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asif_ridwan

How to save a cleo script

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asif_ridwan

I made a cleo script for sa but I don't know how to save it as .cs format. Can anyone help me?

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TheSiggi

By pressing F7 in Sannybuilder to compile it? Why don't people follow every step in tutorials?

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yair1221

i actually use F6, but what does compile+copy mean? i get the compile, but what about the "+copy" part?

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TheSiggi

 

while compiling a source file with directive $CLEO by pressing F6, the output file is created at the same directory; if by pressing F7 a copy of the output is created at the CLEO directory (like with common SCM files)

What do you think is the reason why software developers include a Help option into their programs?

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asif_ridwan
while compiling a source file with directive $CLEO by pressing F6, the output file is created at the same directory; if by pressing F7 a copy of the output is created at the CLEO directory (like with common SCM files)

What do you think is the reason why software developers include a Help option into their programs?

Pressing F7 complies it into scm format. I m asking how to save it into .cs format.

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TheSiggi

The f*ck? mercie_blink.gif

 

If you open a source file on your desktop and press F6 it compiles it and saves the .cs on the desktop; if you press F7 instead it saves the .cs file in the CLEO folder of the passed install.

 

 

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yair1221

*post deleted, reason - zero usefulness...*

Edited by yair1221

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asif_ridwan
The f*ck? mercie_blink.gif

 

If you open a source file on your desktop and press F6 it compiles it and saves the .cs on the desktop; if you press F7 instead it saves the .cs file in the CLEO folder of the passed install.

Thanks man now i get it. And how can i lock the cleo script?

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BnB

 

And how can i lock the cleo script?

Go buy a padlock.

 

Just kidding tounge2.gif .

 

Actually you cannot lock your script, but you can "encode" into Hex.

Using the script below you turn you script into Hex.

 

Script by Wesser.

 

{$CLEO}0000: NOPgosub @ScriptLock//Code Here:ScriptLock0A9F: [email protected] = current_thread_pointer000A: [email protected] += 0x100A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0000E: [email protected] -= @Copyrightreturn:Copyrighthexend

 

 

Hex

 

 

Byte Data Decompiled Data
01 00 04 00 0001: wait 0 ms / 0001: 0
6A 01 04 00 04 00 016A: fade 0 time 0 / 016A: 0 0

 

0100 (First Part) Is the opcode number

04 (Second Part) Is the data type

00 (Third Part) Is the parameter(s) value(s)

 

Data Type tells to the game how much bytes to read next and what kind of data it is.

 

After an opcode number the data types and parameter values follow

 

The game does not know what the word wait means, but it knows what the opcode 0001 is.

 

If you want to code in hex you have to use HEX… END

 

Example:

hex  [code in hex] end

 

 

 

hex0100 04 00end

 

 

Is the same as

0001: wait 0 ms

 

Also in GTA Modding.

Edited by BnB

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asif_ridwan

Well new problem. I made a txd file with a script and coded that the script won't work with that txd file. But when i tried that to compile it says that the txd searching opcode needs cleo 3 to be installed. If not installed it can be installed by clicking cleo button on panel below. I don't understand i have cleo and still everything fails to compile. Help needed please.

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TheSiggi

How about posting the script, eh? I'm curious to see your solution

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Deji

That script makes no sense.. All it does is store a pointer to :Copyright in [email protected]

 

Scripting in hex won't change anything. If you compile it, it can still be decompiled fine. There's no point in trying to lock a CLEO Script. Since it's pure hex and is primarily decompiled as such, any attempt to stop it from being compiled by inserting more hex is redundant.

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TheSiggi

Actually you're supposed to use 0662: to deploy a string like "It was me, [name]" there which would show anybody who decompiled it this string and as far as I know its not easy to change the string and recompile it

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Adler

Oh god locking scripts is so useless and selfish. Why do we release scripts? For credit? From people we don't even know or care about? We release them so that the whole community can benefit from them and enjoy them. If you lock your scripts so nobody can understand how it works or to prove that you made it then you must be such an insecure c*nt to want respect from others halfway across the globe. It's such a pointless waste of time. sarcasm.gif

 

Don't even bother with useless sh*t like this. I don't care if someone steals my mods because I know that I made them, and that's proof enough.

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asif_ridwan

 

 {$CLEO}03A4: name_thread 'hud' constSX                = [email protected] MAX_PL_HEALTH     = [email protected]_LVL        = [email protected] PL_VEHICLE        = [email protected]_ZONE_CRC  = [email protected]_ZONE_CRC     = [email protected]_ALPHA        = [email protected]_TIMER        = [email protected]_ALPHA     = [email protected]_TIMER     = [email protected]_RADIO_STA = [email protected]_RADIO_STA    = [email protected]_ALPHA       = [email protected]_TIMER       = [email protected]_HEALTH         = [email protected]_ARMOUR         = [email protected]_PL_ARMOUR     = [email protected]// -----------    IS_IN_WIDESCREEN  = 0 // Bit IDs - easier to understand using constants than raw integers  IS_IN_CUTSCENE    = 1  IS_HUD_ENABLED    = 2  IS_WEAP_FOUND     = 3   CARNAME_SHOWN     = 4    // -----------    REQUESTED_ZONE_DELAY_TIME    = 10000 // in ms  REQUESTED_CARNAME_DELAY_TIME = 10000  REQUESTED_RADIO_DELAY_TIME   = 3000  REQUESTED_MONEY_DELAY_TIME   = 3000  REQUESTED_FADEOUT_SPEED      = 15   // not in ms  endif   8AAB: not file_exists "MODELS\LCSHUD.TXD" then    0ACA: show_text_box "LCS HUD MOD: lcshud.txd wasn't found in models folder, this mod won't work without this file."    0A93: end_custom_thread end  0ADF: add_dynamic_GXT_entry "HUD_AM"  text "~1~-~1~"0ADF: add_dynamic_GXT_entry "FEA_FM0"    text "Head Radio"0ADF: add_dynamic_GXT_entry "FEA_FM1"    text "Double Cleff FM"0ADF: add_dynamic_GXT_entry "FEA_FM2"    text "KJAH Radio"0ADF: add_dynamic_GXT_entry "FEA_FM3"    text "Rise FM"0ADF: add_dynamic_GXT_entry "FEA_FM4"    text "Lips 106"0ADF: add_dynamic_GXT_entry "FEA_FM5"    text "Liberty Jam"0ADF: add_dynamic_GXT_entry "FEA_FM6"     text "MSX 98"0ADF: add_dynamic_GXT_entry "FEA_FM7"    text "Flashback FM"0ADF: add_dynamic_GXT_entry "FEA_FM8"    text "LCFR"0ADF: add_dynamic_GXT_entry "FEA_FM9"    text "Radio Del Mundo"0ADF: add_dynamic_GXT_entry "CASH7"   text "$0000000~1~"0ADF: add_dynamic_GXT_entry "CASH6"   text "$000000~1~"0ADF: add_dynamic_GXT_entry "CASH5"   text "$00000~1~"0ADF: add_dynamic_GXT_entry "CASH4"   text "$0000~1~"0ADF: add_dynamic_GXT_entry "CASH3"   text "$000~1~"0ADF: add_dynamic_GXT_entry "CASH2"   text "$00~1~"0ADF: add_dynamic_GXT_entry "CASH1"   text "$0~1~"0ADF: add_dynamic_GXT_entry "CASH0"   text "$~1~"0ADF: add_dynamic_GXT_entry "DEAD"    text ""0ADF: add_dynamic_GXT_entry "WAST"    text "WASTED!"0ADF: add_dynamic_GXT_entry "BUSTED"  text ""0ADF: add_dynamic_GXT_entry "BUST"    text "BUSTED!"0ADF: add_dynamic_GXT_entry "TIME_1"  text "0~1~:0~1~"0ADF: add_dynamic_GXT_entry "TIME_2"  text "0~1~:~1~"0A8C: write_memory 0xBAB258 size 4 value 0xFFB181E9 virtual_protect 0 // value is the RGBA backwards0A8C: write_memory 0xBAB234 size 4 value 0xFFCF984B virtual_protect 0 // value is the RGBA backwards0A8C: write_memory 0xBAB260 size 4 value 0xFF7E2624 virtual_protect 0 // value is the RGBA backwards0A8C: write_memory 0xBAB22C size 4 value 0xFF0000A6 virtual_protect 0 // value is the RGBA backwards0A8C: write_memory 0xBAB23C size 4 value 0xFFFFFFFF virtual_protect 0 // value is the RGBA backwards0A8C: write_memory 0xBAB248 size 4 value 0xFFFCFC1E virtual_protect 0 // value is the RGBA backwards01BD: ZONE_TIMER = current_time_in_ms gosub @LoadTxdDictionary while true   wait 0    gosub @RemoveOnScreenTexts    gosub @WideScreenCheck    gosub @CutsceneCheck    gosub @HudEnabledCheck       if or       08B7:   test BOOL_BITS bit IS_IN_WIDESCREEN        08B7:   test BOOL_BITS bit IS_IN_CUTSCENE        88B7:   not test BOOL_BITS bit IS_HUD_ENABLED    then       03F0: enable_text_draw 0         else       03F0: enable_text_draw 1               gosub @HealthBarDisplay       gosub @ArmourBarDisplay       gosub @WeapAmmoDisplay               gosub @WantedStarDisplay         gosub @DrawRadioText       gosub @VehicleTextDisplay        gosub @DrawTownText       gosub @DrawWastedText       gosub @DrawBustedText       end end:WideScreenCheck0A8D: [email protected] = read_memory 0xB6F065 size 1 virtual_protect 0 if    0039:   [email protected] == 1 then   08BD: set BOOL_BITS bit IS_IN_WIDESCREENelse   08C3: clear BOOL_BITS bit IS_IN_WIDESCREENendreturn :CutsceneCheckif    06B9:   cutscene_data_loaded then   if        82E9:   not cutscene_reached_end   then       08BD: set BOOL_BITS bit IS_IN_CUTSCENE    endelse   08C3: clear BOOL_BITS bit IS_IN_CUTSCENEendreturn :HudEnabledCheck0A8D: [email protected] = read_memory 0xBA6769 size 1 virtual_protect 0 // Was 'size 4' earlier == could cause bugs :/if    0039:   [email protected] == 0then   08C3: clear BOOL_BITS bit IS_HUD_ENABLEDelse   08BD: set BOOL_BITS bit IS_HUD_ENABLEDendreturn :HealthBarDisplaygosub @GetPlayerHealth gosub @DrawHealthBar return :GetPlayerHealthPL_HEALTH = Actor.Health($PLAYER_ACTOR)0093: PL_HEALTH  = integer PL_HEALTH to_float 0653: MAX_PL_HEALTH = float_stat 24 0017: MAX_PL_HEALTH /= 5.690073: PL_HEALTH /= MAX_PL_HEALTH0013: PL_HEALTH *= 100.00092: PL_HEALTH = float PL_HEALTH to_integer0092: MAX_PL_HEALTH = float MAX_PL_HEALTH to_integerreturn :DrawHealthBarif   0019: MAX_PL_HEALTH > 100then   03E0: draw_text_behind_textures 1   0349: set_text_draw_font 3   033F: set_text_draw_letter_size 0.8 4.2   0340: set_text_draw_RGBA 255 255 255 255   081C: draw_text_outline 1 RGBA 0 0 0 255    033E: set_draw_text_position 495.0 52.0 GXT "PICON"endif   0019: PL_HEALTH > 100then   03E3: set_texture_to_be_drawn_antialiased 1    038D: draw_texture 49 position 515.5 74.5 size 72.5 16.7 RGBA 255 255 255 255endif and  002B: 100 >= PL_HEALTH  0029: PL_HEALTH >= 91 then   03E3: set_texture_to_be_drawn_antialiased 1    038D: draw_texture 49 position 515.5 74.5 size 72.5 16.7 RGBA 255 255 255 255  endif and  002B: 90 >= PL_HEALTH   0029: PL_HEALTH >= 81  then   03E3: set_texture_to_be_drawn_antialiased 1    038D: draw_texture 50 position 515.5 74.5 size 72.0 16.7 RGBA 255 255 255 255  endif and  002B: 80 >= PL_HEALTH   0029: PL_HEALTH >= 71then   03E3: set_texture_to_be_drawn_antialiased 1    038D: draw_texture 51 position 515.5 74.5 size 72.0 16.7 RGBA 255 255 255 255  endif and  002B: 70 >= PL_HEALTH  0029: PL_HEALTH >= 61 then   03E3: set_texture_to_be_drawn_antialiased 1    038D: draw_texture 52 position 515.5 74.5 size 72.0 16.7 RGBA 255 255 255 255  endif and  002B: 60 >= PL_HEALTH   0029: PL_HEALTH >= 51 then   03E3: set_texture_to_be_drawn_antialiased 1    038D: draw_texture 53 position 515.5 74.5 size 72.0 16.7 RGBA 255 255 255 255  endif and  002B: 50 >= PL_HEALTH   0029: PL_HEALTH >= 41 then   03E3: set_texture_to_be_drawn_antialiased 1    038D: draw_texture 54 position 515.5 74.5 size 72.0 16.7 RGBA 255 255 255 255  endif and  002B: 40 >= PL_HEALTH   0029: PL_HEALTH >= 31 then   03E3: set_texture_to_be_drawn_antialiased 1    038D: draw_texture 55 position 515.5 74.5 size 72.0 16.7 RGBA 255 255 255 255  endif and  002B: 30 >= PL_HEALTH   0029: PL_HEALTH >= 21 then   03E3: set_texture_to_be_drawn_antialiased 1    038D: draw_texture 56 position 515.5 74.5 size 72.0 16.7 RGBA 255 255 255 255  endif and  002B: 20 >= PL_HEALTH   0029: PL_HEALTH >= 11then   03E3: set_texture_to_be_drawn_antialiased 1    038D: draw_texture 57 position 515.5 74.5 size 72.0 16.7 RGBA 255 255 255 255  endif and  002B: 10 >= PL_HEALTH  0029: PL_HEALTH >= 6 then   03E3: set_texture_to_be_drawn_antialiased 1    038D: draw_texture 58 position 515.5 74.5 size 72.0 16.7 RGBA 255 255 255 255  endif and  002B: 5 >= PL_HEALTH  0029: PL_HEALTH >= 1 then   03E3: set_texture_to_be_drawn_antialiased 1    038D: draw_texture 59 position 515.5 74.5 size 72.0 16.7 RGBA 255 255 255 255  endif   0039: PL_HEALTH == 0 then   03E3: set_texture_to_be_drawn_antialiased 1    038D: draw_texture 60 position 515.5 74.5 size 72.0 16.7 RGBA 255 255 255 255end return :ArmourBarDisplaygosub @GetPlayerArmour gosub @DrawArmourBar return :GetPlayerArmour04DD: PL_ARMOUR = actor $PLAYER_ACTOR armour 0945: get_player 0 max_armour_to MAX_PL_ARMOUR0093: PL_ARMOUR = integer PL_ARMOUR to_float 0093: MAX_PL_ARMOUR = integer MAX_PL_ARMOUR to_float0073: PL_ARMOUR /= MAX_PL_ARMOUR0013: PL_ARMOUR *= 100.00092: PL_ARMOUR = float PL_ARMOUR to_integer0092: MAX_PL_ARMOUR = float MAX_PL_ARMOUR to_integerreturn :DrawArmourBarif   8965: not actor $PLAYER_ACTOR swimming thenif and   0019: MAX_PL_ARMOUR > 100   0019: PL_ARMOUR > 0then   03E0: draw_text_behind_textures 1   0349: set_text_draw_font 3   033F: set_text_draw_letter_size 0.8 4.2    0340: set_text_draw_RGBA 255 255 255 255   081C: draw_text_outline 1 RGBA 0 0 0 255    033E: set_draw_text_position 495.0 32.7 GXT "PICON"endif   0019: PL_ARMOUR > 100then   03E3: set_texture_to_be_drawn_antialiased 1    038D: draw_texture 61 position 515.5 55.0 size 72.5 16.7 RGBA 255 255 255 255endif and  002B: 100 >= PL_ARMOUR  0029: PL_ARMOUR >= 91 then   03E3: set_texture_to_be_drawn_antialiased 1    038D: draw_texture 61 position 515.5 55.0 size 72.5 16.7 RGBA 255 255 255 255endif and  002B: 90 >= PL_ARMOUR  0029: PL_ARMOUR >= 81 then   03E3: set_texture_to_be_drawn_antialiased 1    038D: draw_texture 62 position 515.5 55.0 size 72.0 16.7 RGBA 255 255 255 255endif and  002B: 80 >= PL_ARMOUR  0029: PL_ARMOUR >= 71 then   03E3: set_texture_to_be_drawn_antialiased 1    038D: draw_texture 63 position 515.5 55.0 size 72.0 16.7 RGBA 255 255 255 255endif and  002B: 70 >= PL_ARMOUR  0029: PL_ARMOUR >= 61 then   03E3: set_texture_to_be_drawn_antialiased 1    038D: draw_texture 64 position 515.5 55.0 size 72.0 16.7 RGBA 255 255 255 255endif and  002B: 60 >= PL_ARMOUR  0029: PL_ARMOUR >= 51 then   03E3: set_texture_to_be_drawn_antialiased 1    038D: draw_texture 65 position 515.5 55.0 size 72.0 16.7 RGBA 255 255 255 255endif and  002B: 50 >= PL_ARMOUR  0029: PL_ARMOUR >= 41 then   03E3: set_texture_to_be_drawn_antialiased 1    038D: draw_texture 66 position 515.5 55.0 size 72.0 16.7 RGBA 255 255 255 255endif and  002B: 40 >= PL_ARMOUR  0029: PL_ARMOUR >= 31 then   03E3: set_texture_to_be_drawn_antialiased 1    038D: draw_texture 67 position 515.5 55.0 size 72.0 16.7 RGBA 255 255 255 255endif and  002B: 30 >= PL_ARMOUR  0029: PL_ARMOUR >= 21 then   03E3: set_texture_to_be_drawn_antialiased 1    038D: draw_texture 68 position 515.5 55.0 size 72.0 16.7 RGBA 255 255 255 255endif and  002B: 20 >= PL_ARMOUR  0029: PL_ARMOUR >= 11 then   03E3: set_texture_to_be_drawn_antialiased 1    038D: draw_texture 69 position 515.5 55.0 size 72.0 16.7 RGBA 255 255 255 255endif and  002B: 10 >= PL_ARMOUR  0029: PL_ARMOUR >= 6then   03E3: set_texture_to_be_drawn_antialiased 1    038D: draw_texture 70 position 515.5 55.0 size 72.0 16.7 RGBA 255 255 255 255endif and  002B: 5 >= PL_ARMOUR  0029: PL_ARMOUR >= 1 then   03E3: set_texture_to_be_drawn_antialiased 1    038D: draw_texture 71 position 515.5 55.0 size 72.0 16.7 RGBA 255 255 255 255endendreturn :WeapAmmoDisplaygosub @GetCurrentWeap if and   0019:   CURRENT_WEAP > 15    8039:   not CURRENT_WEAP == 40    8019:   not CURRENT_WEAP > 43 then   gosub @GetCurrentWeapAmmo       if or       0039:   CURRENT_WEAP == 16       0039:   CURRENT_WEAP == 17       0039:   CURRENT_WEAP == 18       0039:   CURRENT_WEAP == 25       0039:   CURRENT_WEAP == 35       0039:   CURRENT_WEAP == 36       0039:   CURRENT_WEAP == 39   then       gosub @DrawWeapAmmoOne    else       gosub @GetCurrentSlot               0A96: [email protected] = actor $PLAYER_ACTOR struct        000A: [email protected] += 0x5A0        0012: CURRENT_SLOT *= 0x1C        005A: [email protected] += CURRENT_SLOT // (int)        000A: [email protected] += 0x8        0A8D: AMMO_CLIP = read_memory [email protected] size 4 virtual_protect 0 // GetAmmoClip       0062: WEAP_AMMO -= AMMO_CLIP // (int)        0085: AMMO_OTH = WEAP_AMMO // (int)        gosub @DrawWeapAmmoTwo           endendreturn :DrawWeapAmmoOne0341: set_text_draw_align_justify 0 03E4: enable_text_draw_align_right 103E0: draw_text_behind_textures 10340: set_text_draw_RGBA 255 255 255 255 033F: set_text_draw_letter_size 0.2 1.5 045A: draw_text_1number 603.0 66.0 GXT "NUMBER" number WEAP_AMMO  // ~1~return :DrawWeapAmmoTwo0341: set_text_draw_align_justify 0 03E4: enable_text_draw_align_right 103E0: draw_text_behind_textures 10340: set_text_draw_RGBA 255 255 255 255 033F: set_text_draw_letter_size 0.2 1.5 045B: draw_text_2numbers 603.0 66.0 GXT "HUD_AM" numbers AMMO_OTH AMMO_CLIP  // ~1~-~1~return :DrawRadioTextif and    00DF:   actor $PLAYER_ACTOR driving    856C:   not actor $PLAYER_ACTOR driving_police_car    89AE:   not actor $PLAYER_ACTOR driving_train    80DD:   not actor $PLAYER_ACTOR driving_car_with_model #AMBULAN  then   051E: CURRENT_RADIO_STA = get_current_radio_station   if       803B:   not LAST_RADIO_STA == CURRENT_RADIO_STA // (int)   then       01BD: RADIO_TIMER = current_time_in_ms         0085: LAST_RADIO_STA = CURRENT_RADIO_STA // (int)     end         01BD: $CURRENT_TIME_IN_MS = current_time_in_ms    0A8F: TIMER = $CURRENT_TIME_IN_MS - RADIO_TIMER // (int)   if   0019:   TIMER > REQUESTED_RADIO_DELAY_TIME    then 0006: RADIO_ALPHA = 0   else 0006: RADIO_ALPHA = 255   end   if       88FE:   not text_box_displayed   then       03E0: draw_text_behind_textures 1        033F: set_text_draw_letter_size 1.1 4.9       060D: draw_text_shadow 3 color_RGBA 0 0 0 RADIO_ALPHA       0340: set_text_draw_RGBA 70 140 190 RADIO_ALPHA       0342: set_text_draw_centered 1        0349: set_text_draw_font 0       0871: init_jump_table CURRENT_RADIO_STA total_jumps 13 default_jump 0 @RadioStationEnd jumps 0 @FEA_FM0 1 @FEA_FM1 2 @FEA_FM2 3 @FEA_FM3 4 @FEA_FM4 5 @FEA_FM5 6 @FEA_FM6         0872: jump_table_jumps 7 @FEA_FM7 8 @FEA_FM8 9 @FEA_FM9 10  -1 @RadioStationEnd -1 @RadioStationEnd -1 @RadioStationEnd              :FEA_FM0       033E: set_draw_text_position 320.0 5.0 GXT "FEA_FM0" // Head Radio         jump @RadioStationEnd              :FEA_FM1       033E: set_draw_text_position 320.0 5.0 GXT "FEA_FM1" // Double Cleff FM        jump @RadioStationEnd              :FEA_FM2       033E: set_draw_text_position 320.0 5.0 GXT "FEA_FM2" // KJAH Radio       jump @RadioStationEnd              :FEA_FM3       033E: set_draw_text_position 320.0 5.0 GXT "FEA_FM3" // Rise FM        jump @RadioStationEnd          :FEA_FM4       033E: set_draw_text_position 320.0 5.0 GXT "FEA_FM4" // Lips 106       jump @RadioStationEnd            :FEA_FM5       033E: set_draw_text_position 320.0 5.0 GXT "FEA_FM5" // Game FM        jump @RadioStationEnd              :FEA_FM6       033E: set_draw_text_position 320.0 5.0 GXT "FEA_FM6" // MSX FM       jump @RadioStationEnd              :FEA_FM7       033E: set_draw_text_position 320.0 5.0 GXT "FEA_FM7" // Flashback FM       jump @RadioStationEnd              :FEA_FM8       033E: set_draw_text_position 320.0 5.0 GXT "FEA_FM8" // Chatterbox FM       jump @RadioStationEnd              :FEA_FM9       033E: set_draw_text_position 320.0 5.0 GXT "FEA_FM9" // MP3 Player        jump @RadioStationEnd             end      :RadioStationEndend    return:VehicleTextDisplayif    00DF:   actor $PLAYER_ACTOR drivingthen   if       88B7:   not test BOOL_BITS bit CARNAME_SHOWN      then       01BD: CARNAME_TIMER = current_time_in_ms        08BD: set BOOL_BITS bit CARNAME_SHOWN    end   01BD: $CURRENT_TIME_IN_MS = current_time_in_ms    0A8F: TIMER = $CURRENT_TIME_IN_MS - CARNAME_TIMER // (int)   if   0019:   TIMER > REQUESTED_CARNAME_DELAY_TIME   then 0006: CARNAME_ALPHA = 0   else 0006: CARNAME_ALPHA = 255   end   0811: PL_VEHICLE = actor $PLAYER_ACTOR car_nosave   0441: [email protected] = car PL_VEHICLE model   0ADB: [email protected] = car_model [email protected] name   if       876F: not text_priority_displayed    then       03E0: draw_text_behind_textures 0        033F: set_text_draw_letter_size 1.1 4.9       060D: draw_text_shadow 3 color_RGBA 0 0 0 CARNAME_ALPHA       0340: set_text_draw_RGBA 255 255 255 CARNAME_ALPHA       0349: set_text_draw_font 0       03E4: enable_text_draw_align_right 1       033E: set_draw_text_position 605.0 340.0 GXT [email protected]   endelse   08C3: clear BOOL_BITS bit CARNAME_SHOWNendreturn :DrawTownText00A0: store_actor $PLAYER_ACTOR position_to [email protected] [email protected] [email protected]: get_zone_at [email protected] [email protected] [email protected] nameA_to [email protected] // 8-byte string09A9: get_string [email protected] CRC32_to CURRENT_ZONE_CRC // 16-byte stringsif   803B:   not LAST_ZONE_CRC == CURRENT_ZONE_CRC // (int)then   01BD: ZONE_TIMER = current_time_in_ms     0085: LAST_ZONE_CRC = CURRENT_ZONE_CRC // (int)  end 01BD: $CURRENT_TIME_IN_MS = current_time_in_ms 0A8F: TIMER = $CURRENT_TIME_IN_MS - ZONE_TIMER // (int)if 0019:   TIMER > REQUESTED_ZONE_DELAY_TIMEthen 000E: ZONE_ALPHA -= REQUESTED_FADEOUT_SPEEDelse 0006: ZONE_ALPHA = 255endif    001B:   0 > ZONE_ALPHA then   0006: ZONE_ALPHA = 0end        if    05AD:   [email protected] == "SAN_AND"  // San Andreasthen   094B: [email protected] = get_active_interior_name_from_actor $PLAYER_ACTOR // 16-byte string endif   876F: not text_priority_displayed then   03E0: draw_text_behind_textures 1    033F: set_text_draw_letter_size 1.1 4.9   060D: draw_text_shadow 3 color_RGBA 0 0 0 ZONE_ALPHA   0340: set_text_draw_RGBA 255 255 255 ZONE_ALPHA   03E4: enable_text_draw_align_right 1   0349: set_text_draw_font 0   033E: set_draw_text_position 605.0 385.0 GXT [email protected]  :DrawWastedTextif   0117: player 0 wastedthen   03E0: draw_text_behind_textures 1   033F: set_text_draw_letter_size 1.3 6.3   060D: draw_text_shadow 3 color_RGBA 0 0 0 255   0340: set_text_draw_RGBA 10 185 115 230   0342: set_text_draw_centered 1    0349: set_text_draw_font 3   033E: set_draw_text_position 330.0 125.0 GXT "DEAD" // WASTED!endreturn:DrawBustedTextif   0741:   actor $PLAYER_ACTOR busted then   03E0: draw_text_behind_textures 1    033F: set_text_draw_letter_size 1.3 6.3   060D: draw_text_shadow 3 color_RGBA 0 0 0 255   0340: set_text_draw_RGBA 10 185 115 230   0342: set_text_draw_centered 1    0349: set_text_draw_font 3   033E: set_draw_text_position 330.0 125.0 GXT "BUSTED" // BUSTED!endreturn:WantedStarDisplaygosub @GetCurrentWantedlvl gosub @DrawWantedStar return :GetCurrentWantedlvl01C0: WANTED_LVL = player 0 wanted_level return :DrawWantedStarif    0019:   WANTED_LVL > 0 then   03E3: set_texture_to_be_drawn_antialiased 1    038D: draw_texture 48 position 596.5 110.0 size 17.25 16.0 RGBA 255 255 255 255endif    0019:   WANTED_LVL > 1 then   03E3: set_texture_to_be_drawn_antialiased 1    038D: draw_texture 48 position 579.25 110.0 size 17.25 16.0 RGBA 255 255 255 255  endif    0019:   WANTED_LVL > 2 then   03E3: set_texture_to_be_drawn_antialiased 1    038D: draw_texture 48 position 562.0 110.0 size 17.25 16.0 RGBA 255 255 255 255  endif    0019:   WANTED_LVL > 3 then   03E3: set_texture_to_be_drawn_antialiased 1    038D: draw_texture 48 position 544.75 110.0 size 17.25 16.0 RGBA 255 255 255 255  endif    0019:   WANTED_LVL > 4then   03E3: set_texture_to_be_drawn_antialiased 1    038D: draw_texture 48 position 527.5 110.0 size 17.25 16.0 RGBA 255 255 255 255  endif    0019:   WANTED_LVL > 5 then    03E3: set_texture_to_be_drawn_antialiased 1    038D: draw_texture 48 position 510.25 110.0 size 17.25 16.0 RGBA 255 255 255 255  endreturn :LoadTxdDictionary0391: release_textures0390: load_txd_dictionary "LCSHUD" rst 038F: load_texture "WSTAR" as 48 // Load dictionary with 0390 first 038F: load_texture "BAR2_10" as 49 // Load dictionary with 0390 first 038F: load_texture "BAR2_9" as 50 // Load dictionary with 0390 first 038F: load_texture "BAR2_8" as 51 // Load dictionary with 0390 first 038F: load_texture "BAR2_7" as 52 // Load dictionary with 0390 first 038F: load_texture "BAR2_6" as 53 // Load dictionary with 0390 first 038F: load_texture "BAR2_5" as 54 // Load dictionary with 0390 first 038F: load_texture "BAR2_4" as 55 // Load dictionary with 0390 first 038F: load_texture "BAR2_3" as 56 // Load dictionary with 0390 first 038F: load_texture "BAR2_2" as 57 // Load dictionary with 0390 first 038F: load_texture "BAR2_1" as 58 // Load dictionary with 0390 first 038F: load_texture "BAR2_0" as 59 // Load dictionary with 0390 first 038F: load_texture "BAR2_EMPTY" as 60 // Load dictionary with 0390 first038F: load_texture "BAR1_10" as 61 // Load dictionary with 0390 first 038F: load_texture "BAR1_9" as 62 // Load dictionary with 0390 first 038F: load_texture "BAR1_8" as 63 // Load dictionary with 0390 first 038F: load_texture "BAR1_7" as 64 // Load dictionary with 0390 first 038F: load_texture "BAR1_6" as 65 // Load dictionary with 0390 first 038F: load_texture "BAR1_5" as 66 // Load dictionary with 0390 first 038F: load_texture "BAR1_4" as 67 // Load dictionary with 0390 first 038F: load_texture "BAR1_3" as 68 // Load dictionary with 0390 first 038F: load_texture "BAR1_2" as 69 // Load dictionary with 0390 first 038F: load_texture "BAR1_1" as 70 // Load dictionary with 0390 first 038F: load_texture "BAR1_0" as 71 // Load dictionary with 0390 first 038F: load_texture "BAR1_EMPTY" as 72 // Load dictionary with 0390 first}  return 

 

 

Here I am posting the cleo script. If someone can compile it then please PM me and do the task.

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Adler

 

<snip>

 

 

Here I am posting the cleo script. If someone can compile it then please PM me and do the task.

That is an edited version of Wesser's Windshield GUI, is it not? You will need permission from Wesser in order to modify that script, and don't even think about locking the script when it isn't even yours.

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asif_ridwan

I know its Wesser's. I am practising to make a similar. But since i was practising i added 8AAB opcode for my txd file so i wonder what went wrong because when i compiled it says that 8AAB OPCODE requires cleo to work,so it says to install cleo for gta 3 though i have it already installed. Everything has been tried so any help please.

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Adler

This is a script for SA right? You'll need the SASCM.ini and opcode.txt file installed into the "Sanny Builder 3/data/sa" folder by either the CLEO 3/4 setup, or by manually replacing the files with the ones available at Deji's OpCode Database (or OCD as I like to call it tounge.gif).

 

You will still need permission from Wesser if you are planning on releasing this script.

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asif_ridwan

Thanks for help but i won't release this. I m just learning how to script cleo.

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TheSiggi

I'm not touching Wessers sources...it's about respect, you know?

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Wesser

Thanks for people who has those principles like The_Siggi, but I cannot see anything wrong according to asif_ridwan's behaviour. He's just learning how to create scripts using "GTA language" and he hasn't ever thought to share his modified version and keep his name as the author of the mod. turn.gif

 

Thanks again guys. cool.gif

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BnB
Thanks for help but i won't release this. I m just learning how to script cleo.

In my opinion you should learn first the BASICS!

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asif_ridwan

If Wesser is saying that nothing is wrong then why i am not able to compile it? Can anyone compile it and send me?

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Adler

You can't compile it? Are there errors that show up when trying to compile? If so then show us the error message and we will help. If it's other problems then please explain in detail.

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asif_ridwan

I mentioned the error on first page. As problem is with OPCODE 8AAB.

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Adler

Same problem then? Try this answer on the first page: -.-

 

 

This is a script for SA right? You'll need the SASCM.ini and opcode.txt file installed into the "Sanny Builder 3/data/sa" folder by either the CLEO 3/4 setup, or by manually replacing the files with the ones available at Deji's OpCode Database (or OCD as I like to call it tounge.gif).

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asif_ridwan
Same problem then? Try this answer on the first page: -.-

 

 

This is a script for SA right? You'll need the SASCM.ini and opcode.txt file installed into the "Sanny Builder 3/data/sa" folder by either the CLEO 3/4 setup, or by manually replacing the files with the ones available at Deji's OpCode Database (or OCD as I like to call it tounge.gif).

Ok.

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