@ to_integer 045A: draw_text_1number 50.0 40.0 GXT 'number' number 6@
Hey, How can I read out a Car ID from the Memory?
I tried it in that way:
0@ = 0xB74494 0A8D: 1@ = read_memory 0@ size 4 virtual_protect 0 1@ += 34 0A8D: 2@ = read_memory 1@ size 2 virtual_protect 0 045A: draw_text_1number 50.0 30.0 GXT 'number' number 2@
I want to read the CarId of the first car in th Pool. But I get "134", and that is no CarID...
I took the adresses from here:
http://www.gtamodding.com/index.php?tit … SA%29#Cars
Hey,
I use this to create to create a TextBox without using a fxt or gxt entry:
//////////////////////////////// gosub @TEXT_POINTER $TEXT -= @TextInstruction gosub @TEXT_SHOW //////////////////////////////// :TEXT_POINTER 0A9F: $TEXT = current_thread_pointer 000A: $TEXT += 16 0A8D: $TEXT = read_memory $TEXT size 4 virtual_protect 0 0051: return :TEXT_SHOW 00D6: if 0AA9: is_game_version_original 004D: jump_if_false @TEXT_SHOW_1 0AA5: call 5802976 4 pop 4 0 0 0 $TEXT 0051: return :TEXT_SHOW_1 0AA5: call 5804976 4 pop 4 0 0 0 $TEXT 0051: return :TextInstruction hex "Use_LEFT,_RIGHT,~n~DOWN_and_UP~n~to_select" 00 end
Is it possible to create a highpriority text without using a fxt or gxt entry?
regards, ATP
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