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Seemann

Project CLEO 2

Recommended Posts

altman

Oh, thanks, this one is quite nice and useful!

What do you think about upgrading scm500k to 1) increase max number of missions 2) Extend item list to 14-16 positions instead of hard coded 12?

That helps many people, especially with menu choices in mods and wheel mods menu. For now you can have only 36 types of custom wheels, and it can be more - the main problem is number of items in every menu.

 

EDIT: I have an idea about radio mod. Is it possible to make this mod as an additional radio station? So you can switch on in car as usual radio station among others stations.

Edited by altman

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Seemann

 

1) increase max number of missions

Don't think it is necessary, the limit is 200 missions, can you create 70 additional missions in the original pack?

 

 

2) Extend item list to 14-16 positions instead of hard coded 12?

I've never looked at the menus engine. Maybe later.

 

 

Is it possible to make this mod as an additional radio station? So you can switch on in car as usual radio station among others stations.

For what? The mp3 radio station is already present. I would like to add a listening to the radio stations on the foot instead, but sadly haven't so much time.

 

 

 

 

Updating for CLEO, +4 opcodes for the MP3s:

 

 

0AAC: [var] = load_mp3 "path"

 

loads the mp3 file and stores its handle to the variable [var]. The "path" parameter looks like the one in the 0AA2, 0A9A.

 

 

0AAD: set_mp3 [hMP3] perform_action [id]

 

performs one of the actions for the mp3. The first parameter is the mp3 handle (see 0AAC); the second is on of the following action IDs:

 

0 - stop mp3

1 - play mp3

2 - pause mp3

3 - resume mp3

 

 

0AAE: release_mp3 [hMP3]

 

Releases the mp3 by its handle and frees the memory.

 

 

0AAF: [var] = get_mp3_length [hMP3]

 

Stores to the varaible [var] the mp3's length in seconds.

 

 

Example:

 

0AAC: [email protected] = load_mp3 "cleo\2.mp3"0AAF: [email protected] = get_mp3_length [email protected]: set_mp3 [email protected] perform_action 1 // playwait 50000AAD: set_mp3 [email protected] perform_action 2 // pausewait 50000AAD: set_mp3 [email protected] perform_action 3 // resumewait 50000AAD: set_mp3 [email protected] perform_action 0 // stop0AAE: release_mp3 [email protected]

 

 

http://cleo.sannybuilder.com/

Edited by Seemann

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Bigun

 

That helps many people, especially with menu choices in mods and wheel mods menu. For now you can have only 36 types of custom wheels, and it can be more - the main problem is number of items in every menu.

Can't you just edit the CARMOD script and change the menu's last item to point to making a new menu with the remaining wheel options, etc? Changing the limit isn't needed.

 

 

-----

EDIT: Seemann, can you try to change the group members limitation? I'm not sure if only the player's group is limited to 7 members (isn't that actually 8 - including CJ) or all groups, but either way I'm interested mostly in the former. Could you make it possible to be limitless/bigger for the SCM add_to_group opcodes, and add an opcode to specify max_recruitable_members for normal in-game recruiting (you could simulate recruiting yourself with a code thread, but still).

Edited by Bigun

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Seemann

AFAIR, the group members handles are the part of the CPlayer structure, and it seems to me that a changing of it is impossible or is VERY hard at least.

 

You also asked for the remove_references bug solving (cant remember where). What is actually wrong with that opcode because I can't get it?

 

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Bigun

 

You also asked for the remove_references bug solving (cant remember where). What is actually wrong with that opcode because I can't get it?

If you use it on [randomly-generated only, drivers only?] actors in cars, it warps the car around as a side effect... very annoying, hope you can do something about it. It's generally random apparently, though sometimes it does warp multiple cars to the same spot. I'm pretty sure it only warps them to roads, ie paths.

 

Try a quick thread like this (psuedo-code/no-opcode-numbers-code below) and you're bound to notice it. I know Pynton noticed this too, he may have more info.

 

:bugtest_startstore_actor $PLAYER_ACTOR position to [email protected] [email protected] [email protected]:bugtestwait 250remove_references_to_actor [email protected]_random_actor (09E5 IIRC) at [email protected] [email protected] [email protected] = [email protected] @bugtest

 

 

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altman

@Seemann

scm log still is not working for me. i'm sure for 100% I have right ver of exe file. Cleo + main 500k limit works perfect, but not scm log.

I have placed scm log mod into /cleo/ folder but nothing happens. Log file doesnt appears.

 

About the limits.

Is it possible to reassign one vehicle handling to another car?

This feature gives us ability to tune not only car appearance but car performance settings.

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