Ashwin.Star Posted May 8, 2011 Share Posted May 8, 2011 (edited) do yo know ? Q1: How to move the radar to any other position on screen, Q2: How to disable & enable the radar with using Write memory address opcode, like Hud on/off Q3: How to remove or rotate any particular texture that we have created on screen, Q4: is there any way by which we can show or write strings instead of integer or float in text opcodes, Q5: how to convert string into integers, or to set any other word or button to any cheat code like 'bigbang' to 'booom' or something, Q6: which memory i have to read to get on which gear current car is running, Q7: how can i open doors & bonnet of a car using scripting i believe it need some memory stuff, we already have an opcode for opening Trunk Q8: how to get nearest vehicle to the player or an actor, Q9: please help me & don't just view please reply me also weather you know it or not, give the answers only for vice city, Edited May 8, 2011 by Ashwin the new boy Link to comment Share on other sites More sharing options...
fastman92 Posted May 8, 2011 Share Posted May 8, 2011 Q1: Radar Main, X / Font Y size on texts 0x00858A10 [float] Default value is 40.0 This adress is used for size of drawn texts and radar together. To modify radar position only you must modify ASM code of radar function which points to this adress. Radar Main, Y 0x866B70 [float] Q2: No need, use 0581: enable_radar 0 Q3: GTA SA has a queue of drawn textures. They are already added to list. Reset this queue or list: 03F0: enable_text_draw 1 Draw elements again, to rotate some texture you must use this opcode 074B: draw_texture 20 position [email protected] [email protected] scale [email protected] [email protected] angle $TEMPVAR_ANGLE color_RGBA 220 220 220 [email protected] Scale is float, from 0.0 to 640.0, if you pass bigger value texture will be out of screen. Q4: String to integer requires to know how to use SCM function and where to find it. I wrote one: :convDecStrtoInt{Description: Converts string to integer and returns it into variable.Type: SETParameters: Passed: if only short string: [email protected] - first part of string [email protected] - second part of stringif long string: [email protected] - thirth part of string [email protected] - fourth part of string Result: [email protected] - converted string to integer Example: short string: 0AB1: call_scm_func @convDecStrtoInt 2 short_string [email protected] [email protected] store_result [email protected] long string: 0AB1: call_scm_func @convDecStrtoInt 4 long_string [email protected] [email protected] [email protected] [email protected] store_result [email protected]}0662: "By fastman92.tk"0AA7: call_function 0x69DB50 num_params 1 pop 1 get_string [email protected] length_to [email protected]//Check for negative number of string0AC7: [email protected] = var [email protected] offset0A8D: [email protected] = read_memory [email protected] size 1 virtual_protect 0 if [email protected] == 45 then 000A: [email protected] += 1 0AD3: [email protected] = format "%s" [email protected] [email protected] = 1 end0085: [email protected] = [email protected] // (int)while [email protected] > 0wait 00AC7: [email protected] = var [email protected] offset005A: [email protected] += [email protected] // (int)0062: [email protected] -= [email protected] // (int)0A8D: [email protected] = read_memory [email protected] size 1 virtual_protect [email protected] -= 480085: [email protected] = [email protected] // (int)[email protected] -= 10AB1: call_scm_func @Pow_integer 2 base 10 exponent [email protected] store_to [email protected]: [email protected] *= [email protected] // (int)005A: [email protected] += [email protected] // (int)[email protected] -= 1end if [email protected] == 1 then [email protected] *= -1 end0AB2: ret 1 [email protected] Probably you wanted this opcode: 0ADC: test_cheat "BLOWUP" It checks if user typed BLOWUP and returns true... Q6: You can`t open opcode search in Sanny Builder? You know word gear, why don`t you search for an opcode? 0AB8: get_vehicle $CAR current_gear_to [email protected] Q7: I have SCM function, but it will be too difficult to you Q8: 0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to [email protected] closest_ped_to [email protected] You won`t understand anything though... Link to comment Share on other sites More sharing options...
Ashwin.Star Posted May 8, 2011 Author Share Posted May 8, 2011 SORRY, BUT NONE OF THEM SEEM TO BE MY ANSWER, actually i was asking those questions for gta vice city, i know SA have those opcode but vice city don't have, & what you think i don't know about scripting & its opcodes, modding in VC is difficult than in SA, because we SA have lots of opcodes but VC don't have, ANYONE ELSE WHO KNOWS THE ANSWERS ?????????? Link to comment Share on other sites More sharing options...
xNCx Posted May 8, 2011 Share Posted May 8, 2011 Have you looked at gtamodding.com? I am sure I have put there memory address for current car gear, which I found in the documenting... thread. Link to comment Share on other sites More sharing options...
Ashwin.Star Posted May 8, 2011 Author Share Posted May 8, 2011 yes i found the answer of some question but on more question is that how to use those memory addresses Link to comment Share on other sites More sharing options...
xNCx Posted May 8, 2011 Share Posted May 8, 2011 Well it is simple, you make a new cleo script, and you write there the cleo opcode for "write memory address" (use opcode search tool in SB). This opcode has a few parameters: address, size, value to enter. First two paramteres you can get from gtamodding, the third one is your choice, what value should the address have. Link to comment Share on other sites More sharing options...
Ashwin.Star Posted May 9, 2011 Author Share Posted May 9, 2011 Well it is simple, you make a new cleo script, and you write there the cleo opcode for "write memory address" (use opcode search tool in SB). This opcode has a few parameters: address, size, value to enter. First two paramteres you can get from gtamodding, the third one is your choice, what value should the address have. 05DF: write_memory 0xA10B2E size 1 value 0 virtual_protect 0 so, 0xA10B2E = memory address 1 = Size of memory 0 = value that i have to put 0 = i don't know about its work, if i am right then please tell me, if i want to use this +0x354 - [float] - health then memory = +0x354 am i right [float] = what to write here ? value = 300 protect = 1, then is it set my health to 300 ? Link to comment Share on other sites More sharing options...
TheSiggi Posted May 9, 2011 Share Posted May 9, 2011 No, you need: 0x94AD28 - [pointer] - Player pointer+0x354 - [float] - health [email protected] = [email protected] += 0x35405DF: write_memory [email protected] size 4 value 300.0 virtual_protect 0 virtual_protect works like this: if your address is a 'read only' address use virtual_protect 1, otherwise 0 Link to comment Share on other sites More sharing options...
xNCx Posted May 9, 2011 Share Posted May 9, 2011 I see you want to use the player pointer. This is a more difficult thing, because you have to use the "player/actor struct" opcode. Float is 4 bytes. Link to comment Share on other sites More sharing options...
Ashwin.Star Posted May 9, 2011 Author Share Posted May 9, 2011 (edited) No, you need: 0x94AD28 - [pointer] - Player pointer+0x354 - [float] - health [email protected] = [email protected] += 0x35405DF: write_memory [email protected] size 4 value 300.0 virtual_protect 0 virtual_protect works like this: if your address is a 'read only' address use virtual_protect 1, otherwise 0 it means we have to add that value to the above one, ok!, how we will get that this value is read only or not ???? ---------------------------------------------------------------------- and how to use this >>>> 0x97881C Index of mp3 playing [dword]. Edited May 9, 2011 by Ashwin the new boy Link to comment Share on other sites More sharing options...
Ashwin.Star Posted May 9, 2011 Author Share Posted May 9, 2011 (edited) I see you want to use the player pointer. This is a more difficult thing, because you have to use the "player/actor struct" opcode. Float is 4 bytes. float is 4 byte what about>>>> [string] [dword] [byte] [pointer] ?????? & please tell me what is pointer ? Edited May 9, 2011 by Ashwin the new boy Link to comment Share on other sites More sharing options...
Ashwin.Star Posted May 9, 2011 Author Share Posted May 9, 2011 HIII, TRY to ANSWER MY OTHER QUESTION ALSO, & ALSO TELL ME HOW TO USE FUNCTION MEMORY ADDRESSES, I DON'T UNDERSTAND WHAT THEY HAVE WRITTEN, LIKE THIS --------- 005D4E90 CWeaponEffects::Render ((void)) 005D5710 CWeaponInfo::GetWeaponInfo (( eWeaponType )) 005D5750 CWeaponInfo::Initialise ((void)) 005D5250 CWeaponInfo::LoadWeaponData ((void)) 005D5730 CWeaponInfo::Shutdown ((void)) 004DB3F0 CWorld::Add (( CEntity *)) 004D6370 CWorld::FindObjectsKindaColliding (( CVector const &, float,bool,short *, short,CEntity **, bool,bool,bool,bool,bool )) 004D8B00 CWorld::ProcessVerticalLine (( CVector const &, float,CColPoint &, CEntity *&, bool,bool,bool,bool,bool,bool,CStoredCollPoly *)) 004DB310 CWorld::Remove (( CEntity *)) ----------- Link to comment Share on other sites More sharing options...
TheSiggi Posted May 9, 2011 Share Posted May 9, 2011 (edited) String, Dword are 4 bytes, byte is 1 byte. A pointer is a type specific data type, either pointer on string, int or float. But I won't go into more details here since it's irrelevant. Only thing important is: 0x94AD28 - [pointer] - Player pointer You can access the Players properties through this address. By adding 0x358 e.g. you can access the players armour for example: +0x358 - [float] - armor Those are function addresses. Don't mess things up, we're talking about changing values through memory, not calling functions. Concentrate on one thing now, otherwise you'll mess it all up and end up with having nothing understood. There is also a nice, shiny Edit button plus, disable your Caps key Edited May 9, 2011 by The_Siggi Link to comment Share on other sites More sharing options...
Ashwin.Star Posted May 9, 2011 Author Share Posted May 9, 2011 (edited) '\"Those are function addresses. Don't mes sthings up, we're talking about changing values through memory, not calling functions. Concentrate on one thing now, otherwise you'll mess it all up and end up with having nothing understood." thanks memory is enough for me to make my mod more Unbelievable "There is also a nice, shiny Edit button" i know why are you saying so, & its a mistake i am sorry, ok ok ok ok ok ok! happy now Edited May 9, 2011 by Ashwin the new boy Link to comment Share on other sites More sharing options...
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