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Gta 3 coding help

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  • asif_ridwan

    LCS III Edition Co-Leader

  • Joined: 16 Sep 2010


Posted 06 February 2011 - 10:08 AM

Hi guys i started to learn scm coding after learning cleo. I have doubts which i would like ask here obviously others ask here about gta 3 too. And first i would like to know few things. In a cutscene how to measure the co-ordinates of the place where we want to set camera. Does it requires to measure the angle too? 2ndly how to change player skin twice during a mission? Can more than 2 threads of different names be put in one mission as the original main.scm has one thread per mission? In a thread "NONAME_2" what are the threads like NONAME_2_69? Are they like subthreads? And can they be named manually or how to name them? Thanks in advance for help. I really need to know the answers,please

  • Nahiyan

    I'm awesome, and I'm a scripter

  • Members
  • Joined: 15 Oct 2010


Posted 06 February 2011 - 09:23 PM

OK for the first question, I apparently wrote a script.. No, before you asked.

{$CLEO .cs}

thread 'GCPAT'

0662: "No, you cannot claim this as yours. What? What do you mean you don't care?! I'll sue you! They will confiscate your computer, now go away."

File.Open([email protected], "CLEO\CamPos.log", "at+")
0ADF: add_dynamic_GXT_entry "_GCPAT" text "Camera and Target Position has been saved in CamPos.txt in the CLEO Folder!"

while true
   wait 0
       0ADC:   test_cheat "GCPAT"
       068D: get_camera_position_to [email protected] [email protected] [email protected]
       068E: get_camera_target_point_to [email protected] [email protected] [email protected]
       0AD9: write_formatted_text "Camera Position : X - %f Y - %f Z - %f | Target Position : X - %f Y - %f Z - %f%c%c" [email protected] [email protected] [email protected] [email protected] [email protected] [email protected] [email protected] 0xD 0xA  
       00BC: show_text_highpriority GXT '_GCPAT' time 3000 flag 1                                                                      

This will only work in San Andreas, because it uses opcodes that were introduced in VC/SA and CLEO Opcodes. You can port it though. Oh yeah and use the opcodes 015F and 0160.


Okay uhh.. Say a thread is like a house.. Each label is a room ( Like for a house named "AwesomaHouse", each of it's room would originally have names like "AwesomaHouse_12", the number indicates how much space (code) is used before it. )

Lets refer to the game as the owner. The owner, say, becomes hungry, so he "jumps" to the kitchen to whip up a snack, using whatever is available.

But say, he wants to make a guest house, so he makes it ( 004F: create_thread @BehindHouse ) behind the house. But then when hes finished with them, he can demolish them. ( 0459: end_thread_named "GuestHouse" )

Oh yeah and say, like when you changing you name you go to a authority or something, you use 03A4: name_thread "GuestHouse", but remember to do it from there.

But you know when you decompile the code and it shows up like AwesomaHouse_12, the "buyers" didn't know the rooms' names, so they just assume the name is AwesomaHouse_XX.

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