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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.
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.
Ok, now I understand this, thanks
Thanks again
Thanks! But I don't understand a little bit. Does it sum $from and $offset or what?
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?
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.
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.
I don't know how this would work, but maybe it would be easier to save variables into the files by using 0A9A.
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.
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
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.
Yes. You need to get car address in memory and then change some values.
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!
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
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?
ohhhh. I'll try to find everywhere next time before I ask...
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'
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 Would be nice
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?
This is stupid request... Could you make opcode in CLEO to load special actors from files that aren't in gta3.img? Or is this impossible?
And GTA SA crashes when I declare $PLAYER_ACTOR
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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