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Markk

Checking Handling?

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Markk

Recently I've been trying to fix up handling for the vehicle mods I have (e.g. a f430 was only doing 126 mph while a mustang gt did 169 mph.) I can only experiment with the numbers. I am mostly trying to get the 0-60 and 0-120 times correct. Is there a better method to check this instead of launching the game after every tweak and using my cellphone stopwatch (which can be inaccurate due to human error). Basically I need something like a dynamometer where I'd just input numbers and get 0-60 speeds.

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aStiffSausage

One way for clocking speeds (method I'm using):

 

Use fraps and lock your frame-rate at 25 (San Andreas standard)

Then go to airport, or to any long straight

Put fraps on (use low resolution to quarantee 25 FPS)

Then do few speed-runs from 0-60.

 

So far there's no method on counting, but when you get the basics off from combinating Drag, Acceleration and Inertia, you should get pretty close to real times in few tries.

 

I remember seeing somewhere handling-editor which allowed you to modify the handling's without closing the game, but I'm not sure where I saw it confused.gif

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Edward_FFS
I remember seeing somewhere handling-editor which allowed you to modify the handling's without closing the game, but I'm not sure where I saw it confused.gif

GTA SA Ultimate Editor is able to change the values without closing the game, but for better use, you need to start new game on the game menu to experiment your tweak...

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Markk

How will locking my fps tell me the time from 0-60?

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aStiffSausage

San Andreas physics are different, compared to 25 FPS and for example 50 FPS. You can't pass some missions with 50 FPS, as the physics might not allow you to flip your car as fast as with 25 FPS. And San Andreas is originally limited to 25 FPS and that's why I recommend it.

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fireguy109

@Eurolite: I guess if you import it in Movie Maker or watch the timer while viewing the video in Media Player you'll get the time. whatsthat.gif

 

You need a speedometer mod.

 

Or you could write a CLEO script to tell you the elapsed time from 0-60 seconds.

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Markk

Yes I already have a speedometer mod. I would definitely want a CLEO script that shows how long it takes from 0-60 and 0-120. I already have requested a speedometer that was digital, in mph, and transparent. I'd like to write this myself but I don't know how.

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fireguy109

I need to know what game first- then I'll write it for you.

 

I'll assume you mean SA.

 

EDIT: here's one I just wrote. Get in a car, and hit the sub-mission key (the vigilante/taxi mission starter) while stopped. Then floor it. It'll show your 0-60 on screen. While it is visible, do not exit your car.

 

 

// This file was decompiled using scm.ini published by GtaForums.com on 25.11.05{$VERSION 1.1.0000}{$CLEO .cs}//-------------MAIN---------------03A4: name_thread 'SPEED' :SPEED_100001: wait 50 ms 00D6: if 0256:   player $PLAYER_CHAR defined 004D: jump_if_false @SPEED_10 00D6: if 00E0:   player $PLAYER_CHAR driving 004D: jump_if_false @SPEED_100 03C1: [email protected] = player $PLAYER_CHAR car 02E3: $1 = car [email protected] speed 0011: $1 *= 1.8125 // floating-point values  0002: jump @SPEED_1000 :SPEED_11008C: $1 = float_to_integer $1 03C4: set_status_text_to $1 0 'SPEED'  // ~1~008D: $1 = integer_to_float $1 0002: jump @SPEED_10:SPEED_1000151: remove_status_text $1 0002: jump @SPEED_10 :SPEED_100000D6: if and0042:   $1 == 0 // float values 00E1:   player 0 pressed_key 19 // sub-mission key004D: jump_if_false @SPEED_11 0005: $2 = 0 // float values:SPEED_10010001: wait 0 ms00D6: if and0256:   player $PLAYER_CHAR defined 00E0:   player $PLAYER_CHAR driving 004D: jump_if_false @SPEED_10000D6: if0020:   $1 > 0 // floating-point values 004D: jump_if_false @SPEED_1001 014E: set_timer_to $2 type 0:SPEED_100000001: wait 0 ms00D6: if and0256:   player $PLAYER_CHAR defined 00E0:   player $PLAYER_CHAR driving 004D: jump_if_false @SPEED_10000D6: if0039:   $1 == 60 // integer values 004D: jump_if_false @SPEED_10000014F: stop_timer $203C4: set_status_text_to $1 0 'SPEED'  // this is your 0-60 time0001: wait 10000 ms // wait 10 seconds- DON'T exit your car0151: remove_status_text $2 0002: jump @SPEED_10 

 

Edited by fireguy109

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Markk

Yes thanks! Is it possible to change it to 0-62 or 0-120 or 0-124, and so on?

 

Also if I can't exit while it is visible do I have to press the sub-mission key again to hide it?

Edited by Eurolite

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fireguy109

 

00D6: if

0039:   $1 == 60 // integer values

004D: jump_if_false @SPEED_10000

Change the "60" to whatever number you want.

 

The game might crash, or it might be fine (I don't know for sure) when you exit before the text clears.

 

And that is Miles Per Hour.

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Markk

Also is it in kph or mph? Because I know that SA handling uses metric units, but I'd prefer imperial

 

EDIT: Doesn't work. Nothing shows up. My sub-mission key is M. CLEO says 12 scripts loaded, which is the amount of scripts I have, so this must be loaded. Is this for CLEO 4, because if so that might be causing it to not work because i have CLEO 3.

Edited by Eurolite

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Kweckzilber

 

00D6: if0039:   $1 == 60 // integer values004D: jump_if_false @SPEED_10000

 

 

Like fireguy109 said, you can change it to whatever you want. For kph just divide by 1.609 and have it rounded to the nearest integer. Otherwise it will crash, since for float values, different opcodes are needed.

 

EDIT: It should work perfectly well for CLEO 3. Try it with *only* this script. It should show something, even if it's not the timer.

 

 

fireguy109:

03C4: set_status_text_to $1 0 'SPEED'  // this is your 0-60 time0001: wait 10000 ms // wait 10 seconds- DON'T exit your car0151: remove_status_text $2

 

 

Shouldn't the first param for the 03C4 be $2?

Edited by Kweckzilber

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Markk

Nope. Doesn't work.

 

EDIT: I'll try setting that to 2.

 

EDIT: Still doesn't work.

Edited by Eurolite

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Kweckzilber

If it didn't work with $1, it won't work with $2. I think the problem is with the global variables.

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Markk

Can it be fixed?

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fireguy109

 

// This file was decompiled using scm.ini published by GtaForums.com on 25.11.05{$VERSION 1.1.0000}{$CLEO .cs}//-------------MAIN---------------03A4: name_thread 'SPEED' :SPEED_100001: wait 50 ms 00D6: if 0256:   player $PLAYER_CHAR defined 004D: jump_if_false @SPEED_10 00D6: if 00E0:   player $PLAYER_CHAR driving 004D: jump_if_false @SPEED_100 03C1: [email protected] = player $PLAYER_CHAR car 02E3: [email protected] = car [email protected] speed 0011: [email protected] *= 1.8125 // floating-point values  0002: jump @SPEED_1000 :SPEED_11008C: [email protected] = float_to_integer [email protected] 03C4: set_status_text_to $1 0 'SPEED'  // ~1~008D: [email protected] = integer_to_float [email protected] 0002: jump @SPEED_10:SPEED_1000151: remove_status_text [email protected]: jump @SPEED_10 :SPEED_100000D6: if and0042:   [email protected] == 0 // float values 00E1:   player 0 pressed_key 19 // sub-mission key004D: jump_if_false @SPEED_11 0005: [email protected] = 0 // float values:SPEED_10010001: wait 0 ms00D6: if and0256:   player $PLAYER_CHAR defined 00E0:   player $PLAYER_CHAR driving 004D: jump_if_false @SPEED_10000D6: if0020:   [email protected] > 0 // floating-point values 004D: jump_if_false @SPEED_1001 014E: set_timer_to [email protected] type 0:SPEED_100000001: wait 0 ms00D6: if and0256:   player $PLAYER_CHAR defined 00E0:   player $PLAYER_CHAR driving 004D: jump_if_false @SPEED_10000D6: if0039:   [email protected] == 60 // integer values 004D: jump_if_false @SPEED_10000014F: stop_timer [email protected]: set_status_text_to [email protected] 0 'SPEED'  // this is your 0-60 time0001: wait 10000 ms // wait 10 seconds- DON'T exit your car0151: remove_status_text [email protected] 0002: jump @SPEED_10

 

 

Try that. And when you say "it doesn't work", do you mean it crashes or it doesn't display the time or what?

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Markk

When I say it doesn't work I mean nothing happens. I press enter the car, press my sub-mission key, go to 60, and nothing happens. No crashes no error logs (that I know of), just nothing.

 

I will try the new script and post back with results.

 

EDIT: Game crashes on save load.

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fireguy109

Is anything showing up when you use the first script? Do you get a speedometer in the corner?

 

Try running the first script and then second script with no other CLEO mods. Something may be conflicting.

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Adler

Moved to III Coding by request.

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Kweckzilber

 

03C4: set_status_text_to [email protected] 0 'SPEED'  // this is your 0-60 time0001: wait 10000 ms // wait 10 seconds- DON'T exit your car0151: remove_status_text [email protected] 0002: jump @SPEED_10

 

Like I said again, it should be [email protected] on the first line and not [email protected], shouldn't it? And 03C4 is bound to make the game crash if used with local variables. Since we're doing CLEO, status text solutions are out of the picture now, as they need globals.

 

I think you'd have to create a custom .fxt file and use GXThook an opcode like 045A.

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Adler

 

03C4: set_status_text_to [email protected] 0 'SPEED'  // this is your 0-60 time0001: wait 10000 ms // wait 10 seconds- DON'T exit your car0151: remove_status_text [email protected] 0002: jump @SPEED_10

 

Like I said again, it should be [email protected] on the first line and not [email protected], shouldn't it? And 03C4 is bound to make the game crash if used with local variables. Since we're doing CLEO, status text solutions are out of the picture now, as they need globals.

 

I think you'd have to create a custom .fxt file and use GXThook an opcode like 045A.

Yeah the status text opcodes require globals to work. While it is inadvisable to use globals in cleo scripts, you can still use them as long as you be sure that rewriting the global would not conflict with its usage in the main.scm (use one of the globals that are only used once or twice in the main.scm or use a global not used at all by the main.scm). Siggi's Weapon Menu, for example, uses $Help_Chat_Shown ($125). I think we were taking our chances by doing so since other main.scm mods may use the global for a different purpose than the original main.scm.

 

To avoid conflicts with global vars you could use the method described in the above post ^. There are alternatives to the .fxt file such as using pointers to the text within the cleo script itself (which I'll describe if you're curious wink.gif).

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Markk

I've already ran it without any other scripts. Nothing appears. I didn't even know a speedo was suppose to appear. If you doubt me try your own scripts for yourselves.

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fireguy109

 

// This file was decompiled using scm.ini published by GtaForums.com on 25.11.05{$VERSION 1.1.0000}{$CLEO .cs}//-------------MAIN---------------03A4: name_thread 'SPEED' :SPEED_100001: wait 50 ms 00D6: if 0256:   player $PLAYER_CHAR defined 004D: jump_if_false @SPEED_10 00D6: if 00DF:   actor $PLAYER_ACTOR driving004D: jump_if_false @SPEED_100 03C1: [email protected] = player $PLAYER_CHAR car 02E3: $1 = car [email protected] speed 0011: $1 *= 1.8125 // floating-point values  0002: jump @SPEED_1000 :SPEED_11008C: $1 = float_to_integer $1 03C4: set_status_text $1 type 0 GXT 'SPEED'  // ~1~008D: $1 = integer_to_float $1 0002: jump @SPEED_10:SPEED_1000151: remove_status_text $1 0002: jump @SPEED_10 :SPEED_100000D6: if and0042:   $1 == 0 // float values 00E1:   player 0 pressed_key 19 // sub-mission key004D: jump_if_false @SPEED_11 0005: $2 = 0 // float values:SPEED_10010001: wait 0 ms00D6: if and0256:   player $PLAYER_CHAR defined 00DF:   actor $PLAYER_ACTOR driving 004D: jump_if_false @SPEED_10000D6: if0020:   $1 > 0 // floating-point values 004D: jump_if_false @SPEED_1001 014E: set_timer_to $2 type 0:SPEED_100000001: wait 0 ms00D6: if and0256:   player $PLAYER_CHAR defined 00DF:   actor $PLAYER_ACTOR driving004D: jump_if_false @SPEED_10000D6: if0039:   $1 == 60 // integer values 004D: jump_if_false @SPEED_10000014F: stop_timer $203C4: set_status_text $2 type 0 GXT 'SPEED'  // this is your 0-60 time0001: wait 10000 ms // wait 10 seconds- DON'T exit your car0151: remove_status_text $2 0002: jump @SPEED_10

 

Add these entries to your GXT file-

 

"SPEED" - contents "~1~"

"SPEED1" - contents "MPH:"

 

Yeah, that should have been [email protected] My mistake. blush.gif

 

And it didn't work because I had a III check, not an SA one.

Edited by fireguy109

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Markk

How do I add those to my GXT file? It can either me a table or an entry thingy, which has some code and a value.

 

Besides, can't CLEO use GxtHook?

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aStiffSausage

I think all you need to do is create a .fxt-file, which is named the same as the script.

 

For example, if the script is named 0-60.cs, then name .fxt-file to 0-60.fxt. You can create .fxt-file with notepad, or similar. Just copy these in notepad, then select "Save as" and name it to ****.fxt.

 

And you should copy this in .fxt-file:

 

 

SPEED ~1~SPEED1 MPH:

 

 

 

Or then someone else can explain how GXT-method works, if it's needed. smile.gif

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Adler
I think all you need to do is create a .fxt-file, which is named the same as the script.

That's not necessary. You can name the .fxt file anything you want.

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DK22Pac

CLEO4

 

0ADF: add_dynamic_GXT_entry "SPEED" text "~1~"0ADF: add_dynamic_GXT_entry "SPEED1" text "MPH:"

 

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BnB
CLEO4

 

0ADF: add_dynamic_GXT_entry "SPEED" text "~1~"0ADF: add_dynamic_GXT_entry "SPEED1" text "MPH:"

 

It was a bit pointless to include GXT Hook to CLEO, apparently.

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Adler

Sometimes it's necessary for CLEO 3 mods that use .fxt files. I also use .fxt files for added cars so it's not all useless.

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Markk

So... Again:

 

How do I add those to my GXT file?

 

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