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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. 
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...
Method 2 and 3 make me confused. Where the game stores variables higher than 33? I believe, it goes forward to the next thread. 
Method 1 is easier to understand and I guess it's the only one which works properly. 
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?
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? 
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. 
I need some offset to add at the current vehicle pointer to make its engine muted (like actors). 
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. 
Sorry Deji! I have a question too. 
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. 
Sorry for the double post, but I think I found a workable way. 
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. 
{$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@
returnThanks however. 
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. 
Deleted...
Hope someone can give me a solution by nopping something. 
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