#1 Re: GTA Modding » Sanny Builder / CLEO discussion » 05-03-2014 15:42

ZAZ wrote:

ok, works now, thanks
does adding extra info normally make sense by cleo scripts?

IMO it never makes sense as you shouldn't decompile your own scripts... ever tongue

#2 Re: GTA Modding » San Andreas Quick Opcode » 16-04-2012 20:37

DK22Pac wrote:

Before creating opcodes you must have basic knowledges on how opcode-handler works.

But, as seen on GTAF, he doesn't even know the basics of SCM, so it would be only a waste of time lol

#3 Re: Вопросы по скриптингу » Один вопрос » 16-01-2012 19:41

Провери етий код:

:SEASIDE_CITY_86
wait 0 
if and
   Model.Available(#GREENWOO)
   Model.Available(#FAM1)
   Model.Available(#FAM2)
else_jump @SEASIDE_CITY_86
Actor.PutAt($PLAYER_ACTOR, 1004.04, -1822.31, 14.4453)
fade 0 2000

Я давно не писаль по-русски tongue

@up
Ах, я забыль етого.

#5 Re: GTA Modding » CLEO 4. Questions and bug reports. » 25-05-2011 14:39

Looks like the CLEO 4.1.1.30f corrupts car_generators which generate newly added vehicles. For me, it keeps crashing at 0x0047BA64 (mov [eax+CParkedGenerator.field_D], cl at 0A17 opcode handler) with added some vehicles and incerased limit using SALA. With 4.1.1.30 it works fine.

Also, some other people reports this bug aswell.

#6 Re: GTA Modding » Can I get a little help here? Vehicle always appear! » 06-05-2011 20:22

It does not exist. Unless you have 64GB RAM to store whole SA map in it.

#7 Re: GTA Modding » [CLEO] Cop Bikers Overhaul » 25-02-2011 16:30

Cool, but mod that you've linked controls it via CLEO script. Mine injects some ASM codes and just shuts down.

#8 GTA Modding » [CLEO] Cop Bikers Overhaul » 24-02-2011 14:18

Silent
Replies: 2

[center][large]Cop Bikers Overhaul 1.0[/large][/center]


Overhaul? Huh?

By default, GTA SA has unique cop model for each city. However, there's only one cop biker for whole state. It has a bit of nonsense, as his model name apparently tells that is a LS biker. Also, Rockstar left in gta3.img two fully usable models of bikers for SF and LV.

Why not make them usable? This mod (or rather, this plugin) adds them to the city, as they should be placed, according to their names.

Believe me or not, that mod doesn't spawn cops by itself, only hacks the EXE routines. However, you even don't have to believe me, as mod is open sourced smile

   
This mod is compatible with the CLEO 3/4 Libraries found here:
http://cleo.sannybuilder.com/

Put cbo.cs in GTA San Andreas\CLEO directory and peds.ide in GTA San Andreas\data directory to install the mod.
If your peds.ide file is modified, add mod lines by yourself by pasting them below #---ADD NEW PEDS HERE line. You have to paste these two lines:

272, sfpdm1, sfpdm1, COP, STAT_COP, swat, 1FFF, 0, null, 9,9, PED_TYPE_EMG,VOICE_EMG_MCOP1 ,VOICE_EMG_MCOP6
273, lvpdm1, lvpdm1, COP, STAT_COP, swat, 1FFF, 0, null, 9,9, PED_TYPE_EMG,VOICE_EMG_MCOP1 ,VOICE_EMG_MCOP6

You don't have to worry about cop models, as they are in all SA copies in gta3.img archive, just unused.


Screenshots:

th_105e88fe.jpg
Two SF bikers.

th_f7146664.jpg
Annoyed LV biker chases poor taxi driver (running on GTA: The '95 Story mod).


Download:

Click here
Or here


Known bugs:

As mod modifies several hardcoded routines, it might crash on some EXE versions (1.0 US HOODLUM and Compact are tested and bug free). Contact me if you have any problems with it.


Too lazy to download whole package just to see the source?

Here it is, then.

{$CLEO}
{
    Cop Bikers Overhaul 1.0
    Created by Silent
}
0A9F: 0@ = current_thread_pointer
000A: 0@ += 0x10
0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
0A8F: 3@ = 0@ - @_copBikerModelsByTown
        
0A8F: 2@ = 0@ - @CCopPed__getBikerModel
000A: 2@ += 0x8
0A8C: write_memory 2@ size 4 value 3@ virtual_protect 0 // mov eax, _copBikerModelsByTown[eax*4] 
000A: 2@ += 0x1A
0A8C: write_memory 2@ size 4 value 3@ virtual_protect 0 // mov eax, _copBikerModelsByTown[ecx*4] 
000A: 2@ += 0x1E
0A8C: write_memory 2@ size 4 value 3@ virtual_protect 0 // mov eax, _copBikerModelsByTown[ecx*4] 

0A8F: 2@ = 0@ - @_checkBikerModel
000A: 2@ += 0x3
0A8C: write_memory 2@ size 4 value 3@ virtual_protect 0 // mov eax, _copBikerModelsByTown[ecx*4] 
000A: 2@ += 0x10
0A8E: 1@ = 2@ + 0x4
0A8F: 1@ = 0x407C8D - 1@
0A8C: write_memory 2@ size 4 value 1@ virtual_protect 0 // jnz loc_407C8D
000A: 2@ += 0x15
0A8E: 1@ = 2@ + 0x4
0A8F: 1@ = 0x407CFE - 1@
0A8C: write_memory 2@ size 4 value 1@ virtual_protect 0 // jz loc_407CFE
000A: 2@ += 0x5
0A8E: 1@ = 2@ + 0x4
0A8F: 1@ = 0x407CB3 - 1@
0A8C: write_memory 2@ size 4 value 1@ virtual_protect 0 // jmp loc_407CB3

0A8F: 2@ = 0@ - @_reloadCopModels
000A: 2@ += 0x1B
0A8E: 1@ = 2@ + 0x4
0A8F: 1@ = 0x56E230 - 1@
0A8C: write_memory 2@ size 4 value 1@ virtual_protect 0 // call _getPlayerCWanted
000A: 2@ += 0x12
0A8E: 1@ = 2@ + 0x4
0A8F: 1@ = 0x56E230 - 1@
0A8C: write_memory 2@ size 4 value 1@ virtual_protect 0 // call _getPlayerCWanted
000A: 2@ += 0x45
0A8E: 1@ = 2@ + 0x4
0A8F: 1@ = 0x407180 - 1@
0A8C: write_memory 2@ size 4 value 1@ virtual_protect 0 // call _random
000A: 2@ += 0x41
0A8C: write_memory 2@ size 4 value 3@ virtual_protect 0 // mov eax, _copBikerModelsByTown[edi*4]
000A: 2@ += 0x45
0A8E: 1@ = 2@ + 0x4
0A8F: 1@ = 0x409C10 - 1@
0A8C: write_memory 2@ size 4 value 1@ virtual_protect 0 // call CStreaming__releaseModel  
000A: 2@ += 0x1E
0A8E: 1@ = 2@ + 0x4
0A8F: 1@ = 0x409C10 - 1@
0A8C: write_memory 2@ size 4 value 1@ virtual_protect 0 // call CStreaming__releaseModel
000A: 2@ += 0xA
0A8C: write_memory 2@ size 4 value 3@ virtual_protect 0 // mov edx, _copBikerModelsByTown[esi*4]
000A: 2@ += 0x6
0A8E: 1@ = 2@ + 0x4
0A8F: 1@ = 0x409C10 - 1@
0A8C: write_memory 2@ size 4 value 1@ virtual_protect 0 // call CStreaming__releaseModel
000A: 2@ += 0x7
0A8C: write_memory 2@ size 4 value 3@ virtual_protect 0 // mov eax, _copBikerModelsByTown[esi*4]
000A: 2@ += 0x17
0A8E: 1@ = 2@ + 0x4
0A8F: 1@ = 0x409C10 - 1@
0A8C: write_memory 2@ size 4 value 1@ virtual_protect 0 // call CStreaming__releaseModel
000A: 2@ += 0x10
0A8E: 1@ = 2@ + 0x4
0A8F: 1@ = 0x409C10 - 1@
0A8C: write_memory 2@ size 4 value 1@ virtual_protect 0 // call CStreaming__releaseModel
000A: 2@ += 0x1E
0A8E: 1@ = 2@ + 0x4
0A8F: 1@ = 0x409C10 - 1@
0A8C: write_memory 2@ size 4 value 1@ virtual_protect 0 // call CStreaming__releaseModel
000A: 2@ += 0x1C
0A8E: 1@ = 2@ + 0x4
0A8F: 1@ = 0x4087E0 - 1@
0A8C: write_memory 2@ size 4 value 1@ virtual_protect 0 // call CStreaming__requestModel
000A: 2@ += 0x7
0A8C: write_memory 2@ size 4 value 3@ virtual_protect 0 // mov eax, _copBikerModelsByTown[edi*4] 
000A: 2@ += 0x8
0A8E: 1@ = 2@ + 0x4
0A8F: 1@ = 0x4087E0 - 1@
0A8C: write_memory 2@ size 4 value 1@ virtual_protect 0 // call CStreaming__requestModel
000A: 2@ += 0xF
0A8E: 1@ = 2@ + 0x4
0A8F: 1@ = 0x4087E0 - 1@
0A8C: write_memory 2@ size 4 value 1@ virtual_protect 0 // call CStreaming__requestModel

0A8F: 1@ = 0@ - @_checkBikerModel
000E: 1@ -= 0x407C70
0A8C: write_memory 0x407C6B size 1 value 0xE9 virtual_protect 1
0A8C: write_memory 0x407C6C size 4 value 1@ virtual_protect 1 // jmp _checkBikerModel

0A8F: 1@ = 0@ - @CCopPed__getBikerModel
000E: 1@ -= 0x5DDD8A
0A8C: write_memory 0x5DDD85 size 1 value 0xE8 virtual_protect 1
0A8C: write_memory 0x5DDD86 size 4 value 1@ virtual_protect 1 // call CCopPed__getBikerModel
0A8C: write_memory 0x5DDD8B size 1 value 0x1E virtual_protect 1 // jmp loc_5DDCAD

0A8F: 1@ = 0@ - @_reloadCopModels
000E: 1@ -= 0x40A155
0A8C: write_memory 0x40A150 size 1 value 0xE9 virtual_protect 1
0A8C: write_memory 0x40A151 size 4 value 1@ virtual_protect 1 // jmp _reloadCopModels 

0A8F: 1@ = 0@ - @_patchCopModelIDSwitch
0A8C: write_memory 0x464F58 size 1 value 0xF0 virtual_protect 1 // add ecx, -272 
0A8C: write_memory 0x464F5E size 1 value 0x10 virtual_protect 1 // cmp ecx, 10h
0A8C: write_memory 0x464F64 size 4 value 1@ virtual_protect 1 // jmp ds:_patchCopModelIDSwitch[ecx*4]

0A8C: write_memory 0x8A5AB0 size 4 value 0x0 virtual_protect 1
0A93: end_custom_thread

:_checkBikerModel
hex
8B048D00000000  // mov eax, _copBikerModelsByTown[ecx*4]
8D0480          // lea eax, [eax+eax*4]
381C85D04C8E00  // cmp _loadedObjectInfo.bLoaded[eax*4], bl
0F8500000000    // jnz loc_407C8D  
A19C5A8A00      // mov eax, _copBikeModel    
8D1480          // lea edx, [eax+eax*4] 
381C95D04C8E00  // cmp _loadedObjectInfo.bLoaded[edx*4], bl   
0F8400000000    // jz loc_407CFE   
E900000000      // jmp loc_407CB3
end

:CCopPed__getBikerModel
hex
A11867BA00      // mov eax, _playerTownNumber
8B048500000000  // mov eax, _copBikerModelsByTown[eax*4]  
8D0C80          // lea ecx, [eax+eax*4]
53              // push ebx
8A1C8DD04C8E00  // mov bl, _loadedObjectInfo.bLoaded[ecx*4]
B201            // mov dl, 1
38D3            // cmp bl, dl
741E            // jz short CCopPed__getBikerModel+3C
33C9            // xor ecx, ecx   
    {CCopPed__getBikerModel+1F}     
8B048D00000000  // mov eax, _copBikerModelsByTown[ecx*4]
8D0480          // lea eax, [eax+eax*4]
381485D04C8E00  // cmp _loadedObjectInfo.bLoaded[eax*4], dl
740B            // jz short CCopPed__getBikerModel+3E
41              // inc ecx
83F904          // cmp ecx, 4                           
7CE7            // jl short CCopPed__getBikerModel+1F
83C8FF          // or eax, 0FFFFFFFFh  
    {CCopPed__getBikerModel+3C}  
5B              // pop ebx 
C3              // ret  
    {CCopPed__getBikerModel+3E}
8B048D00000000  // mov eax, _copBikerModelsByTown[ecx*4] 
5B              // pop ebx
C3              // ret   
end

:_reloadCopModels
hex
83FF04          // cmp edi, 4 
0F8FAC010000    // jg _reloadCopModels+1B5
A11429B700      // mov eax, _activeInterior
85C0            // test eax, eax
0F859F010000    // jnz _reloadCopModels+1B5
56              // push esi
57              // push edi
6AFF            // push 0FFFFFFFFh
E800000000      // call _getPlayerCWanted
8B7C2410        // mov edi, [esp+0Ch+arg_0]
83C404          // add esp, 4
85C0            // test eax, eax
7466            // jz short _reloadCopModels+90
6AFF            // push 0FFFFFFFFh
E800000000      // call _getPlayerCWanted
8B482C          // mov ecx, [eax+CWanted.currentWantedLevel]
83C404          // add esp, 4
83F903          // cmp ecx, 3
7D54            // jge short _reloadCopModels+90
85FF            // test edi, edi
7450            // jz short _reloadCopModels+90
A0BF549600      // mov al, _disablePoliceBikes  
84C0            // test al, al
7547            // jnz short _reloadCopModels+90
8B3584CBB700    // mov esi, _currentTime
3935C0549600    // cmp dword_9654C0, esi
7329            // jnb short _reloadCopModels+80
8A15BE549600    // mov dl, byte_9654BE
84D2            // test dl, dl
0F94C0          // setz al
6850C30000      // push C350h
6830750000      // push 7530h
A2BE549600      // mov byte_9654BE, al
E800000000      // call _random
83C408          // add esp, 8
03C6            // add eax, esi
A3C0549600      // mov dword_9654C0, eax
    {_reloadCopModels+80}
A0BE549600      // mov al, byte_9654BE
84C0            // test al, al
740E            // jz short _reloadCopModels+97
BF04000000      // mov edi, 4
EB07            // jmp short _reloadCopModels+97
    {_reloadCopModels+90}
C605BE54960000  // mov byte_9654BE, 0
    {_reloadCopModels+97}
8B04BDA05A8A00  // mov eax, _copModelsByTown[edi*4]
8D1480          // lea edx, [eax+eax*4]
B101            // mov cl, 1
380C95D04C8E00  // cmp _loadedObjectInfo.bLoaded[edx*4], cl
0F85D3000000    // jnz _reloadCopModels+183
8B04BD00000000  // mov eax, _copBikerModelsByTown[edi*4]
8D1480          // lea edx, [eax+eax*4]
380C95D04C8E00  // cmp _loadedObjectInfo.bLoaded[edx*4], cl
0F85BC000000    // jnz _reloadCopModels+183
8B04BD8C5A8A00  // mov eax, _copcarModelsByTown[edi*4]
8D0480          // lea eax, [eax+eax*4]
380C85D04C8E00  // cmp _loadedObjectInfo.bLoaded[eax*4], cl
0F85A5000000    // jnz _reloadCopModels+183
33F6            // xor esi, esi
8BFF            // mov edi, edi
    {_reloadCopModels+E2}
3BF7            // cmp esi, edi    
0F848F000000    // jz _reloadCopModels+179
83FF04          // cmp edi, 4 
745C            // jz short _reloadCopModels+14B
8B0CB5A05A8A00  // mov ecx, _copModelsByTown[esi*4]
51              // push ecx
E800000000      // call CStreaming__releaseModel   
8B14B5A05A8A00  // mov edx, _copModelsByTown[esi*4]  
8B0495C8B0A900  // mov eax, _modelPtrs[edx*4]
0FBF480A        // movsx ecx, word ptr [eax+0Ah] 
81C1204E0000    // add ecx, 4E20h  
51              // push ecx
E800000000      // call CStreaming__releaseModel    
83C408          // add esp, 8
8B14B500000000  // mov edx, _copBikerModelsByTown[esi*4]
52              // push edx
E800000000      // call CStreaming__releaseModel  
8B04B500000000  // mov eax, _copBikerModelsByTown[esi*4]
8B0C85C8B0A900  // mov ecx, _modelPtrs[eax*4]
0FBF510A        // movsx edx, word ptr [ecx+0Ah]
81C2204E0000    // add edx, 4E20h 
52              // push edx
E800000000      // call CStreaming__releaseModel    
83C408          // add esp, 8
    {_reloadCopModels+14B}
8B14B58C5A8A00  // mov edx, _copcarModelsByTown[esi*4]
52              // push edx
E800000000      // call CStreaming__releaseModel
8B04B58C5A8A00  // mov eax, _copcarModelsByTown[esi*4]
8B0C85C8B0A900  // mov ecx, _modelPtrs[eax*4]
0FBF510A        // movsx edx, word ptr [ecx+0Ah]
81C2204E0000    // add edx, 4E20h
52              // push edx
E800000000      // call CStreaming__releaseModel
83C408          // add esp, 8
    {_reloadCopModels+179}
46              // inc esi
83FE04          // cmp esi, 4
0F8C5FFFFFFF    // jl _reloadCopModels+E2
    {_reloadCopModels+183}
8B0CBDA05A8A00  // mov ecx, _copModelsByTown[edi*4]
6A02            // push 2
51              // push ecx
E800000000      // call CStreaming__requestModel
8B04BD00000000  // mov eax, _copBikerModelsByTown[edi*4]
6A02            // push 2
50              // push eax
E800000000      // call CStreaming__requestModel
8B0CBD8C5A8A00  // mov ecx, _copcarModelsByTown[edi*4]
6A02            // push 2
51              // push ecx
E800000000      // call CStreaming__requestModel        
83C418          // add esp, 18h
5F              // pop edi
5E              // pop esi
    {_reloadCopModels+1B5}
C3              // ret
end

:_patchCopModelIDSwitch
hex
684F4600        // loc_464F68
684F4600        // loc_464F68
B54F4600        // locret_464FB5
B54F4600        // locret_464FB5
B54F4600        // locret_464FB5
B54F4600        // locret_464FB5
B54F4600        // locret_464FB5
B54F4600        // locret_464FB5
684F4600        // loc_464F68
684F4600        // loc_464F68
684F4600        // loc_464F68
A84F4600        // loc_464FA8
684F4600        // loc_464F68
784F4600        // loc_464F78
884F4600        // loc_464F88
984F4600        // loc_464F98   
684F4600        // loc_464F68
end 

:_copBikerModelsByTown
hex
20010000        // 288  Cop for countryside
1C010000        // 284  Cop for LS
10010000        // 272  Cop for SF
11010000        // 273  Cop for LV
00000000        // Align
end

#9 Re: Вопросы по скриптингу » Помогите со скриптом » 22-12-2010 19:39

Здесь отдельный скрипт ненужный smile


if
  1@ >= 2
jump @NONAME_6

Это плохой провер, и я думаю что он тоже ненужный.

А как сделать что бы на этоже кнопку он выключался

Попробуй этого скрипта:

0000: NOP

:NONAME
wait 0 
if
    0256:   player 0 defined
else_jump @NONAME
if
    0AB0:  key_pressed 106 
else_jump @NONAME

:NONAME_1
wait 0
03F0: enable_text_draw 1 
0226: 0@ = actor $PLAYER_ACTOR health
03E4: enable_text_draw_align_right 1 
033F: set_text_draw_letter_size 0.2 0.5 
0340: set_text_draw_RGBA 255 250 250 255 
081C: draw_text_outline 1 RGBA 0 0 0 0 
045A: draw_text_1number 582.0 69.0 GXT 'NUMBER' number 0@
if
    8AB0:  not key_pressed 106 // это выклюуатся скрипт
else_jump @NONAME   
jump @NONAME_1

#10 Re: GTA Modding » CLEO 4. Questions and bug reports. » 28-10-2010 15:29

Is this possible to fix CLEO4 incompatibility with this Ryosuke's plugin?

http://hotmist.ddo.jp/beta/VirtualIMG.rar

With CLEO4, plugin just can't replace models, as it does.

Edit:
Heard that Alexander's GTA IV HUD isn't working with CLEO4 too.

#11 Re: GTA Modding » CLEO 4. Questions and bug reports. » 27-10-2010 16:48

Alien wrote:

No. I switched it in CLEO. Does 3d-sound still work unnormally?

Yep sad

Edit: Lowered hardware sound acceleration value in dxdiag from 4 to 3 and it works now smile

#12 Re: GTA Modding » CLEO 4. Questions and bug reports. » 27-10-2010 13:59

Ohwow, ASI now became huge. Any updates apart fron this?


And how about that sound bug (posted ages ago)? smile

#13 Re: GTA Modding » Problem with 0A9A open file » 04-10-2010 20:26

Maybe you should try "wt+"? I can't understand a difference between at and wt tongue


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+"

#14 Re: GTA Modding » On-Screen Keyboard - Help » 20-09-2010 16:10

Alien wrote:

GTAG v2 (all about modding) - Coming Soon.

Any terms on when it will happen?

I believe that Deji will open v2 when he'll finish some things and additional languages translations. However v1 has many modding infos also tongue

#15 Re: Вопросы по скриптингу » Один вопрос » 16-09-2010 18:54

Я думаю уто етот опкод будет хороший - мой руский язык может "переводить" твой вопрос плохо, извините если это не то sad

0491:   actor $PLAYER_ACTOR has_weapon 46

#16 Re: GTA Modding » InterfaceEditor Color Problem » 26-08-2010 13:27

Are you sure that you've followed this color format?

HealthBar.Color=$FF1D19B4

Color is in ARGB format, means that in that example:
A == 0xFF
R == 0x1D
G == 0x19
B == 0xB4

That example will give you blue health bar.

#17 Re: Вопросы по скриптингу » Один вопрос » 22-08-2010 22:43

Попробой етот скрипт, потому уто твой скрипт может дать 'Jump to 0 offset' ошибку:
Скрипт сделаный в высокопоставленней конструкций ('high-level construct', может быть плохо писаный smile )

0000: NOP

while true
    wait 0
    0470: 0@ = actor $PLAYER_ACTOR current_weapon
    041A: 1@ = actor $PLAYER_ACTOR weapon 0@ ammo 
    if or
        0@ == 16 
        0@ == 17
        0@ == 18 
    then 
        if
            1@ > 25
        then  
            017B: set_actor $PLAYER_ACTOR weapon 0@ ammo_to 25                     
        end
    end
    if or
        0@ == 22 
        0@ == 23
        0@ == 24 
    then
        if
            1@ > 325
        then  
            017B: set_actor $PLAYER_ACTOR weapon 0@ ammo_to 325                     
        end
    end
    if or
        0@ == 25 
        0@ == 26
        0@ == 27
    then
        if
            1@ > 100
        then 
            017B: set_actor $PLAYER_ACTOR weapon 0@ ammo_to 100                     
        end
    end
    if or
        0@ == 28 
        0@ == 29
        0@ == 32
    then
        if
            1@ > 1200
        then  
            017B: set_actor $PLAYER_ACTOR weapon 0@ ammo_to 1200                     
        end
    end
    if or
        0@ == 30 
        0@ == 31
    then
        if
            1@ > 600
        then 
            017B: set_actor $PLAYER_ACTOR weapon 0@ ammo_to 600                     
        end
    end
    if or
        0@ == 33
        0@ == 34
    then
        if
            1@ > 100
        then 
            017B: set_actor $PLAYER_ACTOR weapon 0@ ammo_to 100                     
        end
    end
end

И как реализовать, когда покупаешь оружие в амуниции, чтоб выводилось на экран сообщение, что достигнут максимум патронов и не снимались деньги при дальнейшей покупке?

Все ammunation скрипт должны быть изменение.

Извините за мой плохой язык!

#18 Re: Вопросы по скриптингу » Один вопрос » 20-08-2010 14:19

                start_mission @FIRST

Ты замениш етот линию на:

                start_mission 0

и всё будет хорошо smile

Но толко зто, что миссий должны иметь такой формат:
http://www.gtamodding.com/index.php?tit … _a_mission

мой первый пост в русском языке! smile

#19 Re: GTA Modding » Additional Variables in CLEO » 20-08-2010 13:40

Wesser wrote:

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

No - method 2 and 3 uses thread memory to store higher variables smile

:Variables
hex
   00 00 00 00  // 34@
   00 00 00 00  // 35@
   00 00 00 00  // 36@
   00 00 00 00  // 37@
   00 00 00 00  // 38@
   00 00 00 00  // 39@
   00 00 00 00  // 40@
end

Array is calculated to point this label tongue

#20 Re: GTA Modding » [Req|Help] Police Radar » 13-08-2010 15:31

Sw[ee]t wrote:

Also, if you using non-standart name for you FXT file, use 054C opcode to set gxt file as default gxt-table.

054C: use_GXT_table 'your filename here'

No, it isn't requested for FXT's ;P

if
  4@ <> -1
then
if
  056E: car 4@ defined
then

Both checks in fact do the same action, so you can remove '4@ <> -1' smile

#21 Re: GTA Modding » CLEO 4. Questions and bug reports. » 06-07-2010 15:03

Alien, how about that possible bug, which I've posted above?

#22 Re: GTA Modding » All Vehicles Pay'n'Spray » 06-07-2010 12:17

I've told him that already at gtaforums tongue

#23 Re: GTA Modding » CLEO 4. Questions and bug reports. » 02-07-2010 17:08

Deji, ini reading is not a problem, that's working fine. The problem is on chdir 0 - script can't go back to San Andreas directory to read main.scm size (and other files also). Without chdirs (and ini reading, cause gta_95.set is in GTA SA User Files) it works.


@down
I know this technicue too, but with this I can check only one conditional ;P

#24 Re: GTA Modding » CLEO 4. Questions and bug reports. » 02-07-2010 15:10

Yes, Sanny supports 'jf break'. This loop isn't a problem, because after commenting ini loads and both chdirs everything works fine.

And, while mission 0 is executed, game is fully loaded - about 4-5 second after full game load.

#25 Re: GTA Modding » CLEO 4. Questions and bug reports. » 01-07-2010 13:24

Hm, some bugs or my mistake?

In my mod I'm going to check main.scm size. At the end of mission 0 I've pasted:

0A99: chdir 1 // Reading some values from GTA SA User Files
0AF0: $KEY_TRUNKKEY = get_int_from_ini_file "gta_95.set" section "controls" key "trunkkey"
0AF0: $KEY_AIMKEY = get_int_from_ini_file "gta_95.set" section "controls" key "aimkey" 
0A99: chdir 0
while true
    if
          8A9A: not 1@ = openfile "data\script\main.scm" mode 0x6272 // IF and SET    
    jf break
    wait 0
end 
0A9C: 2@ = file 1@ size
01E5: show_text_1number_highpriority GXT 'NUMBER' number 2@ time 5000 flag 1
0A9B: closefile 1@
end_thread

The game reads values from gta_95.set without problems, but looks like it doesn't go back to SA directory. Checking main.scm size with reading integers (and both chdirs) commented works, adding waits don't make a difference.

Plus, game reads main.scm in that opcode format, but when I've used:

8A9A: not 1@ = openfile "data\script\main.scm" mode "rb" // IF and SET

game crashed.

Edit: I'm using the newest CLEO4 version, 4.1.1.25.

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