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Ashwin.Star

How to use this one ?

Recommended Posts

Ashwin.Star

funny answerer ha ha

test your self !!!

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Silent

What? It's a correct opcode usage dozingoff.gif

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Ashwin.Star

but it crashes my game,

have you tried it ?

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Swoorup

Yeah, But I think it will work on IF....Jump structure.

I have lot of crashes with these IF...then...else..end structure. VC cleo needs to be updated

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Wesser

 

@Swoorup, if...end SB high level construct isn't bugged as you always say and it has nothing to do with CLEO. There's probably a mistake into your script.

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Ashwin.Star

if end then while are nothing because sanny builder automatically convert them in oppcodes,

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ZAZ

 

if end then while are nothing because sanny builder automatically convert them in oppcodes,

The if then end structure is a very popular structure used in several high level programming language like c++ or lua

The sanny compiler change it in machine code and the decompiler change the machine code only in the classic scm script language

you don't need to learn the high level

DK22Pac's example will look then like this:

 

:Loopwait 0if05F1: [email protected] = random_object_near_point [email protected] [email protected] [email protected] in_radius 100.0 find_next 0 //IF and SETjf @Loop// do something with founded object

 

or this:

 

if05F1: [email protected] = random_object_near_point [email protected] [email protected] [email protected] in_radius 100.0 find_next 0 //IF and SETjf @skip// do something with founded object:skip

 

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Ashwin.Star

i have made a cleo script

that let us get lift from any people of vice city,

 

the opcode are written here may be wrong because i m not on my pc at this movement,

 

thread 'Ashwin':1wait 0ifkey_pressed 8   // cleo key oppcodejf @1store_actor $3 position_to [email protected] [email protected] [email protected]   // as you know we can use $3 instead of $player_actor:2wait [email protected] = random_vehicle_near_point [email protected] [email protected] [email protected] in_radius 100.0 find_next 0    // or what ever it is,jf @[email protected] = create marker above car [email protected]_custom_thread

 

this is the base of it,

 

am i doing something wrong ????

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MW_29
but it crashes my game,

have you tried it ?

yeah, with this one:

 

05EF: [email protected] = random_actor_near_point [email protected] [email protected] [email protected] in_radius 10.0 find_next 1 pass_deads 0 //IF and SET

 

i had the same problems, how-ever i tried to script this in , it still didn't work ;/

 

...Isn't there necessity to previously "define" somehow or just use before in script object/actor/vehicle that will be used in 05F1 ; 05EF ; 05F0 opcodes???

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Ashwin.Star

these opcodes are very useful,

we have to find another way of doing this,

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MW_29

 

these opcodes are very useful,

we have to find another way of doing this,

Well, i bypassed this opcode above , the 05EF related to actor near point, ....by using another one,

0469: get_random_law_enforcement $4118 in area -919.5 -329.8 -901.5 -351.45 cop 0 swat 1 fbi 0 army 0 vice 0

while scripting AP mine , however it can be activated only by law enforcements peds only, not civilian peds... I don't know if there is any alternative to your opcode related to object. But if coding pros are so good, no offence, ..so let them prove to yourself that asked opcode really works , there is simple method for this like ....define coords, script opcode so it can use those coords and when opcode detects any ped in radius area then script it to activate camera green lines or camera interference, and then you will be sure if it really works on example:

 

// This file was decompiled using vicescm.ini published by http://gtag.gtagaming.com/opcode-database on 18.5.2011{$VERSION 2.1.1000}{$CLEO .cs}//-------------MAIN---------------0000: :NONAME_1wait 0 if and  Player.Defined($PLAYER_CHAR)  not wasted_or_busted else_jump @NONAME_1 :NONAME_2wait 0 if 00E1:   key_pressed 0 13        //Velse_jump @NONAME_1 :NONAME_3wait 0 04C4: create_coordinate [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR offset 0.0 10.0 0.1 :NONAME_4wait 0   05EF: [email protected] = random_actor_near_point [email protected] [email protected] [email protected] in_radius 5.0 find_next 1 pass_deads 0 //IF and SET  else_jump @NONAME_4wait 50 04C7: toggle_camera_green_scanlines 1:NONAME_5wait 0if00E1:   key_pressed 0 18      //Celse_jump @NONAME_5018C: play_sound 16 at [email protected] [email protected] [email protected] 1000 04C7: toggle_camera_green_scanlines 0 jump @NONAME_1 

 

 

* ...however i did this on ped-related opcode, but 05F1 looks almost the same, althought is related to an object

 

** this code above STILL DOES NOT WORK, to be honest i don't know why tounge.gif somebody could explain what exactly is wrong with it? or i used mentioned opcode not properly? if so, show me how to make it right wink.gif

Edited by MW_29

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Ashwin.Star

 

05EF: [email protected] = random_actor_near_point [email protected] [email protected] [email protected] in_radius 10.0 find_next 1 pass_deads 0 //IF and SET05F0: [email protected] = random_vehicle_near_point [email protected] [email protected] [email protected] in_radius 10.0 find_next 1 pass_wrecked 0 //IF and SET05F1: [email protected] = random_object_near_point [email protected] [email protected] [email protected] in_radius 10.0 find_next 1 //IF and SET

 

none of them is working

when every game read these it crash,

i have tried many ways but no solution,

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Deji

That's because you have the find_next flag enabled. find_next should only be used, for example, when 05F1 has been run once already.

 

Also, use high constructs. It helps a lot when you want to make big mods. It also makes it easier for others to read and understand your code when you wanna go asking for help.

 

And the wasted_or_busted condition is useless here. 0256 does that already, and it's standard to only use it in missions.

 

{$CLEO .cs}0000:while true   wait 0   if       Player.Defined($PLAYER_CHAR)   then       if           00E1:   key_pressed 0 13        //V       then           04C4: create_coordinate [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR offset 0.0 10.0 0.1                      while 85EF:   not [email protected] = random_actor_near_point [email protected] [email protected] [email protected] in_radius 5.0 find_next 0 pass_deads 0 //IF and SET               wait 0           end           wait 50           04C7: toggle_camera_green_scanlines 1                      while 00E1:   key_pressed 0 18      //C               wait 0           end                      018C: play_sound 16 at [email protected] [email protected] [email protected]           wait 1000           04C7: toggle_camera_green_scanlines 0       end   endend

 

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MW_29
That's because you have the find_next flag enabled. find_next should only be used, for example, when 05F1 has been run once already.

 

Also, use high constructs. It helps a lot when you want to make big mods. It also makes it easier for others to read and understand your code when you wanna go asking for help.

 

And the wasted_or_busted condition is useless here. 0256 does that already, and it's standard to only use it in missions.

 

{$CLEO .cs}0000:while true   wait 0   if       Player.Defined($PLAYER_CHAR)   then       if           00E1:   key_pressed 0 13        //V       then           04C4: create_coordinate [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR offset 0.0 10.0 0.1                      while 85EF:   not [email protected] = random_actor_near_point [email protected] [email protected] [email protected] in_radius 5.0 find_next 0 pass_deads 0 //IF and SET               wait 0           end           wait 50           04C7: toggle_camera_green_scanlines 1                      while 00E1:   key_pressed 0 18      //C               wait 0           end                      018C: play_sound 16 at [email protected] [email protected] [email protected]           wait 1000           04C7: toggle_camera_green_scanlines 0       end   endend

 

Ok. I remember that i have read about disabling this find next "flag" before, but didn't think it really matters. And i don't know if it happens only on my vc, but this script still hangs game... sad.gif

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Ashwin.Star

@deji

thanks,

i hope it works,

 

@mw_29

it is not necessary that you use that script,

the point was to change that flag,

as i have some problems with my PC

so can you tell me result of script that i have shown

pls,,,,,,,,,

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MW_29
@deji

thanks,

i hope it works,

 

@mw_29

it is not necessary that you use that script,

the point was to change that flag,

as i have some problems with my PC

so can you tell me result of script that i have shown

pls,,,,,,,,,

however script in post above, it is simple script that definitely should work, and it does not, ...why? mentioned "flag" is set to 0 too, ...so?

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Deji

You may need to use "remove_references_to", depending on whether the CLEO opcode actually declares the ped as "script-owned". I'm not sure whether it does or not at the moment.

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