#1 GTA Modding » License Plate Fix » 26-08-2010 19:03

Wesser
Replies: 0

I've been working on for a while to solve the bothering license plate error according to the most of vehicles when using the opcode 0674: some have both plate textes not updated at all and those who haven't this problem, leave one of these as they've been generated. This issue doesn't occure for cars with one plate though.

Anyone know something to nop or flags to change?

These were my findings. wink

#2 Re: GTA Modding » Additional Variables in CLEO » 20-08-2010 15:04

SilentPL, I know about that. My point is where those vars will be stored if we read them by getting the label offset? I thought, they are a part of the closest thread in memory.

Nevermind...

#3 Re: GTA Modding » Additional Variables in CLEO » 20-08-2010 09:48

Method 2 and 3 make me confused. Where the game stores variables higher than 33? I believe, it goes forward to the next thread. rolleyes

Method 1 is easier to understand and I guess it's the only one which works properly. tongue

#4 Re: GTA Modding » Disable engine sound » 22-06-2010 21:46

Ok, leave that question because of the unknown ways according to its resolution. I have an off-topic question instead: is there a way to attach an actor to another actor without making the coords lag visible?

#5 Re: GTA Modding » Disable engine sound » 18-06-2010 16:07

Well, all values match each other but those memory addresses are read-only and they don't work even by forcing them with virtual protect set to 0. Any other ways? smile

#6 Re: GTA Modding » Disable engine sound » 17-06-2010 16:52

Thanks for your reply, but that's exactly what I've already tried. Setting those engine sounds to -1 works only if the game hasn't loaded a vehicle yet but not whenever ingame. In addition, it doesn't disable it properly since I can still hear the reverse sound. cry

I need some offset to add at the current vehicle pointer to make its engine muted (like actors). smile

#7 GTA Modding » Disable engine sound » 16-06-2010 20:54

Wesser
Replies: 5

Is it possible to disable a specified car engine sound? I found out only how to do it before the game loads each vehicle defined internally, like alexander made. sad

#8 Re: Sanny Builder и CLEO » CLEO 4 для GTA San Andreas » 02-03-2010 16:12

Sorry Deji! I have a question too. tongue

I was wondering: is there a way to get the screen xy from 3D coords using CLEO or by making a new opcode? It would be really useful for several purpose. good

#9 Re: GTA Modding » [QST] Removing auto-reload » 15-08-2009 11:39

Sorry for the double post, but I think I found a workable way. blush

The code I've already posted is a bit incorrect for some reasons. Here is the code which works as I want but only when the player isn't in a car, because the game automatically removes the reload. sad

{$CLEO}

0000: NOP

while true
  wait 0 
  if 
  0256:  player $PLAYER_CHAR defined
  then
    if 
    8118:  not actor $PLAYER_ACTOR dead
    then
      if 
      8449:  not actor $PLAYER_ACTOR in_a_car
      then
        gosub @NoReloadAnimFix 
        if 
        0AB0:  key_pressed 0x52 // R
        then
          gosub @GetCurrentSlot 
          gosub @GetClipAmmo 
          gosub @GetCurrentWeapon 
          gosub @GetCurrentAmmo 
          0062: 3@ -= 5@ // (int) 
          if 
            3@ > 0 
          then
            if 
            803B:  not 2@ == 5@ // (int) 
            then
              000E: 0@ -= 0x04 
              0A8C: write_memory 0@ size 4 value 2 virtual_protect 0 
              gosub @GetWeapGroup 
              7@(6@,13i) = 0 
              repeat
                wait 0 
                0A8D: 10@ = read_memory 0@ size 4 virtual_protect 0 
              until 10@ <> 2 
            end
          end
        end
      end
    end
  end
  gosub @GetCurrentWeapon 
  gosub @GetWeapGroup 
  gosub @GetMaxClipAmmo 
  gosub @GetCurrentSlot 
  gosub @GetClipAmmo 
  if 
  803B:  not 2@ == 5@ // (int) 
  then
    0085: 7@(6@,13i) = 5@ // (int) 
  end
  if and
    7@(6@,13i) <> 0 
  803B:  not 7@(6@,13i) == 5@ // (int) 
  then
    0062: 2@ -= 5@ // (int) 
    gosub @GetCurrentAmmo 
    005A: 3@ += 2@ // (int) 
    017B: set_actor $PLAYER_ACTOR weapon 1@ ammo_to 3@ 
    0A8C: write_memory 0@ size 4 value 7@(6@,13i) virtual_protect 0 
  end
end

:NoReloadAnimFix
if 
80E1:  not player 0 pressed_key 6 
then
  if 
  00E1:  player 0 pressed_key 17 
  then
    repeat
      wait 0 
      if or
      00E1:  player 0 pressed_key 5 
      00E1:  player 0 pressed_key 7 
      then
        break
      end
    until 03EE:  player $PLAYER_CHAR controllable
  end
end
return 

:GetCurrentWeapon
0470: 1@ = actor $PLAYER_ACTOR current_weapon
return 

:GetMaxClipAmmo
0085: 0@ = 1@ // (int) 
0012: 0@ *= 0x70 
000A: 0@ += 0xC8AAB8 
000A: 0@ += 0x20 
0A8D: 2@ = read_memory 0@ size 2 virtual_protect 0 
return 

:GetCurrentAmmo
041A: 3@ = actor $PLAYER_ACTOR weapon 1@ ammo
return 

:GetCurrentSlot
0A96: 0@ = actor $PLAYER_ACTOR struct
000A: 0@ += 0x718 
0A8D: 4@ = read_memory 0@ size 1 virtual_protect 0 
return 

:GetClipAmmo
0A96: 0@ = actor $PLAYER_ACTOR struct
000A: 0@ += 0x5A0 
4@ *= 0x1C 
005A: 0@ += 4@ // (int) 
000A: 0@ += 0x08 
0A8D: 5@ = read_memory 0@ size 4 virtual_protect 0 
return 

:GetWeapGroup
0782: get_weapon_with_ID 1@ weapon_group_to 6@ 
return

Thanks however. tongue

#10 GTA Modding » [QST] Removing auto-reload » 12-08-2009 18:04

Wesser
Replies: 1

Hi, there. This is my first post which I've ever made here. I was thinking if there's a way to remove the annoying auto-reload thing when CJ changes his weapon.

This is my script which reloads the current weapon by pressing "R", of course. tongue

Deleted...

Hope someone can give me a solution by nopping something. wink

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