#1 Re: GTA Modding » How i can make laser targeting on sniper rifle? » 10-09-2009 14:40

Use these opcodes:

068D: get_camera_position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
068D: get_camera_position_to $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 
06BD:   no_obstacles_between 67@ 68@ 69@ and 287@ 288@ 289@ solid 1 car 0 actor 0 object 0 particle 0

And you'll need to make a cycle that tests collision between points in different distance.

#2 GTA Modding » Disabling thread saving » 11-08-2009 00:21

Devan_LT
Replies: 0

I have a little suggestion, but I don't know if it would be possible to make an opcode like that. Anyway, this is what I need: disable thread saving. An opcode that would disable effect made by 0A95. Why do I need this? Let's say my script creates an actor and if I save the game while he exists, he will stay in the game and will be unaffected by the same script when the savegame is loaded. If I enable thread saving, then it will be OK, the script will continue actions done on the actor. But when thread saving is enabled, the script is stuck to the save file forever and users can't take out the mod. It would be nice if it was possible to disable thread saving when it's safe.

Edit: I forgot that CLEO threads are saved into separate file, but I'd still want to make the mod able to be uninstalled just by taking out the script from CLEO folder.

#3 Re: GTA Modding » Position in the file » 19-11-2008 22:40

Ok, now I understand this, thanks smile

#5 Re: GTA Modding » Position in the file » 19-11-2008 14:17

Thanks! But I don't understand a little bit. Does it sum $from and $offset or what?

#6 GTA Modding » Position in the file » 18-11-2008 20:53

Devan_LT
Replies: 6

I want to choose current position in the file (position that data is read from). Is it possible? If not, could an opcode be created in the next version of CLEO?

#7 Re: GTA Modding » new map » 15-09-2008 19:09

3Doomer wrote:

It's possible, but you'll be a cheater)))




Yes, I am crazy digger:crazy:

In this case cheaters are players who use another map that is allowed in the server.
It's possible, but objects number is limited very much, so you have to stream objects if you want to make a bigger map.

#8 Re: GTA Modding » custom *.dat files with CLEO? » 02-09-2008 15:00

It's possible to script something like that. For example, mod could load handling.dat, cycle through all vehicles and modify their handling in game memory.

#9 Re: GTA Modding » 50 locals and more in one Cleo.s at same time » 30-08-2008 08:27

I don't know how this would work, but maybe it would be easier to save variables into the files by using 0A9A.

#10 Re: GTA Modding » [REQUEST] CLEO Feature » 25-08-2008 10:27

Why can't you just script it by opening file and then reading the format, drawing pixels on the screen? Oh, yeah, this is difficult. But it's still possible.

#11 GTA Modding » Two suggestions » 24-08-2008 14:15

Devan_LT
Replies: 1

I have two suggestions about Sanny Builder.
First thing shouldn't be very hard to make - switch statement. The same that is used in C, for example. Compiler could change

switch 0@
    case 0
    something if 0
    end
    case 1
    something if 1
    end
end

to

if
0@ == 0
then
something if 0
end
if
0@ == 1
then
something if 1
end

Wouldn't be very hard to make, right?
Another suggestion is constant arrays. This is harder to implement, I think.

const
somearray = {5,6,14} //or some other syntax :)
end
do something with somearray[0@]

to

if
0@ == 0
then
do something with 5
end
if
0@ == 1
then
do something with 6
end
if
0@ == 2
then
do something with 14
end

If this was implemented, I wouldn't need to do some things in the same way I used to make the latest version of my leatherface mod smile

edit: third very little suggestion. Make it able to use constant number indexes on local arrays and change them to local variables when compiling. Shouldn't be hard to make.

#12 Re: GTA Modding » Change Car Handling » 24-07-2008 17:23

Yes. You need to get car address in memory and then change some values.

#13 Re: GTA Modding » Sanny Builder / CLEO discussion » 14-11-2007 15:19

Seemann wrote:

2Devan_LT:
The easiest way to do that is using the RRR paths. It’s the way Rockstar used in their missions. They are well-documented, have all the features you need (smooth movement at any coord, under any angle). There’s a CLEO script allowing you to record a vehicle movement. Then you add a new RRR path to the carrec.img and assign any vehicle to it. More information about these paths and tools is here and here.
Here is the code example, how to assign a vehicle to a path.

thanks for the help! smile
edit: oh, finally I found out how to use file reading. I will use your help if I can't do this using my own code. Car drives a little bit laggy and there are little problems with rotation but that way makes sure there won't be any conflicts between this and some other mod that somebody can make smile

#14 Re: GTA Modding » Sanny Builder / CLEO discussion » 13-11-2007 18:07

I need info with file reading. Does it always read file from start? I need to store coordinates to files and then read them. I want to make simple path system to make cars drive like Tenpenny in the last mission. First: I make the script which records the path I drive into the file. Then I make the script which makes car drive exactly as I drove. I want to put this information: X Y Z SPEED Z_ANGLE Y_ANGLE. And code would cycle every 30-40ms to make the car drive smoothly. I think syntax like in Pawn wouldn't be hard for me but not this... Could you explain me that?

#15 Re: GTA Modding » Sanny Builder / CLEO discussion » 04-11-2007 12:07

ohhhh. I'll try to find everywhere next time before I ask...

#16 Re: GTA Modding » Sanny Builder / CLEO discussion » 03-11-2007 22:26

Ohhh, I have really good request about CLEO. Making strings that work just like GXT strings. For example, I write 'MYSTRING' = "Do you see this message?" and below 00BC: show_text_highpriority GXT 'MYSTRING' time 1000 flag 1. And the game would show: Do you see this message?
I know this is somehow possible to make without that, like in ShowTextBox.s but I'm not a programmer and that would be hard for me...
Maybe just to make it like this:
0AB5: set GXT string "Do you see this message?" for string 'MYSTRING'

#17 Re: GTA Modding » Sanny Builder / CLEO discussion » 14-10-2007 17:55

2Devan_LT:
I could make it so, the compiler will not complain about locals limits, if there is a $CLEO directive with .cm parameter ({$CLEO .cm}). Because in anyway, when you make a CLEO mission, you use this, so I think an additional directive isn't needed. OK?

Hmm. I didn't think about that tongue Would be nice smile

#18 Re: GTA Modding » Sanny Builder / CLEO discussion » 14-10-2007 09:44

How to make sanny builder know that CLEO mission is mission? I want to use variables from 34@ to 1024@. I know I can disable limit in options but then there may be unspotted bugs... Could you make directive like {$MISSION} or {$M} to increase limits to mission limits?

#19 GTA Modding » my request... » 06-10-2007 20:16

Devan_LT
Replies: 1

This is stupid request... Could you make opcode in CLEO to load special actors from files that aren't in gta3.img? smile Or is this impossible?

#20 Re: GTA Modding » Sanny Builder / CLEO discussion » 29-08-2007 21:46

And GTA SA crashes when I declare $PLAYER_ACTOR

#21 Re: GTA Modding » Sanny Builder / CLEO discussion » 29-08-2007 18:31

Is it possible to use $PLAYER_ACTOR as variable in CLEO? If I want for example, to check if other variable is equal to $PLAYER_ACTOR, i get an error: "One of the variables has unknown type, or operands are incompatible." I think this is because CLEO script and main.scm files are separate scripts and $PLAYER_ACTOR doesn't exist in that CLEO script but I still can use it in other ways.

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