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Deji
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Post #121


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Requests Topic


Rules:

  • Don't request large mods. Keep requests simple.
  • Use detail and good spelling/grammar in order to make your request understandable.
  • Check to make sure the mod doesn't already exist.
  • This topic is not for recruitment posts. If you need a team, post your WIP mod in the showroom and specify that you need help or use the PM system.
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jayd00
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Post #122


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Hi!
I have a request (IMG:style_emoticons/default/tongue.gif) well actually I don't know if it's a easy script, but I hope you can help me (IMG:style_emoticons/default/wink.gif)

I want to throw a fireball in straight line, using sine and cosine.
But I want that the fireball at the begining has a size (radius) of 0.5 (as example) and when the distance of the player and the fireball has like 2 meters the fireball change the size to 1.5 and so on...
when the distance of the fireball and the $player it's smaller, the fireball will be small. and when the distance from the fireball and the $player it's more larger, the fireball will be more bigger...

And of course if the fireball collides with something, it creates a small explosion, or if the distance of the player and fireball it's more larger than 15 meters, it just disappear...


I think, the size can be done with this opcode right?
CODE
08D2: object 347@(39@,10i) scale_model 0.3


Thanks for help!
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Deji
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Post #123


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Working on it (IMG:style_emoticons/default/wink.gif)
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jayd00
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Post #124


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Thanks a lot man! I'll waiting..
(IMG:style_emoticons/default/thanks.gif)
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Deji
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Post #125


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Hmm.. kinda turned into more of a "Fire Grenade" mod... It's not possible to have the particles change size, and when the fire moves, it tends to trail.

Still, it's the best I could do in 2 days (IMG:style_emoticons/default/tongue.gif) I might work on improving it later when I get a chance.

Fire Grenade
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jayd00
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Post #126


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it doesn't matter, you do it really cool!! thanks man! (IMG:style_emoticons/default/thumbsup.gif)
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Post #127


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How bout making Ryosuke's Javelin/Stinger cleo4 compatible?

http://hotmist.ddo.jp/cleomod/stinger/index.html
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Deji
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Post #128


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The script uses his Missile mod. Chances are the only problems with it are the same ones that occur in the missile mod.

CLEO 4 is being updated with fixes for CLEO 3 mods. Hopefully all the problems should be gone soon.
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jayd00
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Post #129


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Hi!
How can I check if player wasted or busted in a cleo script?

can you make a small script doing that? (as example)
thanks!
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Deji
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Post #130


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SANNY
{$CLEO}
0000:
while true
    wait 100
    if
        8256:   not player 0 defined
    then
        // player is wasted or busted
    end
end
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Adler
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Post #131


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Hmmm is there a way to make helicopter rotor blades smash obstacles that are blocking it when you try to take off? It sucks having to push a helicopter out of the way of objects or else it won't start. (IMG:style_emoticons/default/sad.gif)
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jayd00
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Post #132


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QUOTE (Deji @ Dec 22 2010, 12:12 AM) *
SANNY
{$CLEO}
0000:
while true
    wait 100
    if
        8256:   not player 0 defined
    then
        // player is wasted or busted
    end
end

Thank you very much! (IMG:style_emoticons/default/thumbsup.gif)
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ThirteenAG
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Post #133


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http://www.youtube.com/watch?v=KeksObPsZrg...tailpage#t=140s
In just cause 2, helicopters have very good keyboard/mouse control.
In SA, instead, heli mouse control like the hell. Any ideas, how to make SA heli controls more like JC2's?
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uokka
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Post #134


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hello everybody

i would like to have a cleo script which turns the Y angle (i think) of a cars tires/wheels. (so the side/rim of the wheel points to the ground)

just like in this cheatcode for driving on water:
CODE
0A8C: write_memory 9867602 size 4 value 1 virtual_protect 0


well, this cheat is nice but it has no style since there is no animation. plus, if the car is in the air, the wheels angle becomes normal.

today i was visiting the snippets section and it led me to this place: Car Components
i thought i finally found something where google and SBs OPCode search tool couldnt help me.
verry interesting if i can do something with each wheel, so i tryed to turn each wheel smoothley in a loop.

with something like this:
CODE
for 1@ = 0.0 to 1.0 step 0.2
    wait 10
    08A6: set_car 0@ componentA -7 rotation_to 1@
end


yeah, my game crashes. i tryed a lot and if it didnt crashed, i had, f.e. an opened door... wrong component.
my standard way of try & error seems not to work here.
the point is, i dont know how to do. so if anybody is interestet in trying this, i would really apreciate.

before i forget, the reason.
i wanna get rid of the 'sparrow' helicopter hover conversion in "Back To The Future SA MiniMod" because it is glitchy, helicopter flying is not much fun and i always fly with the REAL Delorean.
i let it use the boost, and navigating this thing in the air is not that hard when u press 'handbreak' to steer left/right. the bad thing is u cant steer and roll at the same time. (hmm, this could be my next request...)

and no, i cant ask the bttf team to help me out, since they seem to already get stuck on the sparrow as someone on thier forum asked to put all delorean versions in one. answer was no. plus, nobody is able to register on thier forums at the moment so i cant ask them anything. i think they are working a lot.

whatever, is the wheel thing even possible? the cheat is able to do something like that and the front wheels are still moving coresponding to where u are steering. would be good looking.
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jayd00
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Post #135


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I need some help please...

how can I make that when the player is aiming without weapon, the player rotate with the camera?

like when you have a weapon, and when you're aiming the player rotate to the target.

how can I do that?
thanks! (IMG:style_emoticons/default/thumbsup.gif)
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DK22
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Post #136


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QUOTE
how can I make that when the player is aiming without weapon, the player rotate with the camera?

Try this (IMG:style_emoticons/default/wink.gif)
SANNY
{$CLEO .cs}
0000:
while true
    wait 0
    if
        player.Defined(0)
    then
        if
            02D8:   actor $player_actor current_weapon == 0
        then
            if
                00E1: player 0 pressed_key 6
            then
                068E: get_camera_target_point_to 0@ 1@ 2@
                068D: get_camera_position_to 2@ 3@ 4@
                var
                    0@: float
                    1@: float
                    2@: float
                    3@: float
                end
                dec(0@, 2@)
                dec(1@, 3@)
                0604: get_Z_angle_for_point 0@ 1@ store_to 2@
                actor.Angle($player_actor) = 2@
            end
        end
    end
end
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jayd00
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Post #137


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QUOTE (DK22 @ Jan 16 2011, 08:30 AM) *
Try this (IMG:style_emoticons/default/wink.gif)
SANNY
{$CLEO .cs}
0000:
while true
    wait 0
    if
        player.Defined(0)
    then
        if
            02D8:   actor $player_actor current_weapon == 0
        then
            if
                00E1: player 0 pressed_key 6
            then
                068E: get_camera_target_point_to 0@ 1@ 2@
                068D: get_camera_position_to 2@ 3@ 4@
                var
                    0@: float
                    1@: float
                    2@: float
                    3@: float
                end
                dec(0@, 2@)
                dec(1@, 3@)
                0604: get_Z_angle_for_point 0@ 1@ store_to 2@
                actor.Angle($player_actor) = 2@
            end
        end
    end
end

it works!.. thank you very much! (IMG:style_emoticons/default/thumbsup.gif)
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Deji
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Post #138


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QUOTE (uokka @ Jan 15 2011, 06:35 AM) *
with something like this:
CODE
for 1@ = 0.0 to 1.0 step 0.2
    wait 10
    08A6: set_car 0@ componentA -7 rotation_to 1@
end


I think this problem would be better solved with modelling. The EXE probably has full control over the wheels, which can't be easily changed over memory.
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uokka
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Post #139


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Ok, thanks.

i think i can see..
hmm, thats bad news.

Anway, is it possible to make the wheels invisible then?
Is it possible to do ANYTHING to the wheels?

I've made a script a while ago, that does the animation by using Transfender wheels, but the original wheels need to disapear..

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Deji
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Post #140


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It may be possible to make them invisible, but it requires some documentation of the car memory structure.

Or perhaps one of these may work:
SANNY
0689: set_car 95@ remove_componentA 1 visible_effect_flag 0
0697: set_car 543@ remove_componentB 4 visible_effect_flag 1
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uokka
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Post #141


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QUOTE
Or perhaps one of these may work:
CODE
0689: set_car 95@ remove_componentA 1 visible_effect_flag 0
0697: set_car 543@ remove_componentB 4 visible_effect_flag 1


nope..
thanks anyway!

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uokka
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Post #142


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could someone make a script that warns me when im in the DELETE SAVEGAME menu?

maybe by changing the menu text color to a fairly visible red..

(i have killed at least two savegames in the past; i was clicking to fast due to plenty of test starts..)
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Deji
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Post #143


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Not that I looked much, but at the moment the best I can find is this:
SANNY
0A8C: write_memory 0x8CE122 size 1 value 0 virtual_protect 0


Basically just overwrites where the "DELETE GAME" option leads. In this case, it points it to the "Stats" menu instead. Not really the best solution, but it should do for what you want.

I'll see if I can learn myself some more things about how the menus work.
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jayd00
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Post #144


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Hi! I have a question, Is possible to do that when you're aiming without weapons, it automatically increase the distance?
like when you're aiming with M4 or AK47

how can I do that?


(IMG:style_emoticons/default/thanks.gif)
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Silent
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Post #145


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I think this is stored somewhere in weapon.dat/melee.dat. Try to dig through these files.
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DK22
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Post #146


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@jayd00:
I think this opCode will help you
SANNY
0922: set_camera_zoom_in_factor 20.0 out_factor 20.0 timelimit 1000 mode 1

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Sweet
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Post #147


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Lil' question here.
Right before release, there was ability to point several waypoints in to map.
Is there any reminds left in EXE, or any chance to revive it?
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Deji
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Post #148


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I can't see anything.. but creating a CLEO to create markers while using the "running scripts in a frozen game" thing could probably do a similar thing.
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methodunderg
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Post #149


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QUOTE (Deji @ Feb 4 2011, 04:11 AM) *
I can't see anything.. but creating a CLEO to create markers while using the "running scripts in a frozen game" thing could probably do a similar thing.

I have a couple of requests, that I think many would appreciate ..

[REQ] More Stars in the Sky
[REQ] Alter height of clouds
[REQ] Time Advancer (+/- hour)
[REQ] No tire marks when it is wet
[REQ] Radar Zoom like in this mod here
That is all for now .. (IMG:style_emoticons/default/smile.gif)

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Sweet
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Post #150


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QUOTE (Deji @ Feb 3 2011, 06:11 PM) *
I can't see anything.. but creating a CLEO to create markers while using the "running scripts in a frozen game" thing could probably do a similar thing.

But how to make marker on map in menu mode? And how to get 2D marker coords, to 3D world coords? AFAIR, there's only one thing about converting 3D coords to 2D (used in my script (IMG:style_emoticons/default/biggrin.gif) )
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Adler
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Post #151


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QUOTE (methodunderg @ Feb 4 2011, 10:45 PM) *
[REQ] Time Advancer (+/- hour)

That's included in my Weather ID Selector. (IMG:style_emoticons/default/rolleyes.gif)
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Deji
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Post #152


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Use my Running Scripts in a Frozen Game hack. It allows SCM and CLEO scripts to run while the game is paused (with obvious side effects).

I don't know what you mean by 2D to 3D coords. Target markers don't need 3D coords, since there is no "up/down" blips. You can use -100.0 for the Z Coordinate. Passing Z coord values of -100.0 and lower will make the game automatically get the ground height for that position. Still, it'd be better to just pass 0 and save the game from having to do that.
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DK22
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Post #153


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Would it real to run script while replay is in process? (Just need to draw texture on screen)
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Deji
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Post #154


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NOP 6 bytes at 0x46A00A to enable scripts during replays. I don't think I've ever tested that, though.
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methodunderg
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Post #155


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I was thinking of a mod today; and that is, if CJ does have a bullet-proof vest, then he must wear it.
Here is a bullet proof vest mod that I found buried in my mods folder (its littered with 12GB of stuff) So I don't know where I got it from.
(IMG:http://i56.tinypic.com/2vkg8x5.png)

I was wonderin', how could I replace this with a chain that CJ wears ?Because chains always go over t-shirts etc. So if I can replace it with a chain, but still make it act like its a shirt (so it goes over the torso) and then maybe someone could create a script so that if CJ has a bullet proof vest, then he has to wear the chain (bulletproof vest)?

Is anyone good with GFX so they could make the texture a bit better ? I tried messing around in Paint .NET before (thats all I have, and I don't know how to use it) So i played around with the filters for a cpl of hours, but still couldn't get it to work properly.
But try to keep it @ 512 x 512 so that it works with Sokol's bigger player img (IMG:style_emoticons/default/smile.gif)

I also posted this on the GTAForums Coding request thread, but thought I would post it here just incase someone was interested in it as well (IMG:style_emoticons/default/smile.gif)
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DK22
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Post #156


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QUOTE (Deji @ Feb 6 2011, 06:07 AM) *
NOP 6 bytes at 0x46A00A to enable scripts during replays. I don't think I've ever tested that, though.

Not working.
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Deji
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Post #157


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What happens when the address is written?

Which .exe do you have?
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DK22
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Post #158


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Nothing happens. The script is still not working in replay.
I have 1.0US

Maybe I'm not right in noping
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Sweet
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Post #159


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Is there any way to find out is random ped near entrance marker?
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Deji
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Post #160


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Grr, Windows 7 slowed me down a lot here, with it's downgrading of basic search features, but here:
SANNY
0A8D: 0@ = read_memory 0x96A7D8 size 4 virtual_protect 0
0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0
for 1@ = 0 to 0x190
    0A90: 2@ = 1@ * 0x3C
    000A: 2@ += 0x10
    005A: 2@ += 0@
    0A8D: 3@ = read_memory 2@ size 4 virtual_protect 0  // x
    000A: 2@ += 4
    0A8D: 4@ = read_memory 2@ size 4 virtual_protect 0  // y
    000A: 2@ += 4
    0A8D: 5@ = read_memory 2@ size 4 virtual_protect 0  // z
    if
        00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 3@ 4@ 5@ radius 2.0 2.0 2.0
    then
        0ACD: show_text_highpriority "Near enex marker" time 1
        break
    end
end


It doesn't include script-created markers though (only about 5 of those can exist at one time, anyway - and can be checked other ways).


Here's a SCM-Function version:
SANNY
:FUNC_isActorNearEnexMarker
0A8D: 2@ = read_memory 0x96A7D8 size 4 virtual_protect 0
0A8D: 2@ = read_memory 2@ size 4 virtual_protect 0
while true
    0A90: 4@ = 3@ * 0x3C
    000A: 4@ += 0x10
    005A: 4@ += 2@
    0A8D: 5@ = read_memory 4@ size 4 virtual_protect 0  // x
    000A: 4@ += 4
    0A8D: 6@ = read_memory 4@ size 4 virtual_protect 0  // y
    000A: 4@ += 4
    0A8D: 7@ = read_memory 4@ size 4 virtual_protect 0  // z
    if 00FE:   actor 0@ sphere 0 in_sphere 5@ 6@ 7@ radius 1@ 1@ 1@
    then break
    end
    001B:   0x190 > 3@
    jf break
    000A: 3@ += 1
end
0AB2: ret 0


Call like this:
SANNY
if
    0AB1: call_scm_func @FUNC_isActorNearEnexMarker 2 actor $PLAYER_ACTOR radius 2.0
then
    0ACD: show_text_highpriority "Near enex marker" time 1
end
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Sweet
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Post #161


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It's working thnx (i've almost found that out by myself, but have no idea how to use that thing)
CODE
{$CLEO .cs}
0000: NOP

:test
wait 0
0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to 11@ closest_ped_to 10@
if
  actor.Defined(10@)
jf @test
if
  0AB1: call_scm_func @FUNC_isActorNearEnexMarker 2 actor 10@ radius 3.0
jf @test
0ACD: show_text_highpriority "Near enex marker" time 500
05D3: AS_actor 10@ goto_point 5@ 6@ 7@ mode 4 5000 ms // versionA
wait 5000
actor.RemoveReferences(10@)
jump @test

:FUNC_isActorNearEnexMarker
0A8D: 2@ = read_memory 0x96A7D8 size 4 virtual_protect 0
0A8D: 2@ = read_memory 2@ size 4 virtual_protect 0
while true
    0A90: 4@ = 3@ * 0x3C
    000A: 4@ += 0x10
    005A: 4@ += 2@
    0A8D: 5@ = read_memory 4@ size 4 virtual_protect 0  // x
    000A: 4@ += 4
    0A8D: 6@ = read_memory 4@ size 4 virtual_protect 0  // y
    000A: 4@ += 4
    0A8D: 7@ = read_memory 4@ size 4 virtual_protect 0  // z
    if 00FE:   actor 0@ sphere 0 in_sphere 5@ 6@ 7@ radius 1@ 1@ 1@
    then break
    end
    001B:   0x190 > 3@
    jf break
    000A: 3@ += 1
end
0AB2: ret 0

All the actors goes in same point... 0 0 0 - start of the SA world's. Did the 5@ 6@ and 7@ cleaning up after 0AB2?
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Deji
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Post #162


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Uhh, yeah.. try this to store the coords of the found enex marker:
SANNY
{$CLEO .cs}
0000: NOP

:test
wait 0
0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to 11@ closest_ped_to 10@
  actor.Defined(10@)
jf @test
  0AB1: call_scm_func @FUNC_isActorNearEnexMarker 2 actor 10@ radius 3.0 store_to 5@ 6@ 7@
jf @test
0ACD: show_text_highpriority "Near enex marker" time 500
05D3: AS_actor 10@ goto_point 5@ 6@ 7@ mode 4 5000 ms // versionA
wait 5000
actor.RemoveReferences(10@)
jump @test

:FUNC_isActorNearEnexMarker
0A8D: 2@ = read_memory 0x96A7D8 size 4 virtual_protect 0
0A8D: 2@ = read_memory 2@ size 4 virtual_protect 0
while true
    0A90: 4@ = 3@ * 0x3C
    000A: 4@ += 0x10
    005A: 4@ += 2@
    0A8D: 5@ = read_memory 4@ size 4 virtual_protect 0  // x
    000A: 4@ += 4
    0A8D: 6@ = read_memory 4@ size 4 virtual_protect 0  // y
    000A: 4@ += 4
    0A8D: 7@ = read_memory 4@ size 4 virtual_protect 0  // z
    if 00FE:   actor 0@ sphere 0 in_sphere 5@ 6@ 7@ radius 1@ 1@ 1@
    then break
    end
    001B:   0x190 > 3@
    jf break
    000A: 3@ += 1
end
0AB2: ret 3 5@ 6@ 7@
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Ashwin
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Post #163


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hi .... (IMG:style_emoticons/default/geek.gif)
i want someone to make a mod for me for gta vice city (IMG:style_emoticons/default/biggrin.gif)
---------------------------------------------------------------------

when player driving a car & press attack button
the car will fire bullets (IMG:style_emoticons/default/devil.gif) like police boat ' predator ' or sea sparrow

---------------------------------------------------------------------
i have tried a lot but but nothing works (IMG:style_emoticons/default/ermm.gif)
pls.. try some one (IMG:style_emoticons/default/iluvff.gif)
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methodunderg
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[REQ]Skip Wardrobe Animations
-When trying on clothes, CJ does that stupid animation of walking into wardrobe, then coming out and doing a stupid animation thinkin' hes P-I-M-P lol (IMG:style_emoticons/default/tongue.gif) Is there a way where changing the clothes in the wardrobe was more instantaneous ? As in .. skipping the wardrobe animations all together ?
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QUOTE (methodunderg @ Feb 13 2011, 04:30 AM) *
[REQ]Skip Wardrobe Animations
-When trying on clothes, CJ does that stupid animation of walking into wardrobe, then coming out and doing a stupid animation thinkin' hes P-I-M-P lol (IMG:style_emoticons/default/tongue.gif) Is there a way where changing the clothes in the wardrobe was more instantaneous ? As in .. skipping the wardrobe animations all together ?


Managed to skip these animations via CLEO. I tried to make it 3-friendly, but SA unused string format opcode crashes* (IMG:style_emoticons/default/sad.gif)

SANNY
{$CLEO}

05AA: 4@s = "BUY" // @s = 'short'
05AA: 6@s = "IN" // @s = 'short'
05AA: 8@s = "OUT" // @s = 'short'
05AA: 10@s = "LOOP" // @s = 'short'
05AA: 12@s = "TORSO" // @s = 'short'
05AA: 14@s = "LEGS" // @s = 'short'
05AA: 16@s = "SHOES" // @s = 'short'
05AA: 18@s = "WATCH" // @s = 'short'
05AA: 20@s = "HAT" // @s = 'short'

while true
    wait 100
    for 33@ = 0 to 10
        if
            0019:   33@ > 2
        then
            0A8F: 32@ = 33@ - 2 // (int)
            0AD3: 0@v = format "CLO_POSE_%s" 4@(32@,1s)
//            098C: 0@v = "CLO_POSE_" + 4@(32@,1s)  // Causes nasty crash.
        else
            0085: 32@ = 33@ // (int)    
            0AD3: 0@v = format "CLO_%s" 4@(32@,1s)
//            098C: 0@v = "CLO_" + 4@(32@,1s)  // Same here.
        end    
        if
            0611:   actor $PLAYER_ACTOR performing_animation 0@v  
        then
            0614: set_actor $PLAYER_ACTOR animation 0@v progress_to 0.999 // 1.0 causes bugs
        end
    end
end


Remember about compiling it with "As is" case converting (%s needs to be lowercase).

* Well, it always can be done as a bigger loop, but my version is pr0 optimized.
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Post #166


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QUOTE (Silent @ Feb 14 2011, 01:32 AM) *
Remember about compiling it with "As is" case converting (%s needs to be lowercase).

* Well, it always can be done as a bigger loop, but my version is pr0 optimized.

Thank you for taking the time to fulfil my request. Very much appreciated. I just found it as an 'uneeded animation' and thought skipping it would be best option.

I don't understand that first line from the quote ("compiling it with "As is" case converting) ?
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Just set "Case converting" in Sanny options to "As is".
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QUOTE (Silent @ Feb 14 2011, 11:42 PM) *
Just set "Case converting" in Sanny options to "As is".


Ok thank you .. Will this change anything relating to compiling other CLEO mods ? Or is this just a one off ? ..

..

We've been discussing adding Gangs over here and spawning them in certain points in San Andreas.

CODE
{$CLEO .cs}

//-------------MAIN---------------
thread "GW"
wait 1000

:GW_11
if
 Player.Defined($PLAYER_CHAR)
else_jump @GW_11
jump @GW_34

:GW_34
0237: set_gang 8 weapons_to 24 26 28
//Idlewood
//IWD1  Idlewood  IWD  
//IWD2  Idlewood  IWD  
//IWD3a  Idlewood   IWD  
//IWD3b  Idlewood  IWD  
//IWD4  Idlewood  IWD  
//IWD5  Idlewood  IWD  
076C: set_zone 'IWD1' gang 8 density_to 90
076C: set_zone 'IWD2' gang 8 density_to 90
076C: set_zone 'IWD3a' gang 8 density_to 90
076C: set_zone 'IWD3b' gang 8 density_to 90
076C: set_zone 'IWD4' gang 8 density_to 90
076C: set_zone 'IWD5' gang 8 density_to 90
//Commerce
//THALL1  Commerce  COM  
//COM1a    Commerce  COM  
//COM1b    Commerce  COM  
//COM2      Commerce   COM  
//COM3  Commerce  COM  
//COM4  Commerce  COM  
076C: set_zone 'THALL1' gang 8 density_to 90
076C: set_zone 'COM1a' gang 8 density_to 90
076C: set_zone 'COM1b' gang 8 density_to 90
076C: set_zone 'COM2' gang 8 density_to 90
076C: set_zone 'COM3' gang 8 density_to 90
076C: set_zone 'COM4' gang 8 density_to 90
//Downtown Los Santos
//LDT1a  Downtown Los Santos  LDT  
//LDT1b  Downtown Los Santos  LDT  
//LDT1c  Downtown Los Santos  LDT  
//LDT3  Downtown Los Santos  LDT  
//LDT4  Downtown Los Santos  LDT  
//LDT5  Downtown Los Santos  LDT  
//LDT6  Downtown Los Santos  LDT  
//LDT7  Downtown Los Santos  LDT  
//LDT8  Downtown Los Santos  LDT  
076C: set_zone 'LDT1a' gang 8 density_to 90
076C: set_zone 'LDT1b' gang 8 density_to 90
076C: set_zone 'LDT1c' gang 8 density_to 90
076C: set_zone 'LDT3' gang 8 density_to 90
076C: set_zone 'LDT4' gang 8 density_to 90
076C: set_zone 'LDT5' gang 8 density_to 90
076C: set_zone 'LDT6' gang 8 density_to 90
076C: set_zone 'LDT7' gang 8 density_to 90
076C: set_zone 'LDT8' gang 8 density_to 90
//Mulholland Intersection MULINT
076C: set_zone 'MULINT' gang 8 density_to 90
//Red County RED
076C: set_zone 'RED' gang 8 density_to 90
//Bone County BONE
076C: set_zone 'BONE' gang 8 density_to 90
//Montgomery Intersection MONINT
076C: set_zone 'MONINT' gang 8 density_to 90
//The Mako Span MAKO
076C: set_zone 'MAKO' gang 8 density_to 90
//Randolph Industrial Estate RIE
076C: set_zone 'RIE' gang 8 density_to 90
//Julius Thruway South
//JTS1     Julius Thruway South    JTS
//JTS2     Julius Thruway South    JTS
076C: set_zone 'JTS1' gang 8 density_to 90
076C: set_zone 'JTS2' gang 8 density_to 90
//Julius Thruway North
//JTN1    Julius Thruway North JTN
//JTN2    Julius Thruway North JTN
//JTN3    Julius Thruway North JTN
//JTN4    Julius Thruway North JTN
//JTN5    Julius Thruway North JTN
//JTN6    Julius Thruway North JTN
//JTN7    Julius Thruway North JTN
//JTN8    Julius Thruway North JTN
076C: set_zone 'JTN1' gang 8 density_to 90
076C: set_zone 'JTN2' gang 8 density_to 90
076C: set_zone 'JTN3' gang 8 density_to 90
076C: set_zone 'JTN4' gang 8 density_to 90
076C: set_zone 'JTN5' gang 8 density_to 90
076C: set_zone 'JTN6' gang 8 density_to 90
076C: set_zone 'JTN7' gang 8 density_to 90
076C: set_zone 'JTN8' gang 8 density_to 90
//Julius Thruway East
//JTE1     Julius Thruway East JTE
//JTE2     Julius Thruway East JTE
//JTE3     Julius Thruway East JTE
//JTE4     Julius Thruway East JTE
076C: set_zone 'JTE2' gang 8 density_to 90
076C: set_zone 'JTE3' gang 8 density_to 90
076C: set_zone 'JTE4' gang 8 density_to 90
//Julius Thruway West
//JTW1   Julius Thruway West JTW
//JTW2   Julius Thruway West JTW
076C: set_zone 'JTE1' gang 8 density_to 90
076C: set_zone 'JTW1' gang 8 density_to 90
076C: set_zone 'JTW2' gang 8 density_to 90
//Harry Gold Parkway HGP
076C: set_zone 'HGP' gang 8 density_to 90
//East Beach
//EBE2a  East Beach  EBE  
//EBE2b  East Beach  EBE  
//EBE3c  East Beach  EBE076C: set_zone 'EBE2a' gang 8 density_to 90
076C: set_zone 'EBE2b' gang 8 density_to 90
076C: set_zone 'EBE2c' gang 8 density_to 90
//Las Colinas
//CHC1a  Las Colinas  CHC  
//CHC1b  Las Colinas  CHC  
//CHC2a  Las Colinas   CHC  
//CHC2b     Las Colinas  CHC  
//CHC3  Las Colinas  CHC  
//CHC4a      Las Colinas   CHC  
//CHC4b     Las Colinas  CHC076C: set_zone 'CHC1a' gang 8 density_to 90
076C: set_zone 'CHC1b' gang 8 density_to 90
076C: set_zone 'CHC2a' gang 8 density_to 90
076C: set_zone 'CHC2b' gang 8 density_to 90
076C: set_zone 'CHC3' gang 8 density_to 90
076C: set_zone 'CHC4a' gang 8 density_to 90
076C: set_zone 'CHC4b' gang 8 density_to 90
//Blackfield Intersection
//BINT1 Blackfield Intersection BINT
//BINT2 Blackfield Intersection BINT
//BINT3 Blackfield Intersection BINT
//BINT4 Blackfield Intersection BINT076C: set_zone 'BINT1' gang 8 density_to 90
076C: set_zone 'BINT2' gang 8 density_to 90
076C: set_zone 'BINT3' gang 8 density_to 90
076C: set_zone 'BINT4' gang 8 density_to 90
//Hanky Panky Point HANKY
076C: set_zone 'HANKY' gang 8 density_to 90
//Hunter Quarry QUARY
076C: set_zone 'QUARY' gang 8 density_to 90
//Tierra Robada
//ROBAD Tierra Robada   ROBAD
//ROBAD1 Tierra Robada   ROBAD
076C: set_zone 'ROBAD' gang 8 density_to 90
076C: set_zone 'ROBAD1' gang 8 density_to 90
//Whetstone WHET
076C: set_zone 'WHET' gang 8 density_to 90
//Mount Chilliad
//MTCHI1 Mount Chiliad MTCHI
//MTCHI2 Mount Chiliad MTCHI
//MTCHI3 Mount Chiliad MTCHI
//MTCHI4 Mount Chiliad MTCHI
076C: set_zone 'MTCHI1' gang 8 density_to 90
076C: set_zone 'MTCHI2' gang 8 density_to 90
076C: set_zone 'MTCHI3' gang 8 density_to 90
076C: set_zone 'MTCHI4' gang 8 density_to 90
//Missionary Hill HILLP
076C: set_zone 'HILLP' gang 8 density_to 90
//Foster Valley
//SILLY1 Foster Valley    SILLY
//SILLY2 Foster Valley    SILLY
//SILLY3 Foster Valley    SILLY
//SILLY4 Foster Valley    SILLY
076C: set_zone 'SILLY1' gang 8 density_to 90
076C: set_zone 'SILLY2' gang 8 density_to 90
076C: set_zone 'SILLY3' gang 8 density_to 90
076C: set_zone 'SILLY4' gang 8 density_to 90
//Doherty
//DOH1  Doherty DOH
//DOH2  Doherty DOH 0A93: end_custom_thread
076C: set_zone 'DOH1' gang 8 density_to 90
076C: set_zone 'DOH2' gang 8 density_to 90
//Downtown
//SFDWT1 Downtown SFDWT
//SFDWT2 Downtown SFDWT
//SFDWT3 Downtown SFDWT
//SFDWT4 Downtown        SFDWT
//SFDWT5 Downtown SFDWT
//SFDWT6 Downtown SFDWT
076C: set_zone 'SFDWT1' gang 8 density_to 90
076C: set_zone 'SFDWT2' gang 8 density_to 90
076C: set_zone 'SFDWT3' gang 8 density_to 90
076C: set_zone 'SFDWT4' gang 8 density_to 90
076C: set_zone 'SFDWT5' gang 8 density_to 90
076C: set_zone 'SFDWT6' gang 8 density_to 90
//Garver Bridge
//GARV  Garver Bridge   GARV
//GARV1 Garver Bridge   GARV
//GARV2 Garver Bridge   GARV
076C: set_zone 'GARV' gang 8 density_to 90
076C: set_zone 'GARV1' gang 8 density_to 90
076C: set_zone 'GARV2' gang 8 density_to 90                  
//Robada Intersection ROBINT
076C: set_zone 'ROBINT' gang 8 density_to 90
//Bayside SUNN
076C: set_zone 'SUNN' gang 8 density_to 90
//Bayside Tunnel ALDEA
076C: set_zone 'ALDEA' gang 8 density_to 90
//Gant Bridge
//GANTB Gant Bridge      GANTB
//GANTB1 Gant Bridge      GANTB
076C: set_zone 'GANTB' gang 8 density_to 90
076C: set_zone 'GANTB1' gang 8 density_to 90
//Verdant Bluffs
//BLUF1a    Verdant Bluffs  BLUF  
//BLUF1b   Verdant Bluffs  BLUF  
//BLUF2     Verdant Bluffs  BLUF
076C: set_zone 'BLUF1a' gang 8 density_to 90
076C: set_zone 'BLUF1b' gang 8 density_to 90
076C: set_zone 'BLUF2' gang 8 density_to 90
//Los Santos International
//LAIR1      Los Santos International  LAIR  
//LAIR2a     Los Santos International  LAIR  
//LAIR2b    Los Santos International  LAIR  
//LBAG1     Los Santos International   LAIR  
//LBAG2     Los Santos International  LAIR  
//LBAG3     Los Santos International  LAIR
076C: set_zone 'LAIR1' gang 8 density_to 90
076C: set_zone 'LAIR2a' gang 8 density_to 90
076C: set_zone 'LAIR2b' gang 8 density_to 90
076C: set_zone 'LBAG1' gang 8 density_to 90
076C: set_zone 'LBAG2' gang 8 density_to 90
076C: set_zone 'LBAG3' gang 8 density_to 90
//Ocean Docks
//LDOC1a   Ocean Docks  LDOC  
//LDOC1b   Ocean Docks  LDOC  
//LDOC2     Ocean Docks  LDOC  
//LDOC3a   Ocean Docks  LDOC  
//LDOC3b   Ocean Docks  LDOC  
//LDOC3c   Ocean Docks  LDOC  
//LDOC4     Ocean Docks  LDOC
076C: set_zone 'LDOC1a' gang 8 density_to 90
076C: set_zone 'LDOC1b' gang 8 density_to 90
076C: set_zone 'LDOC2' gang 8 density_to 90
076C: set_zone 'LDOC3a' gang 8 density_to 90
076C: set_zone 'LDOC3b' gang 8 density_to 90
076C: set_zone 'LDOC3c' gang 8 density_to 90
076C: set_zone 'LDOC4' gang 8 density_to 90
//Playa Del Seville PLS
076C: set_zone 'PLS' gang 8 density_to 90
//East Lost Santos
//ELS1a  East Los Santos  ELS  
//ELS1b  East Los Santos  ELS  
//ELS2  East Los Santos  ELS  
//ELS3a  East Los Santos  ELS  
//ELS3b  East Los Santos  ELS  
//ELS3c  East Los Santos  ELS  
//ELS4  East Los Santos  ELS  
076C: set_zone 'ELS1a' gang 8 density_to 90
076C: set_zone 'ELS1b' gang 8 density_to 90
076C: set_zone 'ELS2' gang 8 density_to 90
076C: set_zone 'ELS3a' gang 8 density_to 90
076C: set_zone 'ELS3b' gang 8 density_to 90
076C: set_zone 'ELS3c' gang 8 density_to 90
076C: set_zone 'ELS4' gang 8 density_to 90
0A93: end_custom_thread


Is there any better way of getting the GANG 9 (which I have changed to the bikers; with all additional data files edited) to spawn on the highways only .. I have added all area names which pop-up while driving on the highways .. but when you aren't on the highway .. but on the streets in that town/territory, they still spawn ?

And is there also a way of getting them to spawn in 'packs' ? Biker Gangs roll out in numbers .. not individuals .. Most I've seen on screen @ a time is 5-7 .. But they aren't in a pack .. Spread out across the screen almost :sly:

Does anyone know of a better process to achieve this ? I want the GANG_9 to spawn on the highways, in packs (maybe 5-20) on there vehicles (the freeway) which is defined in the .dat files (IMG:style_emoticons/default/smile.gif)

I've also posted this over @ GTAForums in ZAZ's CLEO 3 Mods thread for all others who may be interested in a solution ..

Still don't know why R* haven't hired you genius's .. LOL (IMG:style_emoticons/default/ohmy.gif) There loss (IMG:style_emoticons/default/cool.gif)
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QUOTE (Adler @ Dec 22 2010, 08:43 PM) *
Hmmm is there a way to make helicopter rotor blades smash obstacles that are blocking it when you try to take off? It sucks having to push a helicopter out of the way of objects or else it won't start. (IMG:style_emoticons/default/sad.gif)


+1 one for this; can get very irritating ..

I have a request for you Adler, based on your 'PIMP' thread.

Have more pimps (bmypimp) drive round in their car (broadway) with there ho's (hookers/prostitutes) a bit more often; and even doing pickups and drop-offs ?
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lol that sounds interesting. So you want them to just drop off a prostitute at some random corner? I might get around to making that. (IMG:style_emoticons/default/tongue.gif)
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QUOTE (Adler @ Feb 23 2011, 01:52 PM) *
lol that sounds interesting. So you want them to just drop off a prostitute at some random corner? I might get around to making that. (IMG:style_emoticons/default/tongue.gif)


Yeah basically .. and maybe just see them driving round in the traffic together before he drops her off, or picks her up.

Any other features that you know you could implement that could make it better ?

Your the PIMP .. lol .. not me (IMG:style_emoticons/default/wink.gif)

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lol not sure. Sounds like a pretty simple script but I don't think there's any way to improve on it.

Maybe it could be part of a mod to make peds more realistic altogether. (IMG:style_emoticons/default/smile.gif)
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According to this post, i want to ask, is there any way to disable any zoom while aiming in SA?
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QUOTE (Adler @ Feb 23 2011, 05:14 PM) *
lol not sure. Sounds like a pretty simple script but I don't think there's any way to improve on it.

Maybe it could be part of a mod to make peds more realistic altogether. (IMG:style_emoticons/default/smile.gif)


As far as I'm aware .. peds use the animations from the ped.ifp as well ? Maybe get peds to utilize some of the animations more ... Smoking , drinking , on cellphone , leaning against the wall etc ..

Or even get a few homies crouched together in a circle, like the do in the movies when they play that dice-game for money in the ghetto :/ I don't know what its called
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Well any actor can use IFP animations; you just have to code them to do so (and some already randomly sit down somewhere). I'll start out by making the Pimp script for you and if I feel like it then I'll expand it to have other peds do everyday things too. (IMG:style_emoticons/default/smile.gif)
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I'd be willing to create a dice minigame (I've always wanted to recreate Liars Dice (IMG:style_emoticons/default/smile.gif) ) but I'm really busy with CD at the moment.. or rather, still... as always (IMG:style_emoticons/default/tongue.gif)
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lol never heard of that game in particular, but actually I've never played a game with dice. (IMG:style_emoticons/default/tongue.gif)

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QUOTE (Adler @ Feb 24 2011, 02:28 PM) *
lol never heard of that game in particular, but actually I've never played a game with dice. (IMG:style_emoticons/default/tongue.gif)

Never played yahtzee ? Or isn't even hop-scotch played with dice too ? LOL

Anyways; thanks for making the PIMP mod for me (IMG:style_emoticons/default/smile.gif) Very kind ..

Was thinkin' of another mod today, I think its actually a GTA4 feature too ..

I've seen CLEO mods out there of CJ sitting, and lying down on the bed .. Maybe to save the game, instead of using the disk, he hasta lie down and go to sleep, and time advances still by 6 hours.
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QUOTE (methodunderg @ Feb 25 2011, 12:59 PM) *
Was thinkin' of another mod today, I think its actually a GTA4 feature too ..

I've seen CLEO mods out there of CJ sitting, and lying down on the bed .. Maybe to save the game, instead of using the disk, he hasta lie down and go to sleep, and time advances still by 6 hours.


Hmm? (IMG:style_emoticons/default/whistling.gif)


http://www.youtube.com/watch?v=zdIQ9vQ7s30
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lol Ive made the same few months ago xDDD
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LMAO.. well that was quick (IMG:style_emoticons/default/banana.gif)

Well done both of you (IMG:style_emoticons/default/smile.gif) Is anyone going to release it ?

@DK22; how you getting on with your IV Lights mod ? Have you implemented other pickups yet ?
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QUOTE (methodunderg @ Feb 26 2011, 09:51 PM) *
LMAO.. well that was quick (IMG:style_emoticons/default/banana.gif)

Well done both of you (IMG:style_emoticons/default/smile.gif) Is anyone going to release it ?

Nah, that was done ages ago especially for The '95 Story (IMG:style_emoticons/default/bunny.gif)
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I have another request:

Vehicle Boost by Velocity.

There are some boost scripts, but they are all using 04BA i believe.
Which looks extremely unrealistic (if boosting while driving backwards for example).

However, it would be nice if the vehicle gets pushed smoothley.
In the direction of where it points to, of course.

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QUOTE (Deji @ Feb 24 2011, 02:18 PM) *
I'd be willing to create a dice minigame

I thought of an idea for a mini-game(s) .. I know your busy with CD at the moment .. but hear me out ..

A simple mini-game for when trying to jack locked cars. And another mini-game for trying to disable an alarmed car.
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ive got more...

[REQ] Always aim for the Head while Auto-Aiming. (If cheating, do it right)
[REQ] Follow this car! (a car in front of the players car)
[REQ] Air-Break by velocity. (for any vehicle)

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methodunderg
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QUOTE (uokka @ Mar 6 2011, 04:18 PM) *
[REQ] Always aim for the Head while Auto-Aiming. (If cheating, do it right)

I think this can be done via weapon.dat file. My country rifle always headshots while auto-aiming. My favourite gun (IMG:style_emoticons/default/smile.gif)
QUOTE (uokka @ Mar 6 2011, 04:18 PM) *
[REQ] Follow this car! (a car in front of the players car)

Awesome idea (IMG:style_emoticons/default/smile.gif)

I would like a speed-limited mod. Where the player can only go 60kph in towns, and 110kph on the highways; and be able to turn this mod on and off. Just for when I feel like driving realisticly (IMG:style_emoticons/default/smile.gif)
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uokka
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QUOTE
I would like a speed-limited mod. Where the player can only go 60kph in towns, and 110kph on the highways; and be able to turn this mod on and off. Just for when I feel like driving realisticly smile.gif


me too
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Fatalpipe
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Well,based on ZAZ tutorial and with help from BnB,I've wrote this code:
CODE
{$CLEO .cs}
:SpChv
03A4: name_thread 'Chevel'

:SpChv_1
0001: wait 0 ms
0A95: enable_thread_saving
07D0: 2@ = weekday
00BF: 3@ = current_time_hours, 4@ = current_time_minutes
00D6: if  and
0039:   2@ == 3
0039:   3@ == 1
0039:   4@ == 30
then
014B: 1@ = init_parked_car_generator #CHEVEL color 1 1 1 alarm 50 door_lock 10 0 10000 at -2051.6479 143.4141 28.8359 angle 90.0
014C: set_parked_car_generator 1@ cars_to_generate_to 101
end
004D: jump_if_false @SpChv_1
0A93: end_custom_thread


Here a car is spawned in a predefined location,day and hour.This I made to do a ingame thing about rare cars that arent in traffic.
Ok,what I want now is more complex to me at moment,and I think it will give an ultra realistic touch to the game.But I dont even know if its possible,so,here goes: I want a code that I can define a ped in some predefined location,day and hour,then this ped will pick a predefined car,so this ped will drive his car to some other predefined location and will park the car.
The ped let his car parked and go away to a predefined location(if possible make peds enter an enterable building,if not,ok anyway) and I think at this point it can be released/destroyed.Then after some time(maybe I can define the hour,or maybe it can count amount of time runned since the ped parked the car,whatever),this ped will return to car and will drive to the first location.

Let me try to be clear with an example
>>> Eg.:Like someone who goes to work at morning then back home at night , five day per week.<<<

I dont want to be much rigorous,just tried to explain the whole thing with my f@[king english.

Thank you very much!!


>>>EDIT<<< Got this until now:

CODE
{$CLEO .cs}

//-------------MAIN---------------
03A4: name_thread 'CDRIVE'

:CDRIVE_11
0001: wait 1000 ms
0A95: enable_thread_saving
07D0: 5@ = weekday
00BF: 6@ = current_time_hours, 7@ = current_time_minutes
0006: 8@ = 899
00D6: if
0256:   player $PLAYER_CHAR defined
004D: jump_if_false @CDRIVE_11
00D6: if and
0039:   5@ == 2
0039:   6@ == 6
0039:   7@ == 20
004D: jump_if_false @CDRIVE_452
0247: load_model #CORVETT
0247: load_model #CROGRL3
0247: load_model #SBFYPRO
07C0: load_path 8@

:CDRIVE_105
0001: wait 0 ms
00D6: if and
0248:   model #CORVETT available
0248:   model #CROGRL3 available
0248:   model #SBFYPRO available
004D: jump_if_false @CDRIVE_105
009A: 2@ = create_actor_pedtype 24 model #CROGRL3 at -1983.4121 154.3342 27.6875
0173: set_actor 2@ Z_angle_to 90.0
009A: 3@ = create_actor_pedtype 24 model #SBFYPRO at -1985.1122 138.0835 27.6875
0173: set_actor 3@ Z_angle_to 90.0
00A5: 1@ = create_car #CORVETT at -1990.812 145.1061 27.3718
0175: set_car 1@ Z_angle_to 0.0
0186: 4@ = create_marker_above_car 1@
0187: 11@ = create_marker_above_actor 2@
0187: 12@ = create_marker_above_actor 3@
07E0: set_marker 4@ type_to 2
07E0: set_marker 11@ type_to 3
07E0: set_marker 12@ type_to 4
0249: release_model #CORVETT
0249: release_model #CROGRL3
0249: release_model #SBFYPRO
05CB: AS_actor 2@ enter_car 1@ as_driver 10000 ms
05CA: AS_actor 3@ enter_car 1@ passenger_seat 0 10000 ms

:CDRIVE_286
0001: wait 0 ms
00D6: if and
00DB:   actor 2@ in_car 1@
00DB:   actor 3@ in_car 1@
07C1:   path 8@ available
004D: jump_if_false @CDRIVE_286
05EB: assign_car 1@ to_path 8@
004D: jump_if_false @CDRIVE_286

:CDRIVE_361
0001: wait 0 ms
00BF: 9@ = current_time_hours, 10@ = current_time_minutes
00D6: if and
0256:   player $PLAYER_CHAR defined
0039:   9@ == 8
0039:   10@ == 30
004D: jump_if_false @CDRIVE_361
0633: AS_actor 2@ exit_car 1@
0633: AS_actor 3@ exit_car 1@

:CDRIVE_362
0001: wait 1000 ms
00D6: if
0256:   player $PLAYER_CHAR defined
004D: jump_if_false @CDRIVE_362
05F5: AS_actor 2@ goto_point -2624.6763 1412.7266 7.0937 mode 4 5500 ms // versionB
0637: AS_actor 3@ goto -2624.6763 1412.7266 7.0937 mode 6 turn_radius 0.5 stop_radius 5.0 look_at_actor $PLAYER_ACTOR
004D: jump_if_false @CDRIVE_362


:CDRIVE_363
0001: wait 1000 ms
0256:   player $PLAYER_CHAR defined
004D: jump_if_false @CDRIVE_363
05EC: release_car 1@ from_path
0873: release_path 8@
01C3: remove_references_to_car 1@ // Like turning a car into any random car
01C2: remove_references_to_actor 2@ // Like turning an actor into a random pedestrian
01C2: remove_references_to_actor 3@ // Like turning an actor into a random pedestrian
0164: disable_marker 4@
0164: disable_marker 11@
0164: disable_marker 12@

:CDRIVE_452
0002: jump @CDRIVE_11
0A93: end_custom_thread


This create a car in front of Doherty Garage/Station ,and two female peds every monday at 6:20AM.

Everything ok,but the car is not geting damaged by collisions on traffic...Looks like a heavy train,throwing other cars to the air and thing...I know something about this with carrec,can someone confirm that is impossible damage a car using carrec?
Also,everything ok,but until the very end,the two peds exits the car,but dont go to the predefined point,I still can't figure why.

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methodunderg
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Post #189


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[REQ] The possibility of using Sweet's garage to save a car
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uokka
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ideas over ideas:

[REQ] Weapon selection (like cheating) by Number keys which are rarely used (not numlock).
Press '1' for brassnuckles - Press '1' again for Fist
Press '2' for silenced Pistol - Press '2' again for DEagle - ...
...

[REQ] Fist weapon icon while driving if not having a SMG (or SMG is empty).

[REQ] Spawn outside of an savehouse (to not have to walk out of the door).
Useful for lazy people when testing some aspects of the game and need to reload often.

Nevermind, showsavescreen.cs does the trick..

[REQ] Nitro.dll Cleo remake (was released as an d3d9.dll i believe; dont know who made it..).
As you might know, you can controll youre nitro boost much better with this one.
Plus, with the 'secondary fire' button, you can accellerate with full throttle if your car has nitro installed.
(but this isn't using nitro; good for sliding/drifting)
and you can drive as fast as the car is able to, no matter on which road you currently drive on (on some roads you can only speed up to, lets say 90MPH even if your cars max speed is 125MPH).
As an addition it would be nice to also have the ability to use 'Low throttle' with the ALT key (like on foot).
I tryed this with 04BA. Result is horrible..
However, as a script there would be much more freedom in configuration; especially key presses (and a lot of people still have problems getting it to work combined with SALA and ENB)

[REQ] Always run/swim (and maybe cycling) at full speed (not having to press run button repeatedly).

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hehmeh
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Hi Everyone i have a request for GTASA is there anyway you could make the sniper have autoaim? (IMG:style_emoticons/default/happy.gif)
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Spider-Vice
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I think that's hardcoded but I might take a look on the weapon files.
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hehmeh
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i would really appreciate if someone could do it
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jayd00
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please, can you help me? I don't know where to post this, so maybe here could be the best place...

I'm trying to change an animation, while playing, for another.
something like this:

SANNY

gosub @Anims      
////.........

:Anims
if
   Actor.Animation($PLAYER_ACTOR) == "RUN_PLAYER"
then
    0615: define_AS_pack_begin 10@
    0605: actor -1 perform_animation_sequence "WOMAN_runsexy" IFP_file "PED" 4.0 loop 0 1 1 0 time -1 // versionA
    0616: define_AS_pack_end 10@
    0618: assign_actor $PLAYER_ACTOR to_AS_pack 10@
    061B: remove_references_to_AS_pack 10@
end
return


I remember that I seen something like this in some place but I can't remember, where. xD

So, how to make it work properly?.. because this method, block the movement on X, Y.
And if I change the parameters(x,y), the $player only "reproduced" the animation, but doesn't move as normaly.

how do I should do it? with/without ~AS_pack~ ?

thanks! (IMG:style_emoticons/default/wink.gif)
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Adler
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@jayd00: Take a look at Wesser's Player Walkstyle Change. (IMG:style_emoticons/default/wink.gif)

@hehmeh: Change the flags (last column) of the $ SNIPERRIFLE entry in data\weapon.dat to A031. You should have a mod to enable Auto-Aim unless you don't already have one.

Refer to this topic for more details. (IMG:style_emoticons/default/smile.gif)

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methodunderg
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Is there a way to maximise the time that a dead body will lie on the ground? Or how many.. Same with particles like blood etc, they disappear after some time (IMG:style_emoticons/default/sad.gif) I want them to stay there till u leave the scene.. Possible?
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DK22
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Post #197


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The game memory is not rubber.
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methodunderg
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I am well aware of that (IMG:style_emoticons/default/smile.gif) But I thought if someone knew the answers, then the geniuses at GTAG would know (IMG:style_emoticons/default/smile.gif)

Thanks anyway DK22.
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hehmeh
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Thank You Thank You Very Much Adler! (IMG:style_emoticons/default/biggrin.gif) (IMG:style_emoticons/default/biggrin.gif) (IMG:style_emoticons/default/biggrin.gif) (IMG:style_emoticons/default/biggrin.gif)
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QUOTE (Adler @ May 8 2011, 11:03 AM) *
@jayd00: Take a look at Wesser's Player Walkstyle Change. (IMG:style_emoticons/default/wink.gif)

thank you! (IMG:style_emoticons/default/wink.gif)

p.s.
how can I put the camera a little bit more away?
I attached a car to the player, and I used this opcode:
SANNY
0158: camera_on_car 1@ 18 1

I want to do the same but without creating a car (IMG:style_emoticons/default/dry.gif)

thanks for help! (IMG:style_emoticons/default/blush.gif)
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Silent
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Deji has posted addresses which stores distances in all three on-foot camera modes. It's posted somewhere in Memory Addresses topic.
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QUOTE (Silent @ May 12 2011, 07:01 AM) *
Deji has posted addresses which stores distances in all three on-foot camera modes. It's posted somewhere in Memory Addresses topic.


hoo thanks! I found it:
QUOTE
Camera Mode Values
Here are the addresses for the on-foot camera distance modes in SA.
0xB6F27C - Near Cam Distance
0xB6F280 - Far Cam Distance
0xB6F284 - Default/Normal Cam Distance
So now you can write to them your favourite camera distances (if you really have 3 favourites) and switch between them using the "Change Camera" key.

but actually I don't know how exactly these addresses work, because I get only short distance, when I try to write something...


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Silent
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They're floats. Read values from Cheat Engine and just change them.
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hoo I see... I did this:
SANNY

0A8D: 1@ = read_memory 0xB6F280 size 4 virtual_protect 1
000A: 1@ += 0xB6F280
0A8C: write_memory 0xB6F280 size 4 value 1@ virtual_protect 1

and works, but how to come back to the original camera distance?
I must substract the same value?...

EDIT:
mm this script it's ok?... or I need to fix something..?

SANNY

{$CLEO}
0000:

while true
wait 0
if
0AB0:  key_pressed 0x8
then
    0@ = 0xB6F280
    0A8D: 1@ = read_memory 0@ size 4 virtual_protect 1
    005A: 1@ += 0@ // (int)
    0A8C: write_memory 0@ size 4 value 1@ virtual_protect 1
    wait 2000
    
    while true
    if
    0AB0:  key_pressed 0x8
    then
        0@ = 0xB6F280
        0A8D: 1@ = read_memory 0@ size 4 virtual_protect 1
        0062: 1@ -= 0@ // (int)
        0A8C: write_memory 0@ size 4 value 1@ virtual_protect 1
        wait 2000
        break
    end
     wait 0
    end
end
end


thanks! (IMG:style_emoticons/default/thumbsup.gif)



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whitetigerswt
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Hey.

I'm sort of new to cleo and uninformed to the possibilities of it. (i started 24 hours ago.) however i'm familiar with programming in general.

Since san andreas starts to bug up your animations and some things not to work correctly (example: with 45+ fps you cannot strafe, with 60+ fps you don't take damage from falling) ... is it possible with Cleo to make a script that will properly allow you to strafe with key presses and animations? I looked around the interwebs a bit and I found an interesting method, it would create an object, attach it to the player and then move the object ... but, it didn't work.

So, TL;DR version is: I don't really want someone to make the cleo script for me, but i want kindaof a holding hand way, (I want to learn cleo eventually.), so if someone could hlep me, i would be greatly appreciative.
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Can someone make me a script where whenever you aim,you get the over-the-shoulder view,like in Gta 4.I already have one which looks like this:
http://imageshack.us/photo/my-images/89/gt...2717143360.png/
It's good,but can someone please make a script where when you aim it looks like this:
http://imageshack.us/photo/my-images/155/image15510.jpg/
What I want is to see the weapon like in the second image.
Can someone please help?
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methodunderg
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I thought I would ask this question here, because if anyone one where to know it would be you guys. I really don't think they would want to release it for anything, other than their client.

As some of you that may know, in the latest test build of MTA, they have some very nice shaders.

I was wondering if it was possible via a plugin (ASI/DLL, or maybe even HLSL?) to load these shaders for normal GTA:SA?

http://wiki.multitheftauto.com/wiki/Shader_examples

I'm particulary interested in the road shine, and water shaders.
Click here for a video of the water shader in action.
Looking in the comments, the author of the vid thinks it may be achievable via CLEO?
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josedesomb66
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Post #208









can some one pleas make a Renault Alpine a310 like this one?
http://www.madwhips.com/alpine-a310/ (IMG:style_emoticons/default/blush.gif)
http://www.geosektor.de/img/pics/misc/alpine_a310_v6.jpg

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DK22
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Ahh I just saw methodunderg's post.
Yes, its possible, if you even have HLSL knowledges that wouldnt be a problem for you.
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Paulica
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Hello, what is the easyest way to find the curent player coordonates?
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QUOTE (Paulica @ Jul 26 2012, 07:01 AM) *
Hello, what is the easyest way to find the curent player coordonates?


00A0
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LINK/2012
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Really, now I understand the X New Posts "bug".
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Arijit Sen
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Can someone tell me which mod is it & from where can I get it ??
(IMG:http://img32.imageshack.us/img32/1516/9a40b0df70f40238b16c143.jpg)
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ThirteenAG
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It's not a mod, it's a menu, created with Autoplay Menu Builder. And pretty old one, doesn't exist anymore. I made a launcher for all games instead:
(IMG:http://i51.fastpic.ru/thumb/2013/0110/e1/3bc4e84be733271aba0d9158b944abe1.jpeg)

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Arijit Sen
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Oh..But do u have it?? can u plz..Upload it for me ??
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Arijit Sen
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Thanks..

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jayd00
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could you help me out with one script? what is the best way to read/use files from a personal *.img file? the most common example should be; load new skins, from a new *.img file...
can you provide me an example of how to do it? thanks (IMG:style_emoticons/default/wink.gif)
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QUOTE (jayd00 @ Feb 6 2014, 09:21 PM) *
could you help me out with one script? what is the best way to read/use files from a personal *.img file? the most common example should be; load new skins, from a new *.img file...
can you provide me an example of how to do it? thanks (IMG:style_emoticons/default/wink.gif)


Add them to gta.dat.

See this topic: http://gtagmodding.com/forums/index.php?showtopic=112
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yes thanks... I think I was not clear :/ the problem of doing that, is that, there is a limit of *.img files, probably there is SALA or img limit adjuster, etc.
but sometimes, they gives problems :/ because is difficult to use it xD
so to avoid that kind of problems, a cleo script, to open the *.img file, read, and load the models.
I want to add something like 5-10 models as maximum, no more.

thanks for help..

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QUOTE (jayd00 @ Feb 8 2014, 03:37 AM) *
yes thanks... I think I was not clear :/ the problem of doing that, is that, there is a limit of *.img files, probably there is SALA or img limit adjuster, etc.
but sometimes, they gives problems :/ because is difficult to use it xD
so to avoid that kind of problems, a cleo script, to open the *.img file, read, and load the models.
I want to add something like 5-10 models as maximum, no more.

thanks for help..

IMG files need to be opened as streams using RenderWare (the game engine) functions. In a CLEO, this would require a huge amount of unnecessary hackage. CLEO has no built-in functionality whatsoever to load/read streams. Also even though that would get around limits of IMG files, you'd still have to worry about the limit on models, which is entirely separate. You'd be better off just taking the much easier route of adding the files to gta3.img (IMG:style_emoticons/default/tongue.gif)
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(IMG:style_emoticons/default/wink.gif)

hey, it's me again lol

could you teach me a little bit about how to store a "NAME" in a memory pool?

for example; Is easy to store an object, like this example;
CODE
{Ryosuke Example}
for 0@ = 0 to 9
    0093: 1@ = integer 0@ to_float
    04C4: store_coords_to 5@ 6@ 7@ from_actor $PLAYER_ACTOR with_offset 0.0 1@ 0.0
    0107: 2@ = create_object #KNIFECUR at 5@ 6@ 7@
    gosub @get_pointer
    0085: 4@ = 0@ // (int)
    0012: 4@ *= 4    /// SIZE
    005A: 30@ += 4@ // (int)
    0A8C: write_memory 30@ size 4 value 2@ virtual_protect 0
end
for 0@ = 0 to 9
    gosub @get_pointer
    0085: 4@ = 0@ // (int)
    0012: 4@ *= 4    /// SIZE
    005A: 30@ += 4@ // (int)
    0A8D: 2@ = read_memory 30@ size 4 virtual_protect 0
    if
    03CA:   object 2@ exists
    then
        0108: destroy_object 2@
    end
    0A8C: write_memory 30@ size 4 value 0 virtual_protect 0
end

:get_pointer
0A9F: 30@ = current_thread_pointer
000A: 30@ += 0x10
0A8D: 30@ = read_memory 30@ size 4 virtual_protect 0
000E: 30@ -= @pool
return

:pool
hex
//2@ - knife pool - 40byte
00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000 00000000
end


then, I've seen that they usually store a "Name" into something like this;
CODE
:list
hex
"____________________" "____________________" "____________________" "____________________"
"____________________" "____________________" "____________________" "____________________"
00
end


how can I write a "name" inside this temp-Mem-space?
and how to read it and make it usable? how to know how many temp-Mem-space(byte) is needed to create, for a name?

for example I wanna write, names like this ones in the temp-Mem-space;(ignore them, they are just examples)
CODE
skin1
skin2
skin3
skin4
supermegaskin1
supermegaskin2
supermegaskin3
supermegaskin4


thanks for your help (IMG:style_emoticons/default/thumbsup.gif)

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uokka
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Maybe this can help as a simple example:
http://gtaforums.com/topic/661961-gta-sa-m...entry1065053761
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Deji
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QUOTE (uokka @ Mar 29 2014, 09:53 AM) *
Maybe this can help as a simple example:
http://gtaforums.com/topic/661961-gta-sa-m...entry1065053761


You're asking something which can be answered in a number of ways, the correctness of each depends on what your use for the technique is. I started writing a reply, however it became too long for a simple answer - it'd honestly be better for me to post it as a tutorial... (IMG:style_emoticons/default/tongue.gif)
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jayd00
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QUOTE (uokka @ Mar 29 2014, 03:53 AM) *
Maybe this can help as a simple example:
http://gtaforums.com/topic/661961-gta-sa-m...entry1065053761

thanks.. but thats not what I want... :/ it works something like that, but they are using a mem-space to store a 'format', and write a value (number), something like;
CODE
0AD3: 0@v = format "%d + %d = %d" 2 2 4

and that's not what I need... I want to be able to write a "name" (short string & long string)
for example; write a name skin, read & load skin, and change to that skin :/

QUOTE (Deji @ Mar 29 2014, 08:57 AM) *
You're asking something which can be answered in a number of ways, the correctness of each depends on what your use for the technique is. I started writing a reply, however it became too long for a simple answer - it'd honestly be better for me to post it as a tutorial... (IMG:style_emoticons/default/tongue.gif)

I thought that it could be explained, in a single script like the last one (IMG:style_emoticons/default/tongue.gif)
actually it doesn't matter, if you can help me in any way, it will be fine for me.. (IMG:style_emoticons/default/wink.gif) thanks
(IMG:style_emoticons/default/thumbsup.gif)
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The Clansman
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First off, sorry for my english

I already asked this on GTAF, no one helped

I want to disable lens flare and corona star during fire

Here's the code to disable lens flare

{$CLEO}
0A8C: write_memory 0x53B759 size 1 val 0 vp 1
0A93: terminate_this_custom_script

Here are the memory adresses to disable corona star, provided by DK

0x53B7E0 0x53B893 0x53B99C 0x53BAA5

I tried to follow the pattern of the lens flare disabling code, but my game crashes

Please, someone, help
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Deji
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You can do it in one write (untested)...
WRITE_MEMORY 0x53B55F {size} 4 {val} 0x00054CE9 {vp} TRUE


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The Clansman
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Crashed...
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Deji
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D'oh, copied wrong address. Fixed in edit.
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The Clansman
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Now THAT is what I'm talking about!

Thank you so much Deji, keep it up!
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Wesser
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Deji, wouldn't it be better to skip the parent check aswell? (IMG:style_emoticons/default/tongue.gif)
CODE
WRITE_MEMORY 0x0053B548 {size} 1 {val} 0xE9 {vp} TRUE
WRITE_MEMORY 0x0053B549 {size} 4 {val} 0x00000563 {vp} TRUE
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hey could you help me with a small doubt?..
why does something like this don't work:

{$CLEO}
const
    //[byte] Can be either on (1) or off (0).
    BlowUpCars  = 0x96914A
end
0000:

while true
if  0AB0:   key_pressed 8 // backspace
then
    0A8C: write_memory BlowUpCars size 1 value 1 virtual_protect 0
    wait 1500
end
wait 0
end


but if I do this, it works:
{$CLEO}
const
    // http://gtagmodding.com/sanandreas/cheats/
    BlowUpCars  = 0x439D80
end
0000:

while true
if  0AB0:   key_pressed 8 // backspace
then
    0AA5: call BlowUpCars num_params 0 pop 0
    wait 1500
end
wait 0
end



the first way isn't supposed to work?..
thanks (IMG:style_emoticons/default/wink.gif)
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QUOTE (jayd00 @ Nov 14 2014, 06:09 AM) *
hey could you help me with a small doubt?..
why does something like this don't work



0x439D80 is the base address of a .code callable function.
0x96914A is the address of a variable array index in .data

They're both completely different things. You execute code, and read/write data. Each memory address can point to either of these.
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jayd00
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hey, can you help me?... is there any possibility to control the upper body angle?
Like when aiming at sky using gun, the upper body also facing at the sky

thanks (IMG:style_emoticons/default/wink.gif) (IMG:style_emoticons/default/thanks.gif)
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Deji
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Create a partial (upper body) animation.
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jayd00
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how to assign a partial animation, without interrupting the current animation?...
example: walking animation, and aiming at sky. (with new upper body animation)




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jayd00
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hey can you help me a little bit..?

I want to Create An Object in Random place around SA

comething like;
0AB1: Get @randomCoords 0 -> CoordsXYZ 21@ 22@ 23@
02CE: 23@ = ground_z_at 21@ 22@ 23@
0107: 15@ = create_object 20@ at 21@ 22@ 23@
09CA: set_object 15@ immunities BP 1 FP 1 EP 1 CP 1 MP 1

:randomCoords
//0AB1: Get @randomCoords 0 -> CoordsXYZ randomXCoord randomYCoord randomZCoord
wait 0
0208: 4@ = random_float_in_ranges -2885.3704 2819.8276
0208: 5@ = random_float_in_ranges -2636.803 2816.1978
6@ = 200.0
0AB2: ret 3 4@ 5@ 6@

but for some reason, it always appear below ground. :/
I don't care if it appear above a building, the problem is that I can't imagine how the opcode 02CE works exactly. :S
because always put the Object below ground.

With this code, is "supposed" to create the object in a random place around SA above ground. But does not.
I read this from GTA Forums by fastman92
http://www.imagebam.com/image/ccf947323013104
But I still don't get, how to make it work as I want?.

thanks (IMG:style_emoticons/default/wink.gif)
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Deji
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The problem is that GET_GROUND_Z_FOR_3D_COORD works by detecting collisions underneath the Z provided and returning the first one found, however this can only work if collisions at the specified point are actually streamed in, like the ground CJ walks on.

Furthermore, this kind of points out your major design flaw from the beginning. It's not too regular to have lots of objects existing miles away from the player, so it would be a better idea to create your objects 'virtually' and then actually create these objects when the player approaches a close enough distance, say 80.0 feet away.

Then perhaps you don't need to go to all the effort of loading in far away parts of the map just to create some objects, you instead wait until the parts of the map where the objects are gonna be placed to create them.

Since you're doing this dynamically, though, which is another irregularity in standard GTA3script/SCM, you will have to use more irregular methods in order to basically create your own streamer, which may involve dynamically allocating memory and using various custom storage methods - outside the usual simplicity that you may be used to. Unfortunately, GTA3script is more about doing stuff that is consistent rather than basically creating programs dependent on dynamic input.
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jayd00
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thank you again @Deji... (IMG:style_emoticons/default/thumbsup.gif) I can understand now... There is need to be in a place to create the object over ground.

hey, I have a doubt with animation opcodes

0605: actor -1 perform_animation "M_SMKLEAN_LOOP" IFP "LOWRIDER" framedelta 4.0 loop 1 lockX 0 lockY 0 lockF 0 time -1
0812: AS_actor -1 perform_animation "LRGIRL_IDLELOOP" IFP "LOWRIDER" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1  // versionB
088A: actor 34@ perform_animation "RAIL_FALL" IFP "SWAT" 8.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 disable_force 0 disable_lockZ 1
0A1A: actor 88@ perform_walk_animation "HIKER_POSE_L" IFP "MISC" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 1 -1 ms // versionC

All these opcodes has a parameter named: "framedelata"
What does this parameter?
I changed this parameter for any value and I can't see any difference. (IMG:style_emoticons/default/blink.gif) (IMG:style_emoticons/default/ermm.gif)
thanks! (IMG:style_emoticons/default/laugh.gif)

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Deji
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See the OpcodeDB pages for all we know... 0605, 0812, 088A, 0A1A.

You might also want to update your SB files there since yours give names which make little sense.
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zugg48
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Hi guys, I need GTA SA memory adresses for:


- Disable weapon automatic reload.

- Disable weapon dissapear feature when the ammunition is empty. (Player can have gun with 0 bullets).


Thanks!
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