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Menu with Cleo 4


J16D
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Hi!

i have a little question

how can i make that the name of a car appear in a menu without load gxt or fxt ??

 

i'm trying to use these opcodes but i don't understand xD

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

0ADB: [email protected] = car_model #LANDSTAL name

0ADE: [email protected] = text_by_GXT_entry [email protected]

0AD3: string [email protected] format "%d + %d = %d" 2 2 4

0ADF: add_dynamic_GXT_entry "_TEST" text "Test string"

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

 

for example this is what i want

 

[email protected] = 522 (NRG500)

[email protected] = 568 (BANDITO)

 

0ADB: [email protected] = car_model [email protected] name

0ADE: [email protected] = text_by_GXT_entry [email protected]

0AD3: string [email protected] "BSPA%d" [email protected]

0ADF: add_dynamic_GXT_entry [email protected] text [email protected]

08DB: set_panel [email protected] column 0 header 'DUMMY' data 'BSPA0' 'BSPA1' 'BSPA2' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'

 

i don't know if it's fine, specially the name of red

 

how can i add the bandito? i do the same?? only changing variables? and if want to add more specific cars? like 10

 

 

thanks in advance!

 

 

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so it could be:

 

[email protected] = 522 (NRG500)

[email protected] = 568 (BANDITO)

0ADB: [email protected] = car_model [email protected] name

0ADE: [email protected] = text_by_GXT_entry [email protected]

0AD3: string [email protected] "BSPA%s" [email protected]

0ADF: add_dynamic_GXT_entry [email protected] text [email protected]

08DB: set_panel [email protected] column 0 header 'DUMMY' data 'BSPA0' 'BSPA1' 'BSPA2' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'

 

 

but with that script it will appear always the name of the nrg500..?

 

how can i make that only appear in the 'BSPA0' ?? and the name of the bandito in 'BSPA1' and so on with more cars ?

 

thanks!!

 

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I still can't understand you very well confused.gif What are you trying to do?

 

 

[email protected] = 522 (NRG500)[email protected] = 568 (BANDITO)0ADB: [email protected] = car_model [email protected] name0ADE: [email protected] = text_by_GXT_entry [email protected]: string [email protected] "BSPA%s" [email protected]: add_dynamic_GXT_entry 'BSPA0' text [email protected]: set_panel [email protected] column 0 header 'DUMMY' data 'BSPA0' 'BSPA1' 'BSPA2' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'

 

 

That will display a panel with 1 row saying "BSPANRG-500". I don't know what purpose the "BSPA" serves, though.

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ok sorry...

 

i only want that the panel display the name the car (nrg500)

but i only want a panel with 10 specific cars...

 

edit---------

 

I'm not being clear right? xD jeje

 

ok.. as simple as is, i want to make a carspawner, but only for 10 or 15 cars...

but i want that the name of each car appear in a menu without load .gxt or .fxt

 

and i think that cleo4 can make that right?

 

i'm doing this:

 

 

 

:BATC_8wait 0 if   Player.Defined($PLAYER_CHAR)else_jump @BATC_8 if 044B:   actor $PLAYER_ACTOR on_foot else_jump @BATC_8 wait 10 if 0ADC:   test_cheat "BATC" else_jump @BATC_8 [email protected] = 522 [email protected] = 568 0ADB: [email protected] = car_model [email protected] name 0ADE: [email protected] = text_by_GXT_entry [email protected] 0AD3: string [email protected] "%s" [email protected] 0ADF: add_dynamic_GXT_entry 'BSPA0' text [email protected] 0ADB: [email protected] = car_model [email protected] name 0ADE: [email protected] = text_by_GXT_entry [email protected] 0AD3: string [email protected] "%s" [email protected] 0ADF: add_dynamic_GXT_entry 'BSPA1' text [email protected] Player.CanMove($PLAYER_CHAR) = False015D: set_gamespeed 0.3 0ADF: add_dynamic_GXT_entry "_BAT0" text "Cars" 08D4: [email protected] = create_panel_with_title '_BAT0' position 30.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 0 08DB: set_panel [email protected] column 0 header 'DUMMY' data 'BSPA0' 'BSPA1' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 

 

 

and it works!....

 

but the script it's more and more bigger xD that's only for 2 cars... for 15.. it will be a big script...

there is a way to make it more small?

 

and it's possible to use an .ini file?? to select wich cars that i want in the menu

 

thanks for help!!!

 

 

 

 

 

Edited by jayd00
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here is my complete script (i think)

 

 

thread "BATC" :BATC_8wait 0 if   Player.Defined($PLAYER_CHAR)else_jump @BATC_8 if 044B:   actor $PLAYER_ACTOR on_foot else_jump @BATC_8 wait 10 if 0ADC:   test_cheat "BATC" else_jump @BATC_8 [email protected] = 522 [email protected] = 568 0ADB: [email protected] = car_model [email protected] name 0ADE: [email protected] = text_by_GXT_entry [email protected] 0AD3: string [email protected] "%s" [email protected] 0ADF: add_dynamic_GXT_entry 'BSPA0' text [email protected] 0ADB: [email protected] = car_model [email protected] name 0ADE: [email protected] = text_by_GXT_entry [email protected] 0AD3: string [email protected] "%s" [email protected] 0ADF: add_dynamic_GXT_entry 'BSPA1' text [email protected] Player.CanMove($PLAYER_CHAR) = False0ADF: add_dynamic_GXT_entry "_BAT0" text "Cars" 08D4: [email protected] = create_panel_with_title '_BAT0' position 30.0 145.0 width 220.0 columns 1 interactive 1 background 1 alignment 0 08DB: set_panel [email protected] column 0 header 'DUMMY' data 'BSPA0' 'BSPA1' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' [email protected] = 0 :BATC_359wait 25 if 00E1:   player 0 pressed_key 15 else_jump @BATC_406 08DA: remove_panel [email protected] Player.CanMove($PLAYER_CHAR) = Truegosub @BATC_627 jump @BATC_8 :BATC_406if 00E1:   player 0 pressed_key 16 else_jump @BATC_359 08D7: [email protected] = panel [email protected] active_row [email protected] += 1 if  [email protected] == 1 else_jump @BATC_513 0085: [email protected] = [email protected] // (int) if 0488:   model [email protected] exists // versionA else_jump @BATC_592 0ADD: spawn_car_with_model [email protected] at_player_location 03E6: remove_text_box 08DA: remove_panel [email protected] Player.CanMove($PLAYER_CHAR) = Truegosub @BATC_627 jump @BATC_8 :BATC_513wait 0 if  [email protected] == 2 else_jump @BATC_359 0085: [email protected] = [email protected] // (int) if 0488:   model [email protected] exists // versionA else_jump @BATC_592 0ADD: spawn_car_with_model [email protected] at_player_location 03E6: remove_text_box 08DA: remove_panel [email protected] Player.CanMove($PLAYER_CHAR) = Truegosub @BATC_627 jump @BATC_8 :BATC_5920ACA: show_text_box "~r~Error: Invalid car model ID." :BATC_6270AE0: remove_dynamic_GXT_entry "_BAT0" return 

 

 

i don't know if it's fine, but it works!! and that's only for 2 cars...

 

how can i use an .ini file?

 

and sorry for double post xD

Edited by jayd00
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