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[SA|CLEO] CLEO3 MODS (are working also for Cleo4 and higher)


ZAZ
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Hey, is it possible to turn fps limiter on/off by keypres, with CLEO script, without going in menu? "Options >> Display Setup >> Advanced >> Frame Limiter on/off"

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0xBA6748 - CMenuManager _menu

+ 0x4C - char frameLimiterOn

 

Resulting address: 0xBA6748 + 0x4C = 0xBA6794

 

Write value to this address in order to disable or enable.

Disable:

 

0A8C: write_memory 0xBA6794 size 1 value FALSE virtual_protect FALSE

 

 

Enable

 

0A8C: write_memory 0xBA6794 size 1 value TRUE virtual_protect FALSE

 

 

Rest of script do on your own.

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  • 2 weeks later...
little_idiot

Hi ZAZ! Hi everybody! I need the source code of "Police Radar Mod" because of my SB do not want to decompile it. I need to change the sizes and coordinates of the textures.

Maybe you can give me the source code?

Police Radar Mod by ZAZ

Edited by little_idiot
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MichaelKnight1
Hi ZAZ! Hi everybody! I need the source code of "Police Radar Mod" because of my SB do not want to decompile it. I need to change the sizes and coordinates of the textures.

Maybe you can give me the source code?

Police Radar Mod by ZAZ

I Finished My Cop Radar Mod I Will Add in GTA Garage .

Thanks biggrin.gif

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You ask people not to spam and hijack your topics, but you're doing it by yourself. Great.

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MichaelKnight1
You ask people not to spam and hijack your topics, but you're doing it by yourself. Great.

@SilentPL You're Drunk Now ?? But there is something strange in your words that I express I'am Intruder ??

Please, Lord, the abbreviation , What do You Want Speack ! Do I have an error in speech or erred Because I said that I have made Mod ( Cop Radar ) . Here stopped talking and I tell you again I am not new in GTA Modding But I did not have time in the Maked The Original Grand Theft Auto Modding But I was very interested in Knight Rider Modding I did not care With GTA OM .

And to the point now that I am still in the making Knight Rider Modding ok Mr.adversite , Pleasse Not Spam A Gain In Zaz Showroom mod ok , allways peace

 

 

 

 

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little_idiot

MichaelKnight1, I'm very glad for you.

Can anyone really help with the problem or just blah-blah-blah?..

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MichaelKnight1
MichaelKnight1, I'm very glad for you.

Can anyone really help with the problem or just blah-blah-blah?..

I wish you good time child

 

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MichaelKnight1, I'm very glad for you.

Can anyone really help with the problem or just blah-blah-blah?..

I wish you good time child

Your spaming is annoying

 

 

 

Hi ZAZ! Hi everybody! I need the source code of "Police Radar Mod" because of my SB do not want to decompile it. I need to change the sizes and coordinates of the textures.

Maybe you can give me the source code?

Police Radar Mod by ZAZ

the source texts at pastbin:

PoliceRadarBlips

PoliceRadarRingSA

PoliceRadarRingIV

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  • 3 weeks later...

Did you test "isTxdDictionaryLoaded"?

It must always return false, since as all loaded script-txds have name "script".

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Did you test "isTxdDictionaryLoaded"?

It must always return false, since as all loaded script-txds have name "script".

0AB1: call_scm_func @isTxdDictionaryLoaded false

or what?

No, but in this way:

0AB1: call_scm_func @isTxdDictionaryLoaded 0

 

Basicly it works but not in every cases

Have tested with speedmeter with keypress to dis/enable textures, works fine, look vid

 

 

code by disable speedometer by keypress

 

0391: release_txd_dictionary 03F0: enable_text_draw 0

 

 

code by terminating speedometer by player isn't defined or playeractor don't drive

 

0001: wait 0 ms 03F0: enable_text_draw 0 0391: release_txd_dictionary

 

 

----------------------------------

 

Have tested with PimpMyCar special, textures for placement help of Cannon (LD_BEAT.txd), don't work, look vid

 

but have a look to the end of the vid, when i disable the speedometer, the radar textures will be refreshed

 

code by leaving placement menue of Cannon

 

0050: gosub @PMCSPXCAN_1752 0002: jump @PMCSPXCAN_1780:PMCSPXCAN_175208DA: remove_panel [email protected] 00D6: if 08FE:   text_box_displayed 004D: jump_if_false @PMCSPXCAN_1772 03E6: remove_text_box :PMCSPXCAN_177203F0: enable_text_draw 0 0391: release_txd_dictionary 0051: return :PMCSPXCAN_17800001: wait 0 ms 8AB0:   not key_pressed 13 004D: jump_if_false @PMCSPXCAN_1780 015D: set_gamespeed 1.0 0826: enable_hud 1 0581: enable_radar 1 03F0: enable_text_draw 0 0391: release_txd_dictionary 01B4: set_player $PLAYER_CHAR can_move 1 07CC: set_player $PLAYER_CHAR button_15 1 0519: set_car [email protected] locked 0 0087: [email protected] = [email protected] // (float) 0087: [email protected] = [email protected] // (float) 0087: [email protected] = [email protected] // (float) 0681: attach_object [email protected] to_car [email protected] with_offset [email protected] [email protected] [email protected] rotation 0.0 0.0 0.0 000F: [email protected] -= 0.2 0681: attach_object [email protected] to_car [email protected] with_offset [email protected] [email protected] [email protected] rotation 0.0 0.0 0.0

 

seems problematical because of double 0391:

 

------------------------------------------

 

One more vid:

 

the vehicle menue of Carsaloon shows also arrows of LD_BEAT.txd (can't be seen because of script method and speedometer)

then choosing testdrive to enable wanted level, then back in carsaloon, then choosing buy to leave carsaloon

Now you see that speedometertextures are blank,

radartexturs only for the first moment and then they will be refreshed

-------------------

the tests are done with cleo4

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@ZAZ

I have looked to opcode which loads txd. It always give name "script" for loaded txd.

Screen.

http://img16.imageshack.us/img16/3553/24069400.png

It will return false and you will load txds many times.

That's why I'm working on my own drawing-system cool.gif

Edited by DK22Pac
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@ZAZ

I have looked to opcode which loads txd. It always give name "script" for loaded txd.

Screen.

http://img16.imageshack.us/img16/3553/24069400.png

It will return false and you will load txds many times.

That's why I'm working on my own drawing-system  cool.gif

hmmm... so i should always get a message when i put a textcode into the txd load block?

 

    :COPRDR_165   if   [email protected] == 1   jf @COPRDR_149   00BA: text_styled 'FEM_On'  500 ms  4   0390: load_txd_dictionary "COPRDR"   038F: load_texture "RDRBLUE" as 32 // Load dictionary with 0390 first   038F: load_texture "RDRWHT" as 33 // Load dictionary with 0390 first   038F: load_texture "RDRRED" as 34 // Load dictionary with 0390 first   [email protected] = 0   jump @COPRDR_149

 

or do you think the loadblock will be repeated more times while a half second?

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List of IDs:

0 - 19999 (20000) - DFF models defined within IDE files

20000 - 24999 (5000) - TXD archives.

25000 - 25254 (255) - COL collision archives.

25255 - 25510 (256) - IPL Binary IPL files.

25511 - 25574 (64) - DAT files limited to nodes*.dat files caused by sscanf(&Entry.Name[5], "%d", &CurrentObjectIndex)

25575 - 25754 (180) - IFP animation archives.

25755 - 26229 (475) - RRR car recordings, carrec*.rrr files

26230 - 26315 (86) - SCM scripts

 

GTA SA uses CTxdStore::AddRef function to add identifying name of archive.

 

It takes name arguments such as:

"bullet.txd"

"dumper.txd"

"fonts"

"script" - it's always registered under name "script", whatever TXD it is. It's simply used to find ID of TXD referring to 0xC8800C (ms_pTxdPool).

 

Identifying name - it's hashed and used to find ID of TXD library.

There is no actual name of file that TXD was loaded from.

It lets GTA SA to find "script" library and load TXD or unload it.

 

0390 loads TXD archive identified by "script" name.

 

I don't know whether _txdRemove actually frees ID of "script" library, it's worth trying by unloading it using 0390 opcode and testing whether "isTxdDictionaryLoaded" returns true.

Edited by fastman92
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slowly comes it to my mind

i improved the @isTxdDictionaryLoaded check and added one more check after the txd refreshing

 

    :COPRDR_160   if    0AB1: call_scm_func @isTxdDictionaryLoaded 0 // by SCM (opcode 0390)   then   [email protected] = 0   else   [email protected] = 1   end      if   [email protected] == 1   jf @COPRDR_149   wait 250   0390: load_txd_dictionary "COPRDR"   038F: load_texture "RDRBLUE" as 32 // Load dictionary with 0390 first   038F: load_texture "RDRWHT" as 33 // Load dictionary with 0390 first   038F: load_texture "RDRRED" as 34 // Load dictionary with 0390 first   wait 250      if    0AB1: call_scm_func @isTxdDictionaryLoaded 0 // by SCM (opcode 0390)   then   [email protected] = 0   else   [email protected] = 1   end   jump @COPRDR_149

 

 

[email protected] changes for a short time to 1 if another script release_txd_dictionary but is always 0

[email protected] is always 0

i really don't know if it's true or false biggrin.gif

script works fine, better than previous one, radar txd will be refreshed by disabling speedometer as well after pmc placement help

the whole script at pastebin: http://pastebin.com/2V5zrhmc

Edited by ZAZ
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  • 1 month later...
-MyAK47StyLez-

ZAZ can u upload all of ur car skin + hanling and others .. i wan it !

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-MyAK47StyLez-

ZAZ can u upload all of ur car skin + hanling and others .. i wan it !

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Hey ZAZ;

 

Don't know if this is a bug with your script or not, or the way I'm going about it, but thought it was worthy of a mention.

 

I use your Car Spawner (god bless it, lol), and also use a .fxt in my CLEO_TEXT Folder for replacing the car-names ingame; and also replaces it in your Car Spawner menu.

Heres an example

 

#

#

# CAR NAMES!

ADMIRAL Mercedes Benz 560 W126 SEL

ALPHA 1969 Plymouth Roadrunner

AMBULAN St Johns Ambulance

BANSHEE 1978 Chevrolet Monte Carlo

BIKE Chopper

BF400 Honda CBR600RR

BLADE 1970 Chevrolet Monte Carlo

BLISTAC Mini Cooper S

BOBCAT 1984 Dodge Prospector

BRAVURA 1971 Chevrolet Impala

BROADWY 1941 Chevrolet Special Deluxe

BUCCANE 1960 Cadillac Series 62

BULLET 1967 Chevrolet Camaro RS/SS

BUFFALO Buick GNX

BUS 1969 GM TDH-5303

CADRONA 1970 Chevrolet Chevelle SS

CHEETAH 1991 Ferrari Testarossa

CLOVER 1971 Chevrolet Chevelle

CLUB Shelby Cobra 427

I'm having problem with the Topfun van.

 

TOPFUN 1979 Ford E-150

While the syntax is correct, and it displays the name in-game properly when getting in the vehicle; it doesn't change the name in the menu for me; it still reads TOPFUN.

 

Whilst it is a very small and minor 'bug'; and doesn't effect my gameplay, I thought it was worthy of mention.

 

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aStiffSausage

@methodunderg

 

Not a bug, the script is planned that way. Text seen on menu, "Topfun", is defined in the VehicleSpawngxt.fxt-file that comes with the script. That's why there is also "Police VG" instead of your police car name.

 

You can either change the GXT-entry in the .fxt-file, or modify the script so it'll always show the correct name.

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Ah yes, i had a break at the name Berkley's RC Van

then i used in the carlist the fxt VSTOPF=Topfun

and in the list of special vehicles the origin gxt TOPFUN=Berkley's RC Van

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Thanks to both of you for help ^

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  • 2 weeks later...
computer jockey

Hey zaz can you make the gangster attack CJ only when he enters a red marker ?? catspider.gif

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Thanks for alerting my emails (and others) for a bs post ..

 

Why did you make me scroll for a for a mile for that?

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Because he doesn't care about other users.

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  • 2 weeks later...

user posted image

hi zaz...i'm using your weapon menu mod but why some of the words doesn't show out? please help me...ty...u can just send me an e-mail

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Hi Zaz, do you have Killer Sharks script without shark attack, just patrolling somewhere around you?

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hi zaz...i'm using your weapon menu mod but why some of the words doesn't show out? please help me...ty...u can just send me an e-mail

copy WeaponMenueNew.fxt into cleo_text folder

 

if you have cleo3, make shure that the gxt plugin is installed correct

GxtHook.cleo must be placed in cleo folder, not in a subfolder

 

 

 

 

Hi Zaz, do you have Killer Sharks script without shark attack, just patrolling somewhere around you?

no, sorry

Edited by ZAZ
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  • 1 month later...

Hi ZAZ, I'm really sorry about bothering you again, but could you please try scripting 2 small things for me?

1. when u press + on numpad, menu opens with 2 options: 70 armor and 100 armor. when you press the first you get 70 armor, when u press the second u gain 100 armor, naturally pressing F will exit the menu since thats how menus work if I remember correctly

 

2. press 5 on numpad to put on speed limit like in Mafia games, limiting max speed to 75 kmph

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