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Script doesn't compile (help!)

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killayay
  • killayay

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#1

Posted 09 March 2013 - 02:24 PM Edited by killayay, 09 March 2013 - 02:30 PM.

Hi,

i wanted to change some coordinations in the script. It's not possible to convert the script back. I allways get the error message;

Not enough Parameters given. expected 9.
or
Not enough Parameters given. expected 5.

Here is the script:

CODE
// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007

{$VERSION 3.1.0027}
{$CLEO .cs}

//-------------MAIN---------------
thread "OPCODEEXE_SERVERf*ck"

:OPCODEEXE_SERVERf*ck_24
wait 0
if
0AB0:   key_pressed 121
else_jump @OPCODEEXE_SERVERf*ck_24
018C: play_sound 1139 at 0.0 0.0 0.0
hex
CD 0A 0E 10 7E 52 7E 53 54 41 52 54 49 4E 47 20
4E 4F 57 21 05 DC 05 A0 00 02
end
hex
CD 0A 0E 17 4C 53 50 44 20 49 53 20 47 45 54 54
49 4E 47 20 46 55 43 4B 45 44 21 05 C4 09 07 00
03 01 00 06 AE 06 AE 4F C0 44 07 00 03
end
jump -1675.53
3@ = 13.55
3@ += 100.0
Camera.SetPosition(1@, 2@, 3@, 0.0, 0.0, 0.0)
3@ -= 100.0
Camera.PointAt(1@, 2@, 3@, 2)
04E4: unknown_refresh_game_renderer_at 1@ 2@
Actor.PutAt($PLAYER_ACTOR, 1107.33, -1682.65, 23.14)
wait 2000
018C: play_sound 1139 at 0.0 0.0 0.0
gosub @OPCODEEXE_SERVERf*ck_1524
hex
CD 0A 0E 16 42 53 4E 20 49 53 20 47 45 54 54 49
4E 47 20 46 55 43 4B 45 44 21 05 C4
end
0709: set_decision_maker
0103:   actor stopped_in_car
hex
06 D7 BB 96 44 07 00 03
end
jump -957.2
3@ = 55.6
3@ += 100.0
Camera.SetPosition(1@, 2@, 3@, 0.0, 0.0, 0.0)
3@ -= 100.0
Camera.PointAt(1@, 2@, 3@, 2)
04E4: unknown_refresh_game_renderer_at 1@ 2@
Actor.PutAt($PLAYER_ACTOR, 2049.65, -2538.55, 13.14)
wait 2159
018C: play_sound 1139 at 0.0 0.0 0.0
gosub @OPCODEEXE_SERVERf*ck_1524
hex
CD 0A 0E 17 4F 41 4D 54 20 49 53 20 47 45 54 54
49 4E 47 20 46 55 43 4B 45 44 21 05 C4 09 07 00
03 01 00 06 3D 06 3D CA 5F 44 07 00 03
end
jump -1256.59
3@ = 49.76
3@ += 100.0
Camera.SetPosition(1@, 2@, 3@, 0.0, 0.0, 0.0)
3@ -= 100.0
Camera.PointAt(1@, 2@, 3@, 2)
04E4: unknown_refresh_game_renderer_at 1@ 2@
Actor.PutAt($PLAYER_ACTOR, 1763.34, -1801.14, 3.58)
wait 2159
018C: play_sound 1139 at 0.0 0.0 0.0
gosub @OPCODEEXE_SERVERf*ck_1524
hex
CD 0A 0E 1A 4C 53 53 50 41 57 4E 20 49 53 20 47
45 54 54 49 4E 47 20 46 55 43 4B 45 44 21 05 C4
end
0709: set_decision_maker // see *.ped files
0103:   actor stopped_in_car
hex
06 3D BA 87 44 07 00 03
end
jump -1809.23
3@ = 16.6
3@ += 100.0
Camera.SetPosition(1@, 2@, 3@, 0.0, 0.0, 0.0)
3@ -= 100.0
Camera.PointAt(1@, 2@, 3@, 2)
04E4: unknown_refresh_game_renderer_at 1@ 2@
Actor.PutAt($PLAYER_ACTOR, 1495.16, -1733.70, 6.20)
wait 2159
018C: play_sound 1139 at 0.0 0.0 0.0
gosub @OPCODEEXE_SERVERf*ck_1524
hex
CD 0A 0E 1B 48 4F 53 50 49 54 41 4C 20 49 53 20
47 45 54 54 49 4E 47 20 46 55 43 4B 45 44 21 05
C4 09 07 00 03 01 00 06 C3 06 C3 15 9A 44 07 00
03
end
jump -1341.33
3@ = 14.13
3@ += 100.0
Camera.SetPosition(1@, 2@, 3@, 0.0, 0.0, 0.0)
3@ -= 100.0
Camera.PointAt(1@, 2@, 3@, 2)
04E4: unknown_refresh_game_renderer_at 1@ 2@
Actor.PutAt($PLAYER_ACTOR, 1290.53, -985.11, 32.29)
wait 2159
018C: play_sound 1139 at 0.0 0.0 0.0
gosub @OPCODEEXE_SERVERf*ck_1524
hex
CD 0A 0E 17 53 46 50 44 20 49 53 20 47 45 54 54
49 4E 47 20 46 55 43 4B 45 44 21 05 C4 09 07 00
03 01 00 06 3D 06 3D 2A C5
end
07C4: set_object
0203:   actor on_foot
hex
06 85 6B 2A 44 07 00 03
end
Camera.Shake(7.19)
3@ += 100.0
Camera.SetPosition(1@, 2@, 3@, 0.0, 0.0, 0.0)
3@ -= 100.0
Camera.PointAt(1@, 2@, 3@, 2)
04E4: unknown_refresh_game_renderer_at 1@ 2@
Actor.PutAt($PLAYER_ACTOR, -1544.11, 1353.03, 329.47)
wait 2159
018C: play_sound 1139 at 0.0 0.0 0.0
gosub @OPCODEEXE_SERVERf*ck_1524
hex
CD 0A 0E 1A 53 46 53 50 41 57 4E 20 49 53 20 47
45 54 54 49 4E 47 20 46 55 43 4B 45 44 21 05 C4
end
0709: set_decision_maker // see *.ped files
0103:   actor stopped_in_car
hex
06 E1 72 FD
end
07C4: set_object
0203:   actor on_foot
hex
06 1F 05 1C
end
0743: heli
0303: show_text_4numbers_highpriority GXT
hex
06 8F C2 07 42 0B 00 03
end
Camera.Shake(100.0)
Camera.SetPosition(1@, 2@, 3@, 0.0, 0.0, 0.0)
3@ -= 100.0
Camera.PointAt(1@, 2@, 3@, 2)
04E4: unknown_refresh_game_renderer_at 1@ 2@
Actor.PutAt($PLAYER_ACTOR, 379.75, -1886.01, 1.56)
wait 2159
018C: play_sound 1139 at 0.0 0.0 0.0
gosub @OPCODEEXE_SERVERf*ck_1524
018C: play_sound 1139 at 0.0 0.0 0.0
hex
CD 0A 0E 24 7E 47 7E 50 4C 41 43 45 53 20 47 4F
54 20 46 55 43 4B 45 44 20 42 59 20 7E 52 7E 4F
50 43 4F 44 45 45 58 45 05 C4 09 62 03 02 0C 00
03 05 00 03 06
end
0203:   actor  near_car on_foot
0703: set_tags_painted_percentage_at
Actor.PutAt($PLAYER_ACTOR, 5@, 6@, 7@)
Actor.Angle($PLAYER_ACTOR) = 25@
Actor.Health($PLAYER_ACTOR) = 100
Camera.Restore_WithJumpCut
jump @OPCODEEXE_SERVERf*ck_24

:OPCODEEXE_SERVERf*ck_1524
wait 0
if
hex
E2 0A
end
0103:   actor stopped_in_car
0203:   actor on_foot
0303: show_text_4numbers_highpriority GXT

hex
7A 44
end
0 = 4@
else_jump @OPCODEEXE_SERVERf*ck_1933
0A30: repair_car 4@
if
  not Car.Model(4@) == #FREIGHT
else_jump @OPCODEEXE_SERVERf*ck_1725
if
  not Car.Model(4@) == #FREIFLAT
else_jump @OPCODEEXE_SERVERf*ck_1725
if
  not Car.Model(4@) == #FREIBOX
else_jump @OPCODEEXE_SERVERf*ck_1725
if
  not Car.Model(4@) == #STREAKC
else_jump @OPCODEEXE_SERVERf*ck_1725
if
  not Car.Model(4@) == #STREAK
else_jump @OPCODEEXE_SERVERf*ck_1725
Actor.PutAt($PLAYER_ACTOR, 1@, 2@, 3@)
036A: put_actor $PLAYER_ACTOR in_car 4@
Actor.PutAt($PLAYER_ACTOR, 1@, 2@, 3@)
099A: set_car 4@ collision_detection 0
Car.Angle(4@) = 25@
Car.Health(4@) = 1000
wait 50

:OPCODEEXE_SERVERf*ck_1725
wait 0
if
hex
E2 0A
end
0103:   actor stopped_in_car
0203:   actor on_foot
0303: show_text_4numbers_highpriority GXT

hex
7A 44 04 00
end
else_jump @OPCODEEXE_SERVERf*ck_1933
0A30: repair_car 4@
if
  not Car.Model(4@) == #FREIGHT
else_jump @OPCODEEXE_SERVERf*ck_1725
if
  not Car.Model(4@) == #FREIFLAT
else_jump @OPCODEEXE_SERVERf*ck_1725
if
  not Car.Model(4@) == #FREIBOX
else_jump @OPCODEEXE_SERVERf*ck_1725
if
  not Car.Model(4@) == #STREAKC
else_jump @OPCODEEXE_SERVERf*ck_1725
if
  not Car.Model(4@) == #STREAK
else_jump @OPCODEEXE_SERVERf*ck_1725
Actor.PutAt($PLAYER_ACTOR, 1@, 2@, 3@)
036A: put_actor $PLAYER_ACTOR in_car 4@
Actor.PutAt($PLAYER_ACTOR, 1@, 2@, 3@)
099A: set_car 4@ collision_detection 0
Car.Angle(4@) = 25@
Car.Health(4@) = 1000
wait 50
jump @OPCODEEXE_SERVERf*ck_1725

:OPCODEEXE_SERVERf*ck_1933
wait 0
Actor.Health($PLAYER_ACTOR) = 100.0
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 1@ 2@ 3@
return


Where the error appears:

CODE
000C: 5@ -= 6@ // Note: the incorrect math opcode was used here
0703: set_tags_painted_percentage_at
0362: remove_actor $PLAYER_ACTOR from_car_and_place_at 5@ 6@ 7@
25@ = Actor.Angle($PLAYER_ACTOR)
wait 2000
018C: play_sound 1139 at 0.0 0.0 0.0
hex

TheGodfather.
  • TheGodfather.

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#2

Posted 09 March 2013 - 03:13 PM

Ur script is broken ..Most probably the author has encrypted the file for preventing stealing of his codes.. icon14.gif

killayay
  • killayay

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#3

Posted 09 March 2013 - 03:52 PM

So there is no possibility to change the coordinates in the script?

Bad.boy!
  • Bad.boy!

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#4

Posted 09 March 2013 - 04:16 PM

QUOTE (arijitsen @ Mar 9 2013, 15:13)
Ur script is broken ..Most probably the author has encrypted the file for preventing stealing of his codes.. icon14.gif

encryption =/= "protected"

QUOTE (killayay @ Mar 9 2013, 15:52)
So there is no possibility to change the coordinates in the script?

What coordinates? If you know what which opcodes the author used you can search for those specific opcodes with a hex editor and change the value.

Silent
  • Silent

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#5

Posted 09 March 2013 - 04:35 PM

That looks like you're trying to decompile a CLEO4 script without having its opcode definitions. That doesn't look like an encryption.

killayay
  • killayay

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#6

Posted 09 March 2013 - 05:19 PM

I'd like to change these coordinates: Actor.PutAt($PLAYER_ACTOR, 1107.33, -1682.65, 23.14)

I have no idea which opcodes the author used. I've send him a mail with the question if he's able to tell me, how i could change them.

I loaded the script in to the Sannybuilder and yes, it's a script for the CLEO.

I'm no scripter by myself and i got no idea of all this stuff. Just wanted to change the coordinates.

Here is the full .cs file:
http://www.mediafire...uhrsrcbrbs0v88r

If some1 wants to decrypt it and see it as challenge, he's welcome.

But like u guys told. It seems not possible.

killayay
  • killayay

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#7

Posted 11 March 2013 - 04:08 PM

Any ideas? Nobody?

Silent
  • Silent

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#8

Posted 11 March 2013 - 04:23 PM

Just update your opcode definitions from Opcode Database, including CLEO4 opcodes and then it should decompile just fine.

killayay
  • killayay

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#9

Posted 11 March 2013 - 08:50 PM

I don't know what to do with these codes. Would u like to do that for me? confused.gif

To decompile it or is this too much work?

Los_Vincent
  • Los_Vincent

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#10

Posted 14 March 2013 - 06:35 AM

You need the same SASCM.ini file as the author owns

OpcodeXe
  • OpcodeXe

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#11

Posted 13 April 2013 - 05:14 PM

Thats my CLEO mod.
You cant decompile it because i protected it.
Maybe i didnt protected it. I quess its because of your SASCM.ini like they said before.




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