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Ok, it works in a .cs external script file, but it continues to fail miserably when used in a .scm file.
Hey, I'm having a similar problem, in addition to 05F5 not working work for me. My test script
05F5: call_scm_func @test_1 0 ... :test_1 05F6: ret 0
crashes the game at extremely random points depending on what's in the parameters, like 0x5ace89, 0x4bc2a3, etc. I am running CLEO v1.1.1.6, VC US v1.0
Wow, I can't reproduce the problem again. I don't know what happened but somehow the game doesn't crash anymore. Thanks anyway.
This is a very odd problem. This code for VC CLEO
[c]{$CLEO .cs}
0247: request_model #RCBARON
:load
wait 0
if
0248: model #RCBARON available
jf @load
046E: put_player $PLAYER_CHAR in_RC_mode_at 0.0 0.0 150.0 angle 182.29 RC_model #RCBARON
:loop
wait 10
jump @loop[/c]
works perfectly fine in the main script file but crashes while in the CLEO file. It crashes at 046E on address 0x59E6D3, why?
EDIT: I just made a workaround for this problem
[c]05DF: write_memory 0x4458E3 size 4 val #RCBARON virtual_protect 1 // work around 046E
010C: change_player_into_rc_buggy $PLAYER_CHAR at 0.0 0.0 150.0 182.29[/c]
so it's not a problem for me anymore but I still wonder why opcode 046E would crash CLEO...
The main advantage of doing stuff manually is attention to details, like the list at GTAModding. Every opcode seems to be accounted and undocumented ones were discovered there.
I'm sorry, it seems that CLEO has nothing to do with the freezes. It seems like the freezes are related to the zone and car text being loaded while the text draw is being loaded. Why does that happen?
Hi. I have a really really odd problem with CLEO VC. This code works alright
// DEFINE OBJECTS 0 // no needed at all DEFINE MISSIONS 0 //DEFINE MISSION {ID} 0 AT {LABEL} @mission //-------------MAIN--------------- thread 'MAIN' var $PLAYER_CHAR: Player end // var fade 0 0 ms 01F0: set_max_wanted_level_to 6 set_wb_check_to 0 00C0: set_current_time 12 0 04E4: unknown_refresh_game_renderer_at 468.7745 -1298.6228 Camera.SetAtPos(468.7745, -1298.6228, 11.0712) $PLAYER_CHAR = Player.Create(#NULL, -375.499, -1322.31, 20.0712) // <-- spawns at Cortez's yacht //$PLAYER_CHAR = Player.Create(#NULL, -833.811, 1304.07, 10.5131) $PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR) set_weather 0 wait 0 ms 0180: set_on_mission_flag_to $ONMISSION // Note: your missions should use the variable defined here ($ONMISSION) if NOT Actor.Dead($PLAYER_ACTOR) then 0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER' 038B: load_requested_models 0353: refresh_actor $PLAYER_ACTOR end fade 1 (out) 1000 ms if $PLAYER_CHAR.Defined then select_interior 0 // select render area $PLAYER_CHAR.CanMove = True 01B7: release_weather end :loopme wait 10 03F0: text_draw_toggle 0 033E: text_draw 5.0 5.0 'BUS' // Cheats jump @loopme
But this code freezes the game.
// DEFINE OBJECTS 0 // no needed at all DEFINE MISSIONS 0 //DEFINE MISSION {ID} 0 AT {LABEL} @mission //-------------MAIN--------------- thread 'MAIN' var $PLAYER_CHAR: Player end // var fade 0 0 ms 01F0: set_max_wanted_level_to 6 set_wb_check_to 0 00C0: set_current_time 12 0 04E4: unknown_refresh_game_renderer_at 468.7745 -1298.6228 Camera.SetAtPos(468.7745, -1298.6228, 11.0712) //$PLAYER_CHAR = Player.Create(#NULL, -375.499, -1322.31, 20.0712) $PLAYER_CHAR = Player.Create(#NULL, -833.811, 1304.07, 10.5131) // <-- spawns at Hyman Condo $PLAYER_ACTOR = Actor.EmulateFromPlayer($PLAYER_CHAR) set_weather 0 wait 0 ms 0180: set_on_mission_flag_to $ONMISSION // Note: your missions should use the variable defined here ($ONMISSION) if NOT Actor.Dead($PLAYER_ACTOR) then 0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER' 038B: load_requested_models 0353: refresh_actor $PLAYER_ACTOR end fade 1 (out) 1000 ms if $PLAYER_CHAR.Defined then select_interior 0 // select render area $PLAYER_CHAR.CanMove = True 01B7: release_weather end :loopme wait 10 03F0: text_draw_toggle 0 033E: text_draw 5.0 5.0 'BUS' // <-- If I comment this out, the game will not crash jump @loopme
See the change? I only changed where Tommy spawned. But if I comment out 033E, it will prevent the game from ever crashing so I find it odd how combining 033E and Tommy's position crashes the game. No CLEO opcodes are used, no CLEO scripts are loaded, everything on a clean install, but only the main.scm is changed and CLEO.asi is added into the VC directory.
EDIT: I forgot to add, I'm using v1.1.1.6
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