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lilfabbro

80 car garage

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lilfabbro

i just installed the 80 car garage thing, it works fine but my txt that appears is whacked

 

what i did was took the original code and converted it with sanny then put it in my main

 

this is the part of the code i wound up with that i think is messing it up

 

 

//---------------------//- Display Info Text -//---------------------054C: use_GXT_table 'MENU2P'03F0: text_draw_toggle  00001: wait  10 ms0343: set_text_linewidth  300.0045A: text_draw_1number  40.0  40.0 'MENU_41' $cars// "Cars $cars"033E: text_draw  40.0  60.0 'MENU_28'              // "Car limit"045A: text_draw_1number  120.0  60.0 'NUMBER' 80  // "80"

 

 

with it like this do i also need to edit my GXT or sumthing?? or is the code even right?

 

user posted image

Edited by lilfabbro

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trickstar34

I only got part of what you were asking. You can either edit the GXT or add FXT files to the CLEO_text folder.

 

this is how they are formatted

 

exampl This is example text.

 

 

The first word is what you use to display text (in the opcodes), you can only have a max of seven letters in this part.

 

The second part of it is your custom message, you can have unlimited text on this part as long as you stay on the same line. (best to use Sanny Builder instead of notepad for really long messages)

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lilfabbro

Original Script

its a lil ways down youll see the pics and the code

 

ok let me refraze

 

i was installing that but i didnt use samb i used sanny and i converted it with sanny, and if you go to that link youll see pics of the txt how its supposed to look, but mine is all jacked up as you can see in the image but the garage does work notify.gif

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trickstar34
Original Script

its a lil ways down youll see the pics and the code

 

ok let me refraze

 

i was installing that but i didnt use samb i used sanny and i converted it with sanny, and if you go to that link youll see pics of the txt how its supposed to look, but mine is all jacked up as you can see in the image but the garage does work notify.gif

I don't see any difference in what you are saying is wrong and your original code except the comment lines are replaced with the regulation comment lines (//), so it must be something else.

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james227uk
Original Script

its a lil ways down youll see the pics and the code

 

ok let me refraze

 

i was installing that but i didnt use samb i used sanny and i converted it with sanny, and if you go to that link youll see pics of the txt how its supposed to look, but mine is all jacked up as you can see in the image but the garage does work  notify.gif

I don't see any difference in what you are saying is wrong and your original code except the comment lines are replaced with the regulation comment lines (//), so it must be something else.

Look at the image where it says cockpit, that it what he is talking about, the text is messed up

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trickstar34

I still don't see any difference, are you sure this worked right on Mission Builder?

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Deji

I'd have them running in seperate loops. Also, add more space between the two textdraws AND align them differently. That should have at least some effect. It's a good thing to put each drawn text into different loops as you can control them better... It's how rockstar did it originally.

 

Why don't you just put them in the same gxt/fxt entry?

 

 

Entry:

 

MENU_28:: Cockpit view ~1~ (or something, can't see what the text is supposed to say.)

 

 

045A: text_draw_1number 120.0 60.0 'MENU_28' 80 // "80"

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lilfabbro

well its supposed to say autos: ; Car Limit 80

 

but some reson its all weired am i supposed to edit those in my fxt aswell?

 

ughhh weres dutchy lol

 

she knows im a noob she'd help me out in noob terms lol

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Deji

 

well its supposed to say autos:  ;    Car Limit 80

 

but some reson its all weired am i supposed to edit those in my fxt aswell?

 

ughhh weres dutchy lol

 

she knows im a noob she'd help me out in noob terms lol

Ahh, this is a common problem when using FXT. You've probably specified an entry name that already exists in the main GXT file. This usually means that the FXT will be replaced by the GXT or the GXT will be replaced by the FXT. This happened alot in my mods.

 

 

Just change the fxt entry name to something like: A1T4B

 

Use notepad or just Sanny itself.

 

Then change it in the code. That will probably not be used in the original gxt files and you should be able to simply have it working like that wink.gif

Edited by Deji

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trickstar34
I'd have them running in seperate loops. Also, add more space between the two textdraws AND align them differently. That should have at least some effect. It's a good thing to put each drawn text into different loops as you can control them better... It's how rockstar did it originally.

 

Why don't you just put them in the same gxt/fxt entry?

 

 

Entry:

 

MENU_28:: Cockpit view ~1~ (or something, can't see what the text is supposed to say.)

 

 

045A: text_draw_1number 120.0 60.0 'MENU_28' 80 // "80"

That's not a proper text entry here I will post the FXT file to my Empire Mode mod and give examples on how to display them, the FTX can have any file name as long as you keep it in the cleo_text folder.

 

FXT Code

 

gInCar Get in the car.payday Pay day - Empire earnings: $~1~goDocks Go to the docks.stpShip Interupt the shipment.dealer Kill the car dealer.rusMob The Russian mafia is attacking the garage for stealing the car, kill them.trip Take the customer for a test drive.dontCar Don't leave the car.bckGara Take the car back to the garage.leftCar You left the car!dmgdCar You damaged the car!dmgCar Don't damage the car.carSold Car sold!crwreck You wrecked the car!goClub Go to the Alhambra Club.dmgCert Wreck OG Loc's concert.klguard Kill the guards.leaveCr Get out of the car.empTime Time:EMMSrt1 Madd DoggEMMFail ~r~Mission Failed!~w~~n~-$~1~

 

 

To display "Get in the car" we must call it in the code like this

 

00BB: show_text_lowpriority GXT 'gInCar' time 3000 flag 1

 

I used "gInCar" because that was my text entry prefix, now you can use many more opcodes to display text like those in the mod you are editing.

 

Now to display numbers like you can with a variable you must use the "payday" line and a opcode that supports numbers.

 

01E3: show_text_1number_styled GXT 'payday' number [email protected] time 5000 style 1

 

You use the ~1~ to act as a dummy for a number, if you use opcodes that use multiple numbers it reads your vars in the order its put in the FXT and opcode entry.

 

Please PM me if you need more information on displaying text, or else go to the Mission Coding for Dummies tutorial.

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lilfabbro
well its supposed to say autos:  ;     Car Limit 80

 

but some reson its all weired am i supposed to edit those in my fxt aswell?

 

ughhh weres dutchy lol

 

she knows im a noob she'd help me out in noob terms lol

Ahh, this is a common problem when using FXT. You've probably specified an entry name that already exists in the main GXT file. This usually means that the FXT will be replaced by the GXT or the GXT will be replaced by the FXT. This happened alot in my mods.

 

 

Just change the fxt entry name to something like: A1T4B

 

Use notepad or just Sanny itself.

 

Then change it in the code. That will probably not be used in the original gxt files and you should be able to simply have it working like that wink.gif

lol, blonde like i said i think it would be the gxt i have to edit but i havent edited any text files, i only put that script into my main.scm,

 

so...

 

if im editing it in my american.gxt which line is it calling for?

(which line would i need to change)

 

and it would be in the MAIN table correct?

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lilfabbro

#after i saw trickstar's post

 

so even tho its a main.scm edit i can call it to a cleo_text?

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trickstar34

Please don't double post I got a flood control message from it.

 

 

#after i saw trickstar's post

 

so even tho its a main.scm edit i can call it to a cleo_text?

Yes, as long as you have CLEO installed, then you can do it, but if your planning to release your mods I suggest including that file and explaining where they need to put it and explain to them that they need CLEO for it to work.

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lilfabbro

well its not my mod lol, its nibblets or somones lol, im just trying to get it to work for me,

 

and sorry bout the double, we were posting at the same time and i didnt see yours

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trickstar34
well its not my mod lol, its nibblets or somones lol, im just trying to get it to work for me,

 

and sorry bout the double, we were posting at the same time and i didnt see yours

Yes, but I was giving you advice for when you learn and make your own mods. icon14.gif

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ZAZ

Nubbels save garage script dont need to edit the gxt if you have the original gxt in the game.

Your pic shows:

"Airport test race" and "Cockpit view"

I know these words. Its from Carsaloon mod or S_Acid mod wink.gif

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lilfabbro

 

Nubbels save garage script dont need to edit the gxt if you have the original gxt in the game.

Your pic shows:

"Airport test race" and "Cockpit view"

I know these words. Its from Carsaloon mod or S_Acid mod  wink.gif

damn hmmm, it could be, i know ive used both of them so maybe i forgot to change my gxt back lol, ill try and then update

 

*edit

ZAZ your a frigin GENIUS

it worked but the text just flashes when i enter for like a mili second, how can i get it to saty when im in the garage?

 

well it wont let me upload, so hopefully sumone gets what im saying

Edited by lilfabbro

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ZAZ

 

it worked but the text just flashes when i enter for like a mili second, how can i get it to saty when im in the garage?

It´s because you have another script running which displaying something like speedometer.

Its possible to place the text codes on an upper place to show it permanently but only for that time when you drive with a new car into the garage.

 

The converted script (MB > sanny) includes this part:

 

:SVGRG_276

0001: wait 0 ms

00D6: if

00A4: actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2257.187 1383.134 9.0 cornerB 2357.628 1523.398 64.0

004D: jump_if_false @SVGRG_542

00D6: if and

01AC: car $PLAYERCAR sphere 0 in_cube_cornerA 2257.187 1383.134 9.0 cornerB 2357.628 1523.398 64.0 stopped

00E1: player 0 pressed_key 15

004D: jump_if_false @SVGRG_276

0050: gosub @SVGRG_664

0004: [email protected] = 1

03F0: enable_text_draw 1

03F0: enable_text_draw 0

0001: wait 10 ms

0343: set_text_draw_linewidth 300.0

045A: draw_text_1number 40.0 40.0 GXT 'MENU_41' number $CARS // Cars ~1~

033E: set_draw_text_position 40.0 60.0 GXT 'MENU_28' // Car limit

045A: draw_text_1number 120.0 60.0 GXT 'NUMBER' number 80 // ~1~

 

replace the text codes like below or replace that whole part with that one from below

 

 

 

:SVGRG_2760001: wait 0 ms 03F0: text_draw_toggle  1 0343: set_text_draw_linewidth 300.0 045A: draw_text_1number 40.0 40.0 GXT 'MENU_41' number $CARS  // Cars ~1~033E: set_draw_text_position 40.0 60.0 GXT 'MENU_28'  // Car limit045A: draw_text_1number 120.0 60.0 GXT 'NUMBER' number 80  // ~1~00D6: if 00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2257.187 1383.134 9.0 cornerB 2357.628 1523.398 64.0 004D: jump_if_false @SVGRG_542 00D6: if and01AC:   car $PLAYERCAR sphere 0 in_cube_cornerA 2257.187 1383.134 9.0 cornerB 2357.628 1523.398 64.0 stopped 00E1:   player 0 pressed_key 15 004D: jump_if_false @SVGRG_276 0050: gosub @SVGRG_664 0004: [email protected] = 1

 

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james227uk
I'd have them running in seperate loops. Also, add more space between the two textdraws AND align them differently. That should have at least some effect. It's a good thing to put each drawn text into different loops as you can control them better... It's how rockstar did it originally.

 

Why don't you just put them in the same gxt/fxt entry?

 

 

Entry:

 

MENU_28:: Cockpit view ~1~ (or something, can't see what the text is supposed to say.)

 

 

045A: text_draw_1number  120.0  60.0 'MENU_28' 80  // "80"

That's not a proper text entry

I think Deji knows what he's doing. And yes it is valid. It still meets the 7 character limit.

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lilfabbro
it worked but the text just flashes when i enter for like a mili second, how can i get it to saty when im in the garage?

It´s because you have another script running which displaying something like speedometer.

Its possible to place the text codes on an upper place to show it permanently but only for that time when you drive with a new car into the garage.

 

The converted script (MB > sanny) includes this part:

 

:SVGRG_276

0001: wait 0 ms

00D6: if

00A4: actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2257.187 1383.134 9.0 cornerB 2357.628 1523.398 64.0

004D: jump_if_false @SVGRG_542

00D6: if and

01AC: car $PLAYERCAR sphere 0 in_cube_cornerA 2257.187 1383.134 9.0 cornerB 2357.628 1523.398 64.0 stopped

00E1: player 0 pressed_key 15

004D: jump_if_false @SVGRG_276

0050: gosub @SVGRG_664

0004: [email protected] = 1

03F0: enable_text_draw 1

03F0: enable_text_draw 0

0001: wait 10 ms

0343: set_text_draw_linewidth 300.0

045A: draw_text_1number 40.0 40.0 GXT 'MENU_41' number $CARS // Cars ~1~

033E: set_draw_text_position 40.0 60.0 GXT 'MENU_28' // Car limit

045A: draw_text_1number 120.0 60.0 GXT 'NUMBER' number 80 // ~1~

 

replace the text codes like below or replace that whole part with that one from below

 

 

 

:SVGRG_2760001: wait 0 ms 03F0: text_draw_toggle  1 0343: set_text_draw_linewidth 300.0 045A: draw_text_1number 40.0 40.0 GXT 'MENU_41' number $CARS  // Cars ~1~033E: set_draw_text_position 40.0 60.0 GXT 'MENU_28'  // Car limit045A: draw_text_1number 120.0 60.0 GXT 'NUMBER' number 80  // ~1~00D6: if 00A4:   actor $PLAYER_ACTOR sphere 0 in_cube_cornerA 2257.187 1383.134 9.0 cornerB 2357.628 1523.398 64.0 004D: jump_if_false @SVGRG_542 00D6: if and01AC:   car $PLAYERCAR sphere 0 in_cube_cornerA 2257.187 1383.134 9.0 cornerB 2357.628 1523.398 64.0 stopped 00E1:   player 0 pressed_key 15 004D: jump_if_false @SVGRG_276 0050: gosub @SVGRG_664 0004: [email protected] = 1

 

thank you zaz i got it to show the whole time im in the garage

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Deji
lol, blonde like i said i think it would be the gxt i have to edit but i havent edited any text files, i only put that script into my main.scm,

 

so...

 

if im editing it in my american.gxt which line is it calling for?

(which line would i need to change)

 

and it would be in the MAIN table correct?

Your using gxt? It'd be better to use FTX as you don't have to replace the (language).gxt and it's easier to manage it all.

 

FXT is included with your CLEO installation. In your CLEO folder there will be a folder called gxthook. Open it and copy the file GxtHook.cleo and paste it in the CLEO folder (as you would with a .cs file)

 

Now create a folder called CLEO_TEXT and create a text file inside. Open it and add entries like this...

 

 

MYT3XT ~g~This is my ~1~st text entry!~n~All gxt functions work here!

 

 

As usual. The entry name can not be above 8 characters. Notice the space between the entry name and the actual text... Save the file and change the extension from .txt to .fxt

 

All you have to do to include it in a CLEO script is with a usual line such as:

 

03E5: show_text_box 'MYT3XT'

 

 

And as I said earlier. Make sure that what you name the entry is something that is not any of the (language).gxt files. Otherwise text will be replacing each other... smile.gif

 

 

If you do wanna edit the gxt, then yes you can just use the main table as it's easiest. Simply add, name, and change the entry.

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