gtasite1 Posted February 14, 2011 Share Posted February 14, 2011 My question is how you can change the color of the cleo blue, red, green and yellow box and text in the game Link to comment Share on other sites More sharing options...
BresoDEV Posted February 17, 2011 Share Posted February 17, 2011 My question is how you can change the color of the cleo blue, red, green and yellow box and text in the game One way to do this is by FXT, putting some letters before the words ... for example: TEXT ~y~Text Example~y~ //Y yellowTEXT ~r~Text Example~r~ //R Red Link to comment Share on other sites More sharing options...
kmlwin.1996 Posted February 18, 2011 Share Posted February 18, 2011 I have still questions.... How do you calculate offsets? How to make search lights? How to make a particle like smoke? Please help me! Link to comment Share on other sites More sharing options...
BresoDEV Posted February 18, 2011 Share Posted February 18, 2011 (edited) (kmlwin.1996 @ Feb 18 2011, 04:32)I have still questions.... How do you calculate offsets? How to make search lights? How to make a particle like smoke? Please help me! Offset is virtually a creation of a coordinated from an imaginary object, car or pedestrian ex ... 04C4: store_coords_to $CORDX $CORDY $CORDZ from_actor $PLAYER_ACTOR with_offset 1.0 3.0 1.0 The ofsset 1.0 3.0 1.0 be namely a more coordinated in X, 3 more coordinated in a Y and Z in the most coordinated in relation to the CJ ... getting this: X = East/West dimension Y = North/South dimension Z = Height dimension How to make search lights? 06B1: $LIGHT = create_searchlight_at 0.0 0.0 0.0 radius 0.0 target 0.0 0.0 0.0 radius 1.006B3: searchlight $LIGHT active 1st parameter = name of the light 2nd parameter = coordinate that will be the beginning of the light 3rd parameter = Radius of the beginning of the light 4rd parameter = coordinate that will be the focus of the light 5rd parameter Radius of focus light How to make a particle like smoke? CODE 064B: $SMOKE = create_particle 'smoke50lit' at $x $y $z type 1064C: make_particle $SMOKE visible 1st parameter = Name of the particle parameter 2nd parameter = name of the game particle 3rd parameter = Radius of the beginning of the light 4rd parameter = coordinate that will be the particle 5rd parameter = type of particle (1 default) Edited April 22, 2011 by EdUaRdO - Brazil Link to comment Share on other sites More sharing options...
gtasite1 Posted February 19, 2011 Share Posted February 19, 2011 I have a serious problem. I want to write text to a file in code: CAMERA.SETPOSITION(-986.487, 17.0653, 10.2857, 0.0, 0.0, 0.0)CAMERA.POINTAT(-987.243, 17.6505, 10.5804, 2) But the file in CLEO 4 saves this code in the form: CAMERA.SETPOSITION(-986.487, 17.0653, 10.2857, 0.0, 0.0, 0.0)CAMERA.POINTAT(-987.243, 17.6505, 10.5804, 2) And here is my script in the CLEO4. // This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007{$VERSION 3.1.0027}{$CLEO .cs}//-------------MAIN---------------thread 'CAM' :CAM_11wait 0 068D: get_camera_position_to [email protected] [email protected] [email protected] 068E: get_camera_target_point_to [email protected] [email protected] [email protected] if 0AB0: key_pressed 88 else_jump @CAM_11 if Player.Defined($PLAYER_CHAR)else_jump @CAM_11 if File.Open([email protected], "CLEO\CAM.INI", 119)else_jump @CAM_11 0AD9: write_formatted_text "CAMERA.SETPOSITION(%G, %G, %G, 0.0, 0.0, 0.0)" [email protected] [email protected] [email protected] [email protected] 0AD9: write_formatted_text "CAMERA.POINTAT(%G, %G, %G, 2)" [email protected] [email protected] [email protected] [email protected] File.Close([email protected])0ACE: show_formatted_text_box "FILE SAVED TO CLEO\CAM.INI DIRECTORY." 2766 jump @CAM_11 When you press the X writes the code in the directory CLEO Link to comment Share on other sites More sharing options...
ZAZ Posted February 19, 2011 Author Share Posted February 19, 2011 I have a serious problem. I want to write text to a file in code: CAMERA.SETPOSITION(-986.487, 17.0653, 10.2857, 0.0, 0.0, 0.0)CAMERA.POINTAT(-987.243, 17.6505, 10.5804, 2) a new line? don't know if possible ask >here< CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
gtasite1 Posted February 21, 2011 Share Posted February 21, 2011 I have a question. Recently I did a little race for gta sa, but I miss the black screen-icon in the lower right corner of the screen, which displays the position of the player. Does anyone know how to do it? Link to comment Share on other sites More sharing options...
ZAZ Posted February 21, 2011 Author Share Posted February 21, 2011 I have a question. Recently I did a little race for gta sa, but I miss the black screen-icon in the lower right corner of the screen, which displays the position of the player. Does anyone know how to do it? I assume it's 038E: :MTBIKER_11790038E: draw_box_position [email protected] [email protected] size [email protected] [email protected] RGBA 0 0 0 255 038E: draw_box_position [email protected] [email protected] size [email protected] [email protected] RGBA 134 155 184 255 038E: draw_box_position [email protected] [email protected] size [email protected] [email protected] RGBA 0 0 0 255 CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
gtasite1 Posted February 23, 2011 Share Posted February 23, 2011 I put the actor with a marker, and what do you do that, as things are going to kill him, this marker? Here is my code. :AAwait 0if0AB0: key_pressed 63jf @AAModel.Load(#LSV1)Model.Load(#MICRO_UZI)038B: load_requested_models :CARL2_921if and not Model.Available(#MICRO_UZI) not Model.Available(#LSV1)jf @CARL2_953 jump @CARL2_921 :[email protected] = Actor.Create(Mission1, #LSV1, 2411.647, -1308.872, 24.6667)Actor.Angle([email protected]) = 181.940901B2: give_actor [email protected] weapon 28 ammo 30000 // Load the weapon model before using this 0568: set_actor [email protected] targetable 1 Actor.Armour([email protected]) = 100077A: set_actor [email protected] acquaintance 0 to_actors_pedtype 24 // see ped.dat 02A9: set_actor [email protected] immune_to_nonplayer 1 0446: set_actor [email protected] immune_to_headshots 0 060B: set_actor [email protected] decision_maker_to [email protected] 0638: AS_actor [email protected] stay_put 1 [email protected] = Marker.CreateAboveActor([email protected])018B: set_marker [email protected] radar_mode 2 Marker.SetIconSize([email protected], 2)Model.Destroy(#MICRO_UZI)Model.Destroy(#LSV1) Link to comment Share on other sites More sharing options...
ZAZ Posted February 23, 2011 Author Share Posted February 23, 2011 (edited) I put the actor with a marker, and what do you do that, as things are going to kill him, this marker? Here is my code. Your code isn't complete and it isn't from you. Post your own complete script to get help. Furthermore is the discussion section for such themes >here< Check if actor is dead to can remove the marker. If there are more actors with markers, it needs additional checks to remove the marker only at one time and at the correct moment. Either use math coding and check the value of a variable which will be changed when the marker will be removed. or use the check if 075C: marker [email protected] enabled 2 examples below version1 use math coding and check the value of a variable version2 use opcode 075C: {$CLEO .cs}:Actors_check_dead_marker_version_103A4: name_thread 'ACTDDMK':ACTDDMK_10001: wait 0 msif0256: player $PLAYER_CHAR defined004D: jump_if_false @ACTDDMK_1if0AB0: key_pressed 8//-------------------------- key Backspace004D: jump_if_false @ACTDDMK_10247: request_model #VMAFF10247: request_model #VMAFF20247: request_model #VMAFF30247: request_model #DESERT_EAGLE:ACTDDMK_30001: wait 0 msif and0248: model #VMAFF1 available0248: model #VMAFF2 available0248: model #VMAFF3 available0248: model #DESERT_EAGLE available004D: jump_if_false @ACTDDMK_304C4: create_coordinate [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR offset 0.0 4.0 0.2009A: [email protected] = create_actor 24 #VMAFF1 at [email protected] [email protected] [email protected]@ += 2.0009A: [email protected] = create_actor 24 #VMAFF2 at [email protected] [email protected] [email protected]@ -= 4.0009A: [email protected] = create_actor 24 #VMAFF3 at [email protected] [email protected] [email protected]: give_actor [email protected] weapon 24 ammo 99999 // Load the weapon model before using this02E2: set_actor [email protected] weapon_accuracy_to 3005E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR01B2: give_actor [email protected] weapon 24 ammo 99999 // Load the weapon model before using this02E2: set_actor [email protected] weapon_accuracy_to 3005E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR01B2: give_actor [email protected] weapon 24 ammo 99999 // Load the weapon model before using this02E2: set_actor [email protected] weapon_accuracy_to 3005E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR0187: [email protected] = create_marker_above_actor [email protected]: [email protected] = create_marker_above_actor [email protected]: [email protected] = create_marker_above_actor [email protected]@ = [email protected] = [email protected] = 00249: release_model #VMAFF10249: release_model #VMAFF20249: release_model #VMAFF30249: release_model #DESERT_EAGLE:ACTDDMK_130001: wait 0 msif0256: player $PLAYER_CHAR defined004D: jump_if_false @ACTDDMK_23_cleanupif0118: actor [email protected] dead004D: jump_if_false @[email protected] == 0004D: jump_if_false @ACTDDMK_150164: disable_marker [email protected]@ = 1:ACTDDMK_15if0118: actor [email protected] dead004D: jump_if_false @[email protected] == 0004D: jump_if_false @ACTDDMK_170164: disable_marker [email protected]@ = 1:ACTDDMK_17if0118: actor [email protected] dead004D: jump_if_false @[email protected] == 0004D: jump_if_false @ACTDDMK_190164: disable_marker [email protected]@ = 1:ACTDDMK_19if and0118: actor [email protected] dead0118: actor [email protected] dead0118: actor [email protected] dead004D: jump_if_false @ACTDDMK_13:[email protected] == 0004D: jump_if_false @ACTDDMK_250164: disable_marker [email protected]:[email protected] == 0004D: jump_if_false @ACTDDMK_270164: disable_marker [email protected]:[email protected] == 0004D: jump_if_false @ACTDDMK_300164: disable_marker [email protected]:ACTDDMK_3001C2: remove_references_to_actor [email protected]: remove_references_to_actor [email protected]: remove_references_to_actor [email protected]: jump @ACTDDMK_1 {$CLEO .cs}:Actors_check_dead_marker_version_203A4: name_thread 'ACTDDMK':ACTDDMK_10001: wait 0 msif0256: player $PLAYER_CHAR defined004D: jump_if_false @ACTDDMK_1if0AB0: key_pressed 8//-------------------------- key Backspace004D: jump_if_false @ACTDDMK_10247: request_model #VMAFF10247: request_model #VMAFF20247: request_model #VMAFF30247: request_model #DESERT_EAGLE:ACTDDMK_30001: wait 0 msif and0248: model #VMAFF1 available0248: model #VMAFF2 available0248: model #VMAFF3 available0248: model #DESERT_EAGLE available004D: jump_if_false @ACTDDMK_304C4: create_coordinate [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR offset 0.0 4.0 0.2009A: [email protected] = create_actor 24 #VMAFF1 at [email protected] [email protected] [email protected]@ += 2.0009A: [email protected] = create_actor 24 #VMAFF2 at [email protected] [email protected] [email protected]@ -= 4.0009A: [email protected] = create_actor 24 #VMAFF3 at [email protected] [email protected] [email protected]: give_actor [email protected] weapon 24 ammo 99999 // Load the weapon model before using this02E2: set_actor [email protected] weapon_accuracy_to 3005E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR01B2: give_actor [email protected] weapon 24 ammo 99999 // Load the weapon model before using this02E2: set_actor [email protected] weapon_accuracy_to 3005E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR01B2: give_actor [email protected] weapon 24 ammo 99999 // Load the weapon model before using this02E2: set_actor [email protected] weapon_accuracy_to 3005E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR0187: [email protected] = create_marker_above_actor [email protected]: [email protected] = create_marker_above_actor [email protected]: [email protected] = create_marker_above_actor [email protected]: release_model #VMAFF10249: release_model #VMAFF20249: release_model #VMAFF30249: release_model #DESERT_EAGLE:ACTDDMK_130001: wait 0 msif0256: player $PLAYER_CHAR defined004D: jump_if_false @ACTDDMK_23_cleanupif0118: actor [email protected] dead004D: jump_if_false @ACTDDMK_15if075C: marker [email protected] enabled004D: jump_if_false @ACTDDMK_150164: disable_marker [email protected]:ACTDDMK_15if0118: actor [email protected] dead004D: jump_if_false @ACTDDMK_17if075C: marker [email protected] enabled004D: jump_if_false @ACTDDMK_170164: disable_marker [email protected]:ACTDDMK_17if0118: actor [email protected] dead004D: jump_if_false @ACTDDMK_19if075C: marker [email protected] enabled004D: jump_if_false @ACTDDMK_190164: disable_marker [email protected]:ACTDDMK_19if and0118: actor [email protected] dead0118: actor [email protected] dead0118: actor [email protected] dead004D: jump_if_false @ACTDDMK_13:ACTDDMK_23_cleanupif075C: marker [email protected] enabled004D: jump_if_false @ACTDDMK_250164: disable_marker [email protected]:ACTDDMK_25if075C: marker [email protected] enabled004D: jump_if_false @ACTDDMK_270164: disable_marker [email protected]:ACTDDMK_27if075C: marker [email protected] enabled004D: jump_if_false @ACTDDMK_300164: disable_marker [email protected]:ACTDDMK_3001C2: remove_references_to_actor [email protected]: remove_references_to_actor [email protected]: remove_references_to_actor [email protected]: jump @ACTDDMK_1 Edited February 24, 2011 by ZAZ CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
gtasite1 Posted March 1, 2011 Share Posted March 1, 2011 (edited) I wanted to be appeared after the mission but I am more interested in the one with the VCS but here I wrote a script with a pager with gta 3 and then starts flashing (CLEO 4) // This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007{$VERSION 3.1.0027}{$CLEO .cs}//-------------MAIN---------------thread 'PAGER'0000: NOPwait [email protected] = [email protected] = 64.00390: load_txd_dictionary 'PAGER'038F: load_texture "PAGER" as 1 // Load dictionary with 0390 firstAudiostream.Load($PAGER, "CLEO\GTA3PAGER.MP3")Audiostream.PerformAction($PAGER, PLAY):PAGER_9203F0: enable_text_draw 1038D: draw_texture 1 position [email protected] 60.67 size 128.0 119.47 RGBA 255 255 255 25503E3: set_texture_to_be_drawn_antialiased 1:PAGER_134wait 0if not [email protected] > 64.0jf @[email protected] += 2.0jump @PAGER_920AB2: ret 0:PAGER_181wait 0if not [email protected] == 64.0jf @PAGER_218jump @PAGER_920AB2: ret 0:PAGER_218jump @PAGER_1340A93: end_custom_thread here it is: http://www.megaupload.com/?d=SFXSCD4B Edited March 1, 2011 by gtasite1 Link to comment Share on other sites More sharing options...
kmlwin.1996 Posted March 1, 2011 Share Posted March 1, 2011 What this opcode means? 0407: create_coordinate [email protected] [email protected] [email protected] from_car [email protected] offset -10.0 15.0 0.0 And what is coordinate? How to create it? How to calculate it? Link to comment Share on other sites More sharing options...
ZAZ Posted March 1, 2011 Author Share Posted March 1, 2011 (edited) I wanted to be appeared after the mission but I am more interested in the one with the VCS but here I wrote a script with a pager with gta 3 and then starts flashing (CLEO 4) don't use globals in cleoscripts and write your script in a simple and clear manner {$CLEO .cs}//-------------MAIN---------------thread 'PAGER'0000: NOPwait [email protected] = [email protected] = 64.00390: load_txd_dictionary 'LD_BEAT'038F: load_texture "upr" as 1 // Load dictionary with 0390 firstAudiostream.Load([email protected], "CLEO\GTA3PAGER.MP3")Audiostream.PerformAction([email protected], PLAY):PAGER_92wait 003F0: enable_text_draw 1038D: draw_texture 1 position [email protected] 60.67 size 128.0 119.47 RGBA 255 255 255 25503E3: set_texture_to_be_drawn_antialiased 1 if64.0 > [email protected] @[email protected] += 2.0jump @PAGER_92 What this opcode means? 0407: create_coordinate [email protected] [email protected] [email protected] from_car [email protected] offset -10.0 15.0 0.0 And what is coordinate? How to create it? How to calculate it? Read about Coordinate_system at Wikipedia and select your language at the left navigationmenue The coordsystem allows to define a point in the 3-dimension space as well in the virtual space by definition of the x-value, y-value and z-value The San Andreas gameworld is also allocated to a coordssystem The corners of the border are in North-West at x= -3000.0, y= 3000.0 in North-East at x= 3000.0, y= 3000.0 in South-West at x= -3000.0, y= -3000.0 in South-East at x= 3000.0, y= -3000.0 In the z-dimension is the map placed between 0.0 and 300.0, the interiors are placed at z= 1000.0 If you fall under the ground and reach z= -100.0 the exe will bring you back to the map Each model have it's own coordssystem. Buildings, objects, actors as well as the cars Now let's place a pyramid at the top of the car like in picture below You can do it ingame with script by using this opcode: 0407: create_coordinate [email protected] [email protected] [email protected] from_car [email protected] offset 0.0 2.0 0.00107: [email protected] = create_object 1240 at [email protected] [email protected] [email protected] The offset parameter are refering to the coordssystem of the car offset x, y, z offset 0.0 2.0 0.0 the pyramid is placed 2.0 units at the y-axis at the center of the x-axis and at the center of the z-axis to attach an object to car use this opcode 0681: attach_object [email protected] to_car [email protected] with_offset 0.0 2.0 0.0 rotation 0.0 0.0 90.0 the offset parameter have the same meaning like in opcode 0407: and it have further parameter to define the orientaion (rotation) Edited March 1, 2011 by ZAZ CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
gtasite1 Posted March 5, 2011 Share Posted March 5, 2011 (edited) Nothing. Post must be deleted. Edited March 5, 2011 by gtasite1 Link to comment Share on other sites More sharing options...
Fatalpipe Posted March 8, 2011 Share Posted March 8, 2011 (edited) I dont want double post,so,can you say to us if this is a possible thing to do?Thank you!! >>>EDIT<<< I'm reading all stuff,and closest I got is this: {$CLEO .cs}//-------------MAIN---------------03A4: name_thread 'CDRIVE' :CDRIVE_110001: wait 1000 ms 0A95: enable_thread_saving 07D0: [email protected] = weekday 00BF: [email protected] = current_time_hours, [email protected] = current_time_minutes 0006: [email protected] = 899 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @CDRIVE_11 00D6: if and0039: [email protected] == 2 0039: [email protected] == 6 0039: [email protected] == 20 004D: jump_if_false @CDRIVE_452 0247: load_model #CORVETT 0247: load_model #CROGRL3 0247: load_model #SBFYPRO 07C0: load_path [email protected] :CDRIVE_1050001: wait 0 ms 00D6: if and0248: model #CORVETT available 0248: model #CROGRL3 available 0248: model #SBFYPRO available 004D: jump_if_false @CDRIVE_105 009A: [email protected] = create_actor_pedtype 24 model #CROGRL3 at -1983.4121 154.3342 27.6875 0173: set_actor [email protected] Z_angle_to 90.0 009A: [email protected] = create_actor_pedtype 24 model #SBFYPRO at -1985.1122 138.0835 27.6875 0173: set_actor [email protected] Z_angle_to 90.0 00A5: [email protected] = create_car #CORVETT at -1990.812 145.1061 27.3718 0175: set_car [email protected] Z_angle_to 0.0 0186: [email protected] = create_marker_above_car [email protected]: [email protected] = create_marker_above_actor [email protected]: [email protected] = create_marker_above_actor [email protected] 07E0: set_marker [email protected] type_to 207E0: set_marker [email protected] type_to 307E0: set_marker [email protected] type_to 4 0249: release_model #CORVETT 0249: release_model #CROGRL3 0249: release_model #SBFYPRO 05CB: AS_actor [email protected] enter_car [email protected] as_driver 10000 ms 05CA: AS_actor [email protected] enter_car [email protected] passenger_seat 0 10000 ms :CDRIVE_2860001: wait 0 ms 00D6: if and00DB: actor [email protected] in_car [email protected] 00DB: actor [email protected] in_car [email protected] 07C1: path [email protected] available 004D: jump_if_false @CDRIVE_286 05EB: assign_car [email protected] to_path [email protected] 004D: jump_if_false @CDRIVE_286 :CDRIVE_3610001: wait 0 ms00BF: [email protected] = current_time_hours, [email protected] = current_time_minutes 00D6: if and0256: player $PLAYER_CHAR defined0039: [email protected] == 80039: [email protected] == 30004D: jump_if_false @CDRIVE_3610633: AS_actor [email protected] exit_car [email protected]: AS_actor [email protected] exit_car [email protected]:CDRIVE_3630001: wait 1000 ms00D6: if0256: player $PLAYER_CHAR defined 004D: jump_if_false @CDRIVE_36305F5: AS_actor [email protected] goto_point -2624.6763 1412.7266 7.0937 mode 4 5500 ms // versionB0637: AS_actor [email protected] goto -2624.6763 1412.7266 7.0937 mode 6 turn_radius 0.5 stop_radius 5.0 look_at_actor $PLAYER_ACTOR004D: jump_if_false @CDRIVE_363:CDRIVE_3620001: wait 1000 ms0256: player $PLAYER_CHAR defined 004D: jump_if_false @CDRIVE_362 05EC: release_car [email protected] from_path 0873: release_path [email protected] 01C3: remove_references_to_car [email protected] // Like turning a car into any random car 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 0164: disable_marker [email protected]: disable_marker [email protected]: disable_marker [email protected] :CDRIVE_4520002: 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. Righ,but the car is not geting damaged by collisions on traffic...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. Another thing is that this only work when I use the 00A5(create_car) opcode,if I use the 014B(init_parked_car_generator) the game crashes after load screen.You know why,whats the diference? Edited March 9, 2011 by Fatalpipe Link to comment Share on other sites More sharing options...
ZAZ Posted March 9, 2011 Author Share Posted March 9, 2011 (edited) I dont want double post,so,can you say to us if this is a possible thing to do?Thank you!!when I use the 00A5(create_car) opcode,if I use the 014B(init_parked_car_generator) the game crashes after load screen.You know why,whats the diference? The placing of cars by using parked_car_generator dont allows the using of its variable name in vehicle associated opcodes because its not a car but a car_generator The Cleo scripts with extension .cs are started allways from new by loading a save game or start new game, If such a script includes for exemble a parked car generator and execute it and after this a save game is made, and then this save game is loaded, will be created a duplicate of the item, in this case a duplicate of a parked car generator. This happens with parked car generator, pickups as well as placed objects. To prevent this or to read the script state by using special special Cleo-variable must be used following Cleo opcode: 0A95: enable_thread_saving This instruct Cleo to store the script state by making a savegame but you didn't use a parked_car_generator in your script above then you don't need 0A95: enable_thread_saving >>>EDIT<<< I'm reading all stuff,and closest I got is this:This create a car in front of Doherty Garage/Station ,and two female peds every monday at 6:20AM. Righ,but the car is not geting damaged by collisions on traffic...I know something about this with carrec, good work so far can someone confirm that is impossible damage a car using carrec? i confirm that is impossible damage a car using carrec u don't need carrecs if you wanna let the car drive in the streets because you then have paths use car drive to opcode or without paths in a smaller range use abandon_path_radius read car-drive-tutorial 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. The timecheck is bad, I took it away because it complicate the teaching more about the timecheck at the end You forgot to check the location. It should not happen if you're in Vegas. furthermore it needs to check if the actors are dead and the car not wrecked I used infernus because i havn't a CORVETT and i havn't the carrecs they will spawn at SF station, enter the car and drive on carrecs and after 5 seconds they stop and go away I would it write in this way, don't know if carrecs make sense, i don't know your plan {$CLEO .cs}:CDRIVE03A4: name_thread 'CDRIVE':CDRIVE_11wait 000D6: if0256: player $PLAYER_CHAR defined004D: jump_if_false @CDRIVE_11if00FE: actor $PLAYER_ACTOR 0 ()near_point_on_foot -1983.4121 154.3342 27.6875 radius 38.0 38.0 38.0004D: jump_if_false @CDRIVE_11004D: jump_if_false @CDRIVE_4520247: load_model #INFERNUS0247: load_model #CROGRL30247: load_model #SBFYPRO07C0: load_path [email protected]:CDRIVE_1050001: wait 0 ms00D6: if and0248: model #INFERNUS available0248: model #CROGRL3 available0248: model #SBFYPRO available004D: jump_if_false @CDRIVE_105009A: [email protected] = create_actor_pedtype 24 model #CROGRL3 at -1983.4121 154.3342 27.68750173: set_actor [email protected] Z_angle_to 90.0009A: [email protected] = create_actor_pedtype 24 model #SBFYPRO at -1985.1122 138.0835 27.68750173: set_actor [email protected] Z_angle_to 90.000A5: [email protected] = create_car #INFERNUS at -1990.812 145.1061 27.37180175: set_car [email protected] Z_angle_to 0.00186: [email protected] = create_marker_above_car [email protected]: [email protected] = create_marker_above_actor [email protected]: [email protected] = create_marker_above_actor [email protected]: set_marker [email protected] type_to 207E0: set_marker [email protected] type_to 307E0: set_marker [email protected] type_to 40249: release_model #INFERNUS0249: release_model #CROGRL30249: release_model #SBFYPRO05CB: AS_actor [email protected] enter_car [email protected] as_driver 10000 ms05CA: AS_actor [email protected] enter_car [email protected] passenger_seat 0 10000 ms:CDRIVE_2860001: wait 0 ms00D6: if0256: player $PLAYER_CHAR defined004D: jump_if_false @CDRIVE_370if00FE: actor $PLAYER_ACTOR 0 ()near_point_on_foot -1983.4121 154.3342 27.6875 radius 68.0 68.0 68.0004D: jump_if_false @CDRIVE_370if and8118: NOT actor [email protected] dead8118: NOT actor [email protected] dead8119: NOT car [email protected] wrecked004D: jump_if_false @CDRIVE_37000D6: if and00DB: actor [email protected] in_car [email protected]: actor [email protected] in_car [email protected]: path [email protected] available004D: jump_if_false @CDRIVE_28605EB: assign_car [email protected] to_path [email protected]: jump_if_false @[email protected] = 0:CDRIVE_3610001: wait 0 ms00D6: if0256: player $PLAYER_CHAR defined004D: jump_if_false @CDRIVE_370if00FE: actor $PLAYER_ACTOR 0 ()near_point_on_foot -1983.4121 154.3342 27.6875 radius 68.0 68.0 68.0004D: jump_if_false @CDRIVE_370if and8118: NOT actor [email protected] dead8118: NOT actor [email protected] dead8119: NOT car [email protected] wrecked004D: jump_if_false @[email protected] == 5000004D: jump_if_false @CDRIVE_3610633: AS_actor [email protected] exit_car [email protected]: AS_actor [email protected] exit_car [email protected]:CDRIVE_3630001: wait 0 ms00D6: if0256: player $PLAYER_CHAR defined004D: jump_if_false @CDRIVE_370if00FE: actor $PLAYER_ACTOR 0 ()near_point_on_foot -1983.4121 154.3342 27.6875 radius 68.0 68.0 68.0004D: jump_if_false @CDRIVE_370if and8118: NOT actor [email protected] dead8118: NOT actor [email protected] dead004D: jump_if_false @CDRIVE_37005F5: AS_actor [email protected] goto_point -2624.6763 1412.7266 7.0937 mode 4 5500 ms // versionB0637: AS_actor [email protected] goto -2624.6763 1412.7266 7.0937 mode 6 turn_radius 0.5 stop_radius 5.0 look_at_actor $PLAYER_ACTOR004D: jump_if_false @CDRIVE_363:CDRIVE_37005EC: release_car [email protected] from_path0873: release_path [email protected]: remove_references_to_car [email protected] // Like turning a car into any random car01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian0164: disable_marker [email protected]: disable_marker [email protected]: disable_marker [email protected]:CDRIVE_4520002: jump @CDRIVE_110A93: end_custom_thread the timecheck Using math symbols like "if greater than" > or "if greater than or equal" >= let check a duration of the game time The script below enables the thermal_vision in the night between 22 o`clock and 2 o`clock The variable [email protected] prevent that the opcode 08B2: will be read permanently The time check gets the duration which should view the thermal_vision It doesnt matter if you arrived at midnight after loading a savegame or if you are present before the view change and can experience the change {$CLEO .cs}:GameTime_1thread "GTIME"[email protected] = 0:GameTime_2wait 000BF: [email protected] = current_time_hours, [email protected] = current_time_minutesif [email protected] >= 222 > [email protected] @GameTime_3 [email protected] == 0jf @GameTime_308B2: enable_thermal_vision [email protected] = 1:GameTime_3if [email protected] > 122 > [email protected]@ == 1jf @GameTime_208B2: enable_thermal_vision [email protected] = 0jump @GameTime_2 read more in MATH CODING Edited March 9, 2011 by ZAZ CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
Fatalpipe Posted March 10, 2011 Share Posted March 10, 2011 Thanl you very much ZAZ,now I finish the basics of I wanted,here is the code: {$CLEO .cs}//-------------MAIN---------------03A4: name_thread 'CDRIVE' :CDRIVE_110001: wait 1000 ms07D0: [email protected] = weekday 00BF: [email protected] = current_time_hours, [email protected] = current_time_minutes 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @CDRIVE_11 if and0039: [email protected] == 2 0039: [email protected] == 6 0039: [email protected] == 20 004D: jump_if_false @CDRIVE_452 0247: load_model #INFERNUS 0247: load_model #CROGRL3 0247: load_model #SBFYPRO :CDRIVE_1050001: wait 0 ms if and0248: model #INFERNUS available 0248: model #CROGRL3 available 0248: model #SBFYPRO available 004D: jump_if_false @CDRIVE_105 009A: [email protected] = create_actor_pedtype 24 model #CROGRL3 at -1983.4121 154.3342 27.6875 0173: set_actor [email protected] Z_angle_to 90.0 009A: [email protected] = create_actor_pedtype 24 model #SBFYPRO at -1985.1122 138.0835 27.6875 0173: set_actor [email protected] Z_angle_to 90.0 00A5: [email protected] = create_car #INFERNUS at -1990.7504 145.0000 27.2389 0175: set_car [email protected] Z_angle_to 0.00186: [email protected] = create_marker_above_car [email protected]: [email protected] = create_marker_above_actor [email protected]: [email protected] = create_marker_above_actor [email protected] 07E0: set_marker [email protected] type_to 207E0: set_marker [email protected] type_to 307E0: set_marker [email protected] type_to 4 0249: release_model #INFERNUS 0249: release_model #CROGRL3 0249: release_model #SBFYPRO 05CB: AS_actor [email protected] enter_car [email protected] as_driver 10000 ms 05CA: AS_actor [email protected] enter_car [email protected] passenger_seat 0 10000 ms :CDRIVE_2860001: wait 0 ms if and00DB: actor [email protected] in_car [email protected] 00DB: actor [email protected] in_car [email protected] 004D: jump_if_false @CDRIVE_286 0615: define_action_sequences [email protected]: AS_actor -1 drive_car [email protected] to -2000.0087 311.5435 35.0156 speed 20.0 0 0 505D1: AS_actor -1 drive_car [email protected] to -2136.1233 322.64 35.1622 speed 20.0 0 0 505D1: AS_actor -1 drive_car [email protected] to -2155.6082 118.341 35.1719 speed 20.0 0 0 505D1: AS_actor -1 drive_car [email protected] to -2017.871 105.7274 27.5937 speed 20.0 0 0 505D1: AS_actor -1 drive_car [email protected] to -1998.5907 450.4262 35.0595 speed 40.0 0 0 505CD: AS_actor -1 exit_car [email protected]: define_action_sequences_end [email protected]: assign_actor [email protected] to_action_sequences [email protected]: remove_references_to_AS_pack [email protected] 004D: jump_if_false @CDRIVE_286 :CDRIVE_3610001: wait 0 ms if and0256: player $PLAYER_CHAR defined0206: actor [email protected] near_car [email protected] radius 5.0 5.0 3.0 flag 0 on_foot004D: jump_if_false @CDRIVE_3610633: AS_actor [email protected] exit_car:CDRIVE_3620001: wait 1000 msif and0256: player $PLAYER_CHAR defined0206: actor [email protected] near_car [email protected] radius 5.0 5.0 3.0 flag 0 on_foot 004D: jump_if_false @CDRIVE_36207CD: AS_actor [email protected] walk_to -1962.2249 439.3388 35.1719 stop_with_angle 270.0 within_radius 4.007CD: AS_actor [email protected] walk_to -1962.2249 439.3388 35.1719 stop_with_angle 270.0 within_radius 4.0:CDRIVE_3630001: wait 30000 ms0256: player $PLAYER_CHAR defined 004D: jump_if_false @CDRIVE_363 01C3: remove_references_to_car [email protected] // Like turning a car into any random car 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 0164: disable_marker [email protected]: disable_marker [email protected]: disable_marker [email protected]:CDRIVE_4520002: jump @CDRIVE_11 0A93: end_custom_thread Only thing is that I needed to put 0001: wait 30000 ms in the end,otherwise the peds was released before they perform the 07CD: AS_actor [email protected] walk_to. I just need to change the values of peds,coords etc. in each script,to make various things that I've planned to the game. As you asked before,my goal was to make people drive cars that I added(not replaced),and this cars aren't in normal traffic behavior,only predefined peds will own this predefined cars. I think sometimes we will be doing a mission,or even drive here and there,and suddenly can see a ped getting or driving somekind of car.As most of this peds will follow a daily routine,others will perform actions like kidnapping people,hijacking,or even hooking pros on the alleys.All this unusual things linked to unusual/rare cars. Maybe this will lead player to pay attention on a certain ped behavior,making player start to follow him to home,or work to get his car,if for some reason(I plan to think about this reasons) this car can't be hijacked. Of course,I know what I'm doing,but this is for my son,he have 10yr,loves this game and dont make any idea that what I've been doing to the game,so,I'm sure he will like it,even with GTAIV installed.Thank you again ZAZ.As I've learned something this week,I will stay trying to do things with script,I really liked this. Link to comment Share on other sites More sharing options...
kal-el5676 Posted March 10, 2011 Share Posted March 10, 2011 Not to distract Zaz's attention too much, but i have a question as well. Speaking of coordinates and offsets on objects, i have some coding idea's for the predator plasma caster for the pred mod i am working on. If it's possible in cleo then no prob, but if it can only be SCM also no prob. I would like to know is it possible to create a script that utilizes the auto aim lock on system without a weapon selected? To take it even further, fire a missile from an offset of the actor similar to ryosukes missile man mod? And to take it even further attach an additional particle to the missile? Or even one step FURTHER and attaching a second particle to the actor with an offset to create the laser targeting beam effect? Any advice is of course greatly appreciated. Link to comment Share on other sites More sharing options...
ZAZ Posted March 11, 2011 Author Share Posted March 11, 2011 Thanl you very much ZAZ,now I finish the basics of I wanted,here is the code: Only thing is that I needed to put 0001: wait 30000 ms in the end,otherwise the peds was released before they perform the 07CD: AS_actor [email protected] walk_to. I just need to change the values of peds,coords etc. in each script,to make various things that I've planned to the game. As you asked before,my goal was to make people drive cars that I added(not replaced),and this cars aren't in normal traffic behavior,only predefined peds will own this predefined cars. I think sometimes we will be doing a mission,or even drive here and there,and suddenly can see a ped getting or driving somekind of car.As most of this peds will follow a daily routine,others will perform actions like kidnapping people,hijacking,or even hooking pros on the alleys.All this unusual things linked to unusual/rare cars. Maybe this will lead player to pay attention on a certain ped behavior,making player start to follow him to home,or work to get his car,if for some reason(I plan to think about this reasons) this car can't be hijacked. Of course,I know what I'm doing,but this is for my son,he have 10yr,loves this game and dont make any idea that what I've been doing to the game,so,I'm sure he will like it,even with GTAIV installed.Thank you again ZAZ.As I've learned something this week,I will stay trying to do things with script,I really liked this. Well, you ignored everything what i tried to teach anyway, how old is your son? 10? please talk with him about the difference of virtuality and reality Not to distract Zaz's attention too much, but i have a question as well. Speaking of coordinates and offsets on objects, i have some coding idea's for the predator plasma caster for the pred mod i am working on. If it's possible in cleo then no prob, but if it can only be SCM also no prob. I would like to know is it possible to create a script that utilizes the auto aim lock on system without a weapon selected? To take it even further, fire a missile from an offset of the actor similar to ryosukes missile man mod? And to take it even further attach an additional particle to the missile? Or even one step FURTHER and attaching a second particle to the actor with an offset to create the laser targeting beam effect? Any advice is of course greatly appreciated. which auto aim lock on system? mp, asault, bazooka, sniper? the Grenadeflowerlauncher-weapon-data-modification utilizesed the camera and animation no, not without weapon if you player_actor attach to object, it switch into firstperson view with script you can just simulate the projectile, doesen't matter if cleo or main or write your own utilizing the camera, animation and demage CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
Fatalpipe Posted March 12, 2011 Share Posted March 12, 2011 Well, you ignored everything what i tried to teachanyway, how old is your son? 10? please talk with him about the difference of virtuality and reality I think that was more easy extend the wait time than make another check if the peds are on right coords.I deleted the time check and carrec,just did things from car_drive_tutorial.Tried the match coding thing creating a variable "[email protected]= coords XYX values " ,then check if "[email protected]== my desired XYZ coords values",but doesnt work. And yes,he knows what he should know... You know any way to check weather conditions?Eg.: If current weather is cloudy SF? And I dont understand the "IGNORE UNKNOW" option on SannyBuilder/Debug Options. I got some error messages when I was looking inside other finished scripts and this option was unchecked,but my point is: If the opcode is unknow,how people put this in script without making any idea of what this opcode does/means? Link to comment Share on other sites More sharing options...
ZAZ Posted March 13, 2011 Author Share Posted March 13, 2011 I deleted the time check and carrec,just did things from car_drive_tutorial.Tried the match coding thing creating a variable "[email protected]= coords XYX values " ,then check if "[email protected]== my desired XYZ coords values",but doesnt work. post your script You know any way to check weather conditions?Eg.: If current weather is cloudy SF? 0A8D: [email protected] = read_memory 13112096 size 4 virtual_protect 1 00D6: if or0039: [email protected] == 8//rainy 0039: [email protected] == 16//rainy 004D: jump_if_false @L And I dont understand the "IGNORE UNKNOW" option on SannyBuilder/Debug Options.I got some error messages when I was looking inside other finished scripts and this option was unchecked,but my point is: If the opcode is unknow,how people put this in script without making any idea of what this opcode does/means? don't know i have my hook allways only at constant indexes decompiled scripts can have unsued opcodes and unknown opcodes as well as failcode because of invalid decompilation they can be modified after compilation with hexeditor sanny supoorts highlevel syntax but the recompilation translate the code in the classic gta scm code sanny supports also hexcode CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
gtasite1 Posted March 14, 2011 Share Posted March 14, 2011 How to create corona with array :PCJONDOCKS_1330wait 0 if 27 > [email protected] jf @aa04D5: create_corona_at $5610([email protected],27f) $5639([email protected],27f) $5668([email protected],27f) radius 1.0 type 2 flare 2 RGB 0 255 0 024F: create_corona_with_radius 1.0 type 0 lensflares 0 with_color 237 130 180 at $5610([email protected],27f) $5639([email protected],27f) $5668([email protected],27f) [email protected] += 1 jump @PCJONDOCKS_1330 :[email protected] = 0 but i don't know which does not appear Link to comment Share on other sites More sharing options...
ZAZ Posted March 14, 2011 Author Share Posted March 14, 2011 (edited) How to create corona with array :PCJONDOCKS_1330wait 0 if 27 > [email protected] jf @aa04D5: create_corona_at $5610([email protected],27f) $5639([email protected],27f) $5668([email protected],27f) radius 1.0 type 2 flare 2 RGB 0 255 0 024F: create_corona_with_radius 1.0 type 0 lensflares 0 with_color 237 130 180 at $5610([email protected],27f) $5639([email protected],27f) $5668([email protected],27f) [email protected] += 1 jump @PCJONDOCKS_1330 :[email protected] = 0 but i don't know which does not appear you must define first the coords for the arrays in this way with globals: 0005: $5610[0] = 2495.53 0005: $5639[0] = -1711.88 0005: $5668[0] = 1014.24 0005: $5610[1] = 1263.05 0005: $5639[1] = -773.67 0005: $5668[1] = 1091.39 0005: $5610[2] = 416.9548 0005: $5639[2] = 2538.813 0005: $5668[2] = 9.5077 0005: $5610[3] = 2367.192 0005: $5639[3] = -1121.518 0005: $5668[3] = 1050.382:PCJONDOCKS_1330wait 0if27 > [email protected] @aa04D5: create_corona_at $5610([email protected],27f) $5639([email protected],27f) $5668([email protected],27f) radius 1.0 type 2 flare 2 RGB 0 255 0 in this way with locals [email protected] = 2495.53 [email protected] = -1711.88 [email protected] = 1014.24 [email protected] = 1263.05 [email protected] = -773.67 [email protected] = 1091.39 [email protected] = 416.9548 [email protected] = 2538.813 [email protected] = 9.5077 [email protected] = 2367.192 [email protected] = -1121.518 [email protected] = 1050.382:PCJONDOCKS_1330wait 0if27 > [email protected] @aa04D5: create_corona_at [email protected]([email protected],27f) [email protected]([email protected],27f) [email protected]([email protected],27f) radius 1.0 type 2 flare 2 RGB 0 255 0 or in this way, be reading coords in same loop :PCJONDOCKS_1330wait 0if27 > [email protected] @aa04C4: create_coordinate [email protected]([email protected],27f) [email protected]([email protected],27f) [email protected]([email protected],27f) from_actor $PLAYER_ACTOR offset 0.0 [email protected] 0.204D5: create_corona_at [email protected]([email protected],27f) [email protected]([email protected],27f) [email protected]([email protected],27f) radius 1.0 type 2 flare 2 RGB 0 255 0 000B: [email protected] += 2.0 // add 2.0 to the y offset for spawn coords000A: [email protected] += 1 // Array index but it don't makes much sense because corona don't need to create an script instance so you can have the same effect with this way, without arrays: :PCJONDOCKS_1330wait 0if27 > [email protected] @aa04C4: create_coordinate [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR offset 0.0 [email protected] 0.204D5: create_corona_at [email protected] [email protected] [email protected] radius 1.0 type 2 flare 2 RGB 0 255 0 000B: [email protected] += 2.0 // add 2.0 to the y offset for spawn coords000A: [email protected] += 1 // Array index0002: jump @ArrayAct_4 Edited March 14, 2011 by ZAZ CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
gtasite1 Posted March 15, 2011 Share Posted March 15, 2011 I create this code, but corona not working. [email protected] = 0 $6062([email protected],27i) = 2 $6063([email protected],27i) = 0 $6090([email protected],27i) = 0 :PCJONDOCKS_1290wait 0 if $6062([email protected],27i) == 0 jf @PCJONDOCKS_1338 $6059 = 255 $6060 = 0 $6061 = 0 :PCJONDOCKS_1338wait 0 if $6062([email protected],27i) == 1 jf @PCJONDOCKS_1386 $6059 = 0 $6060 = 255 $6061 = 0 :PCJONDOCKS_1386wait 0 if $6062([email protected],27i) == 2 jf @PCJONDOCKS_1434 $6059 = 0 $6060 = 0 $6061 = 255 :PCJONDOCKS_1434024F: create_corona_with_radius 1.0 type 2 lensflares 0 with_color $6059 $6060 $6061 at $5610([email protected],27f) $5639([email protected],27f) $5668([email protected],27f) if $6090([email protected],27i) == 0 jf @PCJONDOCKS_1527 018A: $5891([email protected],27i) = create_checkpoint_at $5610([email protected],27f) $5639([email protected],27f) $5668([email protected],27f) :[email protected] += 1 [email protected] >= 27 jf @PCJONDOCKS_1290 return [email protected] = 0 $5451([email protected],27i) = 0 :PCJONDOCKS_1568wait 0 if 27 > [email protected] jf @PCJONDOCKS_2070 if $6063([email protected],27i) == 0 jf @PCJONDOCKS_2056 if $6062([email protected],27i) == 0 jf @PCJONDOCKS_1656 $6059 = 255 $6060 = 0 $6061 = 0 :PCJONDOCKS_1656wait 0 if $6062([email protected],27i) == 1 jf @PCJONDOCKS_1704 $6059 = 0 $6060 = 255 $6061 = 0 :PCJONDOCKS_1704wait 0 if $6062([email protected],27i) == 2 jf @PCJONDOCKS_1752 $6059 = 0 $6060 = 0 $6061 = 255 :PCJONDOCKS_1752024F: create_corona_with_radius 1.0 type 2 lensflares 0 with_color $6059 $6060 $6061 at $5610([email protected],27f) $5639([email protected],27f) $5668([email protected],27f) if $5451([email protected],27i) == 0 jf @PCJONDOCKS_1845 018A: $5891([email protected],27i) = create_checkpoint_at $5610([email protected],27f) $5639([email protected],27f) $5668([email protected],27f) :PCJONDOCKS_1845wait 0 if 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere $5610([email protected],27f) $5639([email protected],27f) $5668([email protected],27f) radius 4.0 4.0 4.0 jf @PCJONDOCKS_2056 if Actor.DrivingVehicleType($PLAYER_ACTOR, #PCJ600)jf @PCJONDOCKS_2056 if $6062([email protected],27i) == 0 jf @PCJONDOCKS_1964 Marker.Disable($5891([email protected],27i))$6063([email protected],27i) = 1 :PCJONDOCKS_1964wait 0 if $6062([email protected],27i) == 1 jf @PCJONDOCKS_2010 Marker.Disable($5891([email protected],27i))$6063([email protected],27i) = 1 :PCJONDOCKS_2010wait 0 if $6062([email protected],27i) == 2 jf @PCJONDOCKS_2056 Marker.Disable($5891([email protected],27i))$6063([email protected],27i) = 1 :[email protected] += 1 jump @PCJONDOCKS_1568 :PCJONDOCKS_2070return Link to comment Share on other sites More sharing options...
ZAZ Posted March 15, 2011 Author Share Posted March 15, 2011 (edited) I create this code, but corona not working. post the whole script, the coords definitions are missing Edited March 22, 2011 by ZAZ CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
Fatalpipe Posted March 20, 2011 Share Posted March 20, 2011 (edited) Again with the rare car script.Last one I did with two peds,and needed to check if one ped is close to another to get them to walk to destination. But now,with only one ped inside car,isn't working.The driver exits the car and do nothing,stay there and the thread is not ending...I've tried a lot of conditions checks to make the driver walk,but none of them worked. //-------------MAIN---------------03A4: name_thread 'RICHMAN' :RICHMAN_110001: wait 1000 ms07D0: [email protected] = weekday 00BF: [email protected] = current_time_hours, [email protected] = current_time_minutes 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @RICHMAN_452 00D6: if and0039: [email protected] == 2 0039: [email protected] == 6 0039: [email protected] == 20 004D: jump_if_false @RICHMAN_452 0247: load_model #INFERNUS 0247: load_model #HMORI :RICHMAN_1050001: wait 0 ms 00D6: if and0248: model #INFERNUS available 0248: model #HMORI available004D: jump_if_false @RICHMAN_105 009A: [email protected] = create_actor_pedtype 24 model #HMORI at 645.902 -1117.5109 44.207 0173: set_actor [email protected] Z_angle_to 90.0 00A5: [email protected] = create_car #INFERNUS at 636.3992 -1122.2133 44.6699 0175: set_car [email protected] Z_angle_to 40.00186: [email protected] = create_marker_above_car [email protected]: [email protected] = create_marker_above_actor [email protected] 07E0: set_marker [email protected] type_to 207E0: set_marker [email protected] type_to 3 0249: release_model #INFERNUS 0249: release_model #HMORI :RICHMAN_2860001: wait 0 ms 00D6: if and0256: player $PLAYER_CHAR defined8119: NOT car [email protected] wrecked8118: NOT actor [email protected] dead 004D: jump_if_false @RICHMAN_452 0615: define_action_sequences [email protected]: AS_actor [email protected] enter_car [email protected] as_driver 10000 ms05D1: AS_actor -1 drive_car [email protected] to 627.5103 -1112.3221 46.3197 speed 10.0 0 0 505D1: AS_actor -1 drive_car [email protected] to 1238.5304 -1575.3459 12.928 speed 25.0 0 0 505CD: AS_actor -1 exit_car [email protected]: define_action_sequences_end [email protected]: assign_actor [email protected] to_action_sequences [email protected]: remove_references_to_AS_pack [email protected] 004D: jump_if_false @RICHMAN_286:RICHMAN_2870001: wait 0 ms00D6: if and8119: NOT car [email protected] wrecked8118: NOT actor [email protected] dead01AE: car [email protected] sphere 0 near_point 1238.5304 -1575.3459 radius 3.0 3.0 stopped0206: actor [email protected] near_car [email protected] radius 5.0 5.0 3.0 flag 0 on_foot004D: jump_if_false @RICHMAN_45207CD: AS_actor [email protected] walk_to 1217.1807 -1584.7091 13.5531 stop_with_angle 40.0 within_radius 1.007A1: set_walk_speed 4034F: destroy_actor_with_fade [email protected] // The actor fades away like a ghost004D: jump_if_false @RICHMAN_287:RICHMAN_3630001: wait 30000 ms00D6: if and8119: NOT car [email protected] wrecked8118: NOT actor [email protected] dead 004D: jump_if_false @RICHMAN_452 01C3: remove_references_to_car [email protected] // Like turning a car into any random car 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 0164: disable_marker [email protected]: disable_marker [email protected]:RICHMAN_4520002: jump @RICHMAN_11 0A93: end_custom_thread Also I tried to put the "07CD: AS_actor [email protected] walk_to" inside the "actions_sequence [email protected]" ,but doesn't work either. Edited March 20, 2011 by Fatalpipe Link to comment Share on other sites More sharing options...
Sasukers Posted March 20, 2011 Share Posted March 20, 2011 SPAWN A OBJECT AND PICK IT Hello' I know how to spawn a object but i want pick it (like CJ raise the TV) Can you make a script to Spawn a Beachball and pick it ? i want target the object (like target the Peds') object targetable and i want kick the object (like soccer) yes... i want to move the object when i point the object with a weapon and shot! (and when i point the ball without weapons to kick it) can you help me? or can you make a mod to release it? Link to comment Share on other sites More sharing options...
ZAZ Posted March 20, 2011 Author Share Posted March 20, 2011 (edited) Interactive MENUE I can't explain everything, there are a lot of codes depending to the menue and you can do it with different methods. The essential codes: 1. opcode 08D4: defines the menue with a var handle, with title entry, x/y-positions entries, width, amount of tables, if interactiv or not, with or without background, alignment 08D4: 1@ = create_panel_with_title 'CHEAT7' position 340.0 120.0 width 240.0 columns 1 interactive 1 background 1 alignment 0 ignore for now the parameters of amount of tables, if interactiv or not, with or without background, alignment and use just the values of the example above 2. opcode 08DB: adds the true content to the menue 08DB: set_panel 1@ column 0 header 'PLA_19' data 'DEBW1' 'DEBW4' 'DEBW5' 'DEBW8' 'DEBW9' 'DEBW10' 'DEBW12' 'DEBW14' 'DEBW16' 'DEBW17' 'DEBW18' 'WEATH0' column 0 is the first table, use this also like in example above at header string parameter is it possible to show one more title or a description then there are 12 string parameter to insert gxt entries, these are the names for the buttons Important: all parameters must have an entry, also the gxt entries for the names of the buttons If you wanna use only 3 buttons, then insert "dummy" in all other string parameter 08DB: set_panel 1@ column 0 header 'PLA_19' data 'DEBW1' 'DEBW4' 'DEBW5' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' then the buttons will not be shown same for the header (also if wrong gxt entries are inserted, the buttons will not be shown) Important: the function to skip from button to button, later ingame, is working automatically with the keys UP/DOWN as well with W/S and also G/H But nothing else To let something happen, when a button is selected needs to press another key to confirm the selection and this requires to script a keypress-check therefor we need the button ID 3. opcode 08D7: submits the button number of selected button into a variable 08D7: 2@ = panel 1@ active_row 4. The menue must be removed with opcode 08DA: before the user continues playing or before another menue should be shown. 08DA: remove_panel 1@ If it happens because of any reason, that 2 interactiv menues should be shown, will you get a heavy bug and needs to terminate the game to fix that bug. Recommanded script construct: Loop 1 with keypress-check, to show menue 08D4: 1@ = create_panel_with_title 'CHEAT7' position 340.0 120.0 width 240.0 columns 1 interactive 1 background 1 alignment 008DB: set_panel 1@ column 0 header 'PLA_19' data 'DEBW1' 'DEBW4' 'DEBW5' 'DEBW8' 'DEBW9' 'DEBW10' 'DEBW12' 'DEBW14' 'DEBW16' 'DEBW17' 'DEBW18' 'WEATH0' Loop 2 , while menue is shown including every neccesary checks 08DA: remove_panel 1@ back to Loop 1 To let something happen, when a button is selected needs to press another key to confirm the selection So we need a keypress-check and if the keypress-check is passed, it should get the button ID then you have a variable and it's value must be checked to select into several scriptparts, each what you wanna do Example below let you set the weather {$CLEO .cs} :WETHERMENUE 03A4: name_thread 'WHELP' :MenueTempW_01 wait 0 if 0256: player $PLAYER_CHAR defined jf @MenueTempW_01 if 0AB0: key_pressed 8//--- key = Backspace jf @MenueTempW_01 08D4: 1@ = create_panel_with_title 'CHEAT7' position 340.0 120.0 width 240.0 columns 1 interactive 1 background 1 alignment 0 08DB: set_panel 1@ column 0 header 'PLA_19' data 'DEBW1' 'DEBW4' 'DEBW5' 'DEBW8' 'DEBW9' 'DEBW10' 'DEBW12' 'DEBW14' 'DEBW16' 'DEBW17' 'DEBW18' 'WEATH0' 090E: set_panel 1@ active_row 0 :MenueTempW_1 wait 0 if 0256: player $PLAYER_CHAR defined jf @MenueTempW_21 if 00E1: key_pressed 0 15//--- key = Enter/Exit jf @MenueTempW_2 jump @MenueTempW_21//--jump to menue exit :MenueTempW_2 if 00E1: key_pressed 0 16//--- key = Ped SPRINT jf @MenueTempW_1 03E6: remove_text_box 08D7: 2@ = panel 1@ active_row//-- submit number of the highlighted button into variable if 0039: 2@ == 0 // integer values jf @MenueTempW_3 01B6: set_weather 1// = SUNNY_LA jump @MenueTempW_1 :MenueTempW_3 if 0039: 2@ == 1 // integer values jf @MenueTempW_4 01B6: set_weather 4// = CLOUDY_LA jump @MenueTempW_1 :MenueTempW_4 if 0039: 2@ == 2 // integer values jf @MenueTempW_5 01B6: set_weather 5// = SUNNY_SF jump @MenueTempW_1 :MenueTempW_5 if 0039: 2@ == 3 // integer values jf @MenueTempW_6 01B6: set_weather 8// = RAINY_SF jump @MenueTempW_1 :MenueTempW_6 if 0039: 2@ == 4 // integer values jf @MenueTempW_7 01B6: set_weather 9// = FOGGY_SF jump @MenueTempW_1 :MenueTempW_7 if 0039: 2@ == 5 // integer values jf @MenueTempW_8 01B6: set_weather 10// = SUNNY_VEGAS jump @MenueTempW_1 :MenueTempW_8 if 0039: 2@ == 6 // integer values jf @MenueTempW_9 01B6: set_weather 12// = CLOUDY_VEGAS jump @MenueTempW_1 :MenueTempW_9 if 0039: 2@ == 7 // integer values jf @MenueTempW_10 01B6: set_weather 14// = SUNNY_COUNTRYSIDE jump @MenueTempW_1 :MenueTempW_10 if 0039: 2@ == 8 // integer values jf @MenueTempW_11 01B6: set_weather 16// = RAINY_COUNTRYSIDE jump @MenueTempW_1 :MenueTempW_11 if 0039: 2@ == 9 // integer values jf @MenueTempW_12 01B6: set_weather 17// = EXTRASUNNY_DESERT jump @MenueTempW_1 :MenueTempW_12 if 0039: 2@ == 10 // integer values jf @MenueTempW_13 01B6: set_weather 19// = SANDSTORM_DESERT jump @MenueTempW_1 :MenueTempW_13 if 0039: 2@ == 11 // integer values jf @MenueTempW_1 01B7: release_weather jump @MenueTempW_21 :MenueTempW_21 08DA: remove_panel 1@ jump @MenueTempW_01 The script have one more keypress-check to remove the menue: if 00E1: key_pressed 0 15//--- key = Enter/Exit jf @MenueTempW_2 jump @MenueTempW_21//--jump to menue exit and then there's this code: 090E: set_panel 1@ active_row 0 It selects a button when the menue is shown. Another script construct: Only 1 Loop with var value check to select script blocks if and 0AB0: key_pressed 8//--- key = Backspace 5@ == 0 jf @Menue_1 08D4: 1@ = create_panel_with_title 'CHEAT7' position 340.0 120.0 width 240.0 columns 1 interactive 1 background 1 alignment 0 08DB: set_panel 1@ column 0 header 'PLA_19' data 'DEBW1' 'DEBW4' 'DEBW5' 'DEBW8' 'DEBW9' 'DEBW10' 'DEBW12' 'DEBW14' 'DEBW16' 'DEBW17' 'DEBW18' 'WEATH0' 090E: set_panel 1@ active_row 0 5@ = 1 if 5@ == 1 jf @Menue_01 get button ID while menue is shown to let something happen :Menue_21 if 5@ == 1 jf @Menue_01 08DA: remove_panel 1@ 5@ = 0 jump @Menue_01 Example: {$CLEO .cs} :Menue 03A4: name_thread 'Menue' 5@ = 0 :Menue_01 wait 0 if 0256: player $PLAYER_CHAR defined jf @Menue_21 if and 0AB0: key_pressed 8//--- key = Backspace 5@ == 0 jf @Menue_1 08D4: 1@ = create_panel_with_title 'CHEAT7' position 340.0 120.0 width 240.0 columns 1 interactive 1 background 1 alignment 0 08DB: set_panel 1@ column 0 header 'PLA_19' data 'DEBW1' 'DEBW4' 'DEBW5' 'DEBW8' 'DEBW9' 'DEBW10' 'DEBW12' 'DEBW14' 'DEBW16' 'DEBW17' 'DEBW18' 'WEATH0' 090E: set_panel 1@ active_row 0 5@ = 1 :Menue_1 wait 0 if 5@ == 1 jf @Menue_01 if 00E1: key_pressed 0 15//--- key = Enter/Exit jf @Menue_2 jump @Menue_21//--jump to menue exit :Menue_2 if 00E1: key_pressed 0 16//--- key = Ped SPRINT jf @Menue_1 03E6: remove_text_box 08D7: 2@ = panel 1@ active_row//-- submit number of the highlighted button into variable if 0039: 2@ == 0 // integer values jf @Menue_3 01B6: set_weather 1// = SUNNY_LA jump @Menue_1 :Menue_3 if 0039: 2@ == 1 // integer values jf @Menue_1 01B6: set_weather 4// = CLOUDY_LA jump @Menue_1 :Menue_21 if 5@ == 1 jf @Menue_01 08DA: remove_panel 1@ 5@ = 0 jump @Menue_01 High Level script construct with var value check, menue subscripts and jumptables: (R* menues are mostly done in that way {$CLEO .cs} :MENUE_AND_JUMPTABLE_TEMPLATE 03A4: name_thread 'MENUEJP' const L_PANEL_VAR = 0@ L_ACTIVE_ROW_VAR = 1@ L_PANEL_IS_SHOWN_VAR = 2@ end while true wait 0 if 0256: player $PLAYER_CHAR defined then if L_PANEL_IS_SHOWN_VAR == 0 then if and 00E1: key_pressed 0 9//--- key = GROUP_CONTROL_BWD 80DF: not actor $PLAYER_ACTOR driving then gosub @MENU_1 end else// if menue is shown, if L_PANEL_IS_SHOWN_VAR == 1 if 00E1: key_pressed 0 16//--- key = Ped SPRINT then gosub @Selection_1 end if 00E1: key_pressed 0 15//--- key = Enter/Exit then gosub @Remove_panel end end else//if player dies or gets arrested if L_PANEL_IS_SHOWN_VAR == 1 then gosub @Remove_panel//if player dies or gets arrested while meue is shown end end end :MENU_1 08D4: L_PANEL_VAR = create_panel_with_title 'CHEAT7' position 340.0 120.0 width 240.0 columns 1 interactive 1 background 1 alignment 0 08DB: set_panel L_PANEL_VAR column 0 header 'PLA_19' data 'DEBW1' 'DEBW2' 'DEBW3' 'DEBW4' 'DEBW5' 'DEBW6' 'DEBW7' 'DEBW8' 'DEBW9' 'DEBW10' 'DEBW11' 'DEBW12' L_PANEL_IS_SHOWN_VAR = 1 return :Remove_panel 08DA: remove_panel L_PANEL_VAR L_PANEL_IS_SHOWN_VAR = 0 return :Selection_1 08D7: L_ACTIVE_ROW_VAR = panel L_PANEL_VAR active_row 0871: init_jump_table L_ACTIVE_ROW_VAR total_jumps 12 0 @Sel_T00 jumps 0 @Sel_T01 1 @Sel_T11 2 @Sel_T22 3 @Sel_T33 4 @Sel_T44 5 @Sel_T55 6 @Sel_T66 0872: jump_table_jumps 7 @Sel_T77 8 @Sel_T88 9 @Sel_T99 10 @Sel_T101 11 @Sel_T111 -1 @Sel_T00 -1 @Sel_T00 -1 @Sel_T00 -1 @Sel_T00 :Sel_T00// here goes the code if the value of the variable not exist in the jumptable 00BA: text_styled 'fem_off' 1000 ms 4 wait 1000 jump @Sel_EXIT :Sel_T01 set_weather 0// = Extra Sunny LA jump @Sel_EXIT :Sel_T11 set_weather 1// = Sunny LA jump @Sel_EXIT :Sel_T22 set_weather 2// = Sunny LA jump @Sel_EXIT :Sel_T33 set_weather 3// = Sunny Smog LA jump @Sel_EXIT :Sel_T44 set_weather 4// = Cloudy LA jump @Sel_EXIT :Sel_T55 set_weather 5// = Sunny SF jump @Sel_EXIT :Sel_T66 set_weather 6// = Extra Sunny SF jump @Sel_EXIT :Sel_T77 set_weather 7// = Cloudy SF jump @Sel_EXIT :Sel_T88 set_weather 8// = Rainy SF jump @Sel_EXIT :Sel_T99 set_weather 9// = Foggy SF jump @Sel_EXIT :Sel_T101 set_weather 10// = Sunny LV jump @Sel_EXIT :Sel_T111 set_weather 11// Extra Sunny LV jump @Sel_EXIT :Sel_EXIT return Edited April 27, 2021 by ZAZ CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
gtasite1 Posted March 28, 2011 Share Posted March 28, 2011 How to use opcodes: 0494: get_joystick 0 data_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y 0871: init_jump_table $VIDEO_GAME total_jumps 8 default_jump 0 @END_CASE_VIDEO_GAME jumps 0 @MS_GAME_THEYCRAWLEDFROMURANUS 1 @MS_GAME_DUALITY 2 @MS_GAME_GOGOSPACEMONKEY 3 @MS_GAME_LETSGETREADYTOBUMBLE 4 @MS_GAME_TRACKBETTING 5 @MS_GAME_POOL 6 @MS_GAME_LOWRIDER Link to comment Share on other sites More sharing options...
ZAZ Posted March 29, 2011 Author Share Posted March 29, 2011 (edited) JumpTable define a variable 1@ = 3 the value of the variable decides where the code should jump to 0871: init_jump_table 1@ total_jumps 7 0 @JPTABL_T00 jumps 0 @JPTABL_T01 1 @JPTABL_T11 2 @JPTABL_T22 3 @JPTABL_T33 4 @JPTABL_T44 5 @JPTABL_T55 6 @JPTABL_T66 the meaning: <opcode> <description> <jumpvariable> <description> <total-amount-of-jumpinstructions> <jumpinstruction to exit if the value of the variable not exist in the jumptable> <description> <7 x jumpinstruction> again, let's remove the opcode and description 1. parameter: jumpvariable 2. parameter: total-amount-of-jumpinstructions 3.+4.parameter: jumpinstruction to exit if the value of the variable not exist in the jumptable 5.-14.parameter: 7 x jumpinstruction total-amount-of-jumpinstructions: the table of opcode 0871: can have max 7 jumps the table of opcode 0872: can have max 9 jumps the exit-jumpinstruction(3.+4.parameter) don't counts for the total-amount-of-jumpinstructions adding more lines of opcode 0872: to the opcode 0871:-line can increase the total-amount-of-jumpinstructions max. 75 jumps 0871: init_jump_table 1@ total_jumps 23 0 @JPTABL_T00 jumps 0 @JPTABL_T01 1 @JPTABL_T11 2 @JPTABL_T22 3 @JPTABL_T33 4 @JPTABL_T44 5 @JPTABL_T55 6 @JPTABL_T66 0872: jump_table_jumps 7 @JPTABL_T77 8 @JPTABL_T88 9 @JPTABL_T99 10 @JPTABL_T101 11 @JPTABL_T111 12 @JPTABL_T122 13 @JPTABL_T133 14 @JPTABL_T144 15 @JPTABL_T155 0872: jump_table_jumps 16 @JPTABL_T166 17 @JPTABL_T177 18 @JPTABL_T188 19 @JPTABL_T199 20 @JPTABL_T201 21 @JPTABL_T211 22 @JPTABL_T222 -1 @JPTABL_T00 -1 @JPTABL_T00 7 x jumpinstruction 0 @JPTABL_T01 1 @JPTABL_T11 2 @JPTABL_T22 3 @JPTABL_T33 4 @JPTABL_T44 5 @JPTABL_T55 6 @JPTABL_T66 a jumpinstruction have 2 parameter 0 @JPTABL_T01 first the value which must be equal with the value of the jumpvariable to allocate the jump adress second the allocated jump adress if the value infront is equal to the jumpvariable Examplescript below: change the weather by keypress SHIFT the variable [email protected] decides where the code should jump to [email protected] will be changed at the end of the table by adding 1 if [email protected] is bigger than 6 then it jumps to the <"jumpinstruction to exit if the value of the variable not exist in the jumptable">, to @JPTABL_T00 {$CLEO .cs} :JUMPTABLE 03A4: name_thread 'JPTABL' 1@ = 0 :JPTABL_1 0001: wait 0 ms if 0256: player $PLAYER_CHAR defined jf @JPTABL_1 03F0: enable_text_draw 1 045A: text_draw_1number 400.0 50.0 'NUMBER' 1@ // value if 0AB0: key_pressed 16 // -- shift jf @JPTABL_1 :JPTABL_Table 0871: init_jump_table 1@ total_jumps 7 0 @JPTABL_T00 jumps 0 @JPTABL_T01 1 @JPTABL_T11 2 @JPTABL_T22 3 @JPTABL_T33 4 @JPTABL_T44 5 @JPTABL_T55 6 @JPTABL_T66 :JPTABL_T00// here goes the code if the value of the variable not exist in the jumptable 00BA: text_styled 'fem_off' 1000 ms 4 wait 1000 0002: jump @JPTABL_1 :JPTABL_T01 01B6: set_weather 0// = Extra Sunny LA 0002: jump @JPTABL_EXIT :JPTABL_T11 01B6: set_weather 1// = Sunny LA 0002: jump @JPTABL_EXIT :JPTABL_T22 01B6: set_weather 2// = Sunny LA 0002: jump @JPTABL_EXIT :JPTABL_T33 01B6: set_weather 3// = Sunny Smog LA 0002: jump @JPTABL_EXIT :JPTABL_T44 01B6: set_weather 4// = Cloudy LA 0002: jump @JPTABL_EXIT :JPTABL_T55 01B6: set_weather 5// = Sunny SF 0002: jump @JPTABL_EXIT :JPTABL_T66 01B6: set_weather 6// = Extra Sunny SF 0002: jump @JPTABL_EXIT :JPTABL_EXIT 1@ += 1 0001: wait 1000 ms 0002: jump @JPTABL_1 Examplescript below is the extended version of script above by adding 16 jumps with opcode 0872: {$CLEO .cs} :JUMPTABLE 03A4: name_thread 'JPTABL' 1@ = 0 :JPTABL_1 0001: wait 0 ms if 0256: player $PLAYER_CHAR defined jf @JPTABL_1 03F0: enable_text_draw 1 045A: text_draw_1number 400.0 50.0 'NUMBER' 1@ // value if 0AB0: key_pressed 16 // -- shift jf @JPTABL_1 :JPTABL_Table 0871: init_jump_table 1@ total_jumps 23 0 @JPTABL_T00 jumps 0 @JPTABL_T01 1 @JPTABL_T11 2 @JPTABL_T22 3 @JPTABL_T33 4 @JPTABL_T44 5 @JPTABL_T55 6 @JPTABL_T66 0872: jump_table_jumps 7 @JPTABL_T77 8 @JPTABL_T88 9 @JPTABL_T99 10 @JPTABL_T101 11 @JPTABL_T111 12 @JPTABL_T122 13 @JPTABL_T133 14 @JPTABL_T144 15 @JPTABL_T155 0872: jump_table_jumps 16 @JPTABL_T166 17 @JPTABL_T177 18 @JPTABL_T188 19 @JPTABL_T199 20 @JPTABL_T201 21 @JPTABL_T211 22 @JPTABL_T222 -1 @JPTABL_T00 -1 @JPTABL_T00 :JPTABL_T00// here goes the code if the value of the variable not exist in the jumptable 00BA: text_styled 'fem_off' 1000 ms 4 wait 1000 0002: jump @JPTABL_1 :JPTABL_T01 01B6: set_weather 0// = Extra Sunny LA 0002: jump @JPTABL_EXIT :JPTABL_T11 01B6: set_weather 1// = Sunny LA 0002: jump @JPTABL_EXIT :JPTABL_T22 01B6: set_weather 2// = Sunny LA 0002: jump @JPTABL_EXIT :JPTABL_T33 01B6: set_weather 3// = Sunny Smog LA 0002: jump @JPTABL_EXIT :JPTABL_T44 01B6: set_weather 4// = Cloudy LA 0002: jump @JPTABL_EXIT :JPTABL_T55 01B6: set_weather 5// = Sunny SF 0002: jump @JPTABL_EXIT :JPTABL_T66 01B6: set_weather 6// = Extra Sunny SF 0002: jump @JPTABL_EXIT :JPTABL_T77 01B6: set_weather 7// = Cloudy SF 0002: jump @JPTABL_EXIT :JPTABL_T88 01B6: set_weather 8// = Rainy SF 0002: jump @JPTABL_EXIT :JPTABL_T99 01B6: set_weather 9// = Foggy SF 0002: jump @JPTABL_EXIT :JPTABL_T101 01B6: set_weather 10// = Sunny LV 0002: jump @JPTABL_EXIT :JPTABL_T111 01B6: set_weather 11// Extra Sunny LV 0002: jump @JPTABL_EXIT :JPTABL_T122 01B6: set_weather 12// Cloudy LV 0002: jump @JPTABL_EXIT :JPTABL_T133 01B6: set_weather 13// Extra Sunny Country 0002: jump @JPTABL_EXIT :JPTABL_T144 01B6: set_weather 14// Sunny Country 0002: jump @JPTABL_EXIT :JPTABL_T155 01B6: set_weather 15// Cloudy Country 0002: jump @JPTABL_EXIT :JPTABL_T166 01B6: set_weather 16// Rainy Country 0002: jump @JPTABL_EXIT :JPTABL_T177 01B6: set_weather 17// Extra Sunny Desert 0002: jump @JPTABL_EXIT :JPTABL_T188 01B6: set_weather 18// Sunny Desert 0002: jump @JPTABL_EXIT :JPTABL_T199 01B6: set_weather 19// Sandstorm Desert 0002: jump @JPTABL_EXIT :JPTABL_T201 01B6: set_weather 20// Underwater 0002: jump @JPTABL_EXIT :JPTABL_T211 01B6: set_weather 21// Extracolours 1 0002: jump @JPTABL_EXIT :JPTABL_T222 01B6: set_weather 22// Extracolours 2 0002: jump @JPTABL_EXIT :JPTABL_EXIT 1@ += 1 0001: wait 1000 ms 0002: jump @JPTABL_1 ______________________________________________________________ 0494: get_joystick_data 0 [email protected] [email protected] [email protected] [email protected] this opcode reads values of the presetted movement controle of keyboard, joystick or gamepad depending to the settings which are done in Pause menue>options>controler settings of <left/right> <forward/backward> 1.param: playervalue, player 1 = 0, player 2 = 1 2.param: values of <left/right> 3.param: values of <forward/backward> 4.param: unknown 5.param: unknown 2. and 3. param returns either negativ or positiv values each which button is pressed so you need to check if the value is smaller or bigger than 0 to differ if the player use forward or backward left or right script below shows the values which opcode 0494: returns by pressing left or right or forward or backward {$CLEO .cs} :Joystick_data 03A4: name_thread 'JOYDATA' :JOYDATA_1 wait 0 0494: get_joystick_data 0 1@ 2@ 3@ 4@ if 1@ > 0 004D: jump_if_false @JOYDATA_04 03F0: enable_text_draw 1 045A: text_draw_1number 250.0 250.0 'NUMBER' 1@ // value 0002: jump @JOYDATA_07 :JOYDATA_04 if 0 > 1@ 004D: jump_if_false @JOYDATA_07 03F0: enable_text_draw 1 045A: text_draw_1number 350.0 250.0 'NUMBER' 1@ // value 0002: jump @JOYDATA_07 :JOYDATA_07 if 2@ > 0 004D: jump_if_false @JOYDATA_09 03F0: enable_text_draw 1 045A: text_draw_1number 300.0 200.0 'NUMBER' 2@ // value 0002: jump @JOYDATA_10 :JOYDATA_09 if 0 > 2@ 004D: jump_if_false @JOYDATA_10 03F0: enable_text_draw 1 045A: text_draw_1number 300.0 300.0 'NUMBER' 2@ // value 0002: jump @JOYDATA_10 :JOYDATA_10 0002: jump @JOYDATA_1 ______________________________________________________________ 0A4A: store_joystick_X_offset_to [email protected] Y_offset_to [email protected] opcode 0A4A: gives also the mouse movement try this script to see which values this opcode returns {$CLEO .cs} :MControl_00 03A4: name_thread 'MCONTRL' :MControl_01 wait 0 0A4A: store_joystick_X_offset_to 1@ Y_offset_to 2@ 0092: 4@ = float_to_integer 1@ 0092: 5@ = float_to_integer 2@ 03F0: enable_text_draw 1 045A: text_draw_1number 200.0 50.0 'NUMBER' 4@ // value 045A: text_draw_1number 350.0 50.0 'NUMBER' 5@ // value 0002: jump @MControl_01 Edited February 20, 2019 by ZAZ maoffense01 1 CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
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