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Ify24

[Q|Topic] Cleo Questions

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Ify24

Hy guys...

What is the opcode for that actor is a bulletproof (that player can kill him)..

I used opcode search and didn't find it...

I also set his health and armour to 100000000000000000000000000000000000000000000000000000000000000000000

but when I shot him in the head he is dead... So how to make that I can't kill actor ?

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Silent

You definitely can't search.

 

 

02AB: set_actor [email protected] immunities BP 0 FP 0 EP 1 CP 1 MP 0

 

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Ify24
You definitely can't search.

 

 

02AB: set_actor [email protected] immunities BP 0 FP 0 EP 1 CP 1 MP 0

 

I was searching these words:

 

bulletproof

health

actor bullet

...

 

I didn't search immunities biggrin.gif

Tnq, anyway

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aStiffSausage

Agreed... Every second topic in this section is created by you, and there's nearly always answer found by half a minute of searching.

 

But anyways, this one might also help you:

 

0446: set_actor [email protected] immune_to_headshots 0 

 

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Ify24
Agreed... Every second topic in this section is created by you, and there's nearly always answer found by half a minute of searching.

 

But anyways, this one might also help you:

 

0446: set_actor [email protected] immune_to_headshots 0 

 

Yeah, I know... I wanted to start topic named my cleo questions, but IDK if moderators will allow that confused.gif

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aStiffSausage

It would be way better, or then just keep making the one thread long enough to answer all your questions.

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Adler
Agreed... Every second topic in this section is created by you, and there's nearly always answer found by half a minute of searching.

 

But anyways, this one might also help you:

 

0446: set_actor [email protected] immune_to_headshots 0 

 

Yeah, I know... I wanted to start topic named my cleo questions, but IDK if moderators will allow that confused.gif

I'd definitely advocate that, actually. In fact, I'll rename this topic right now and you can put all your questions here. wink.gif

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Ify24

so I made this script:

 

 

{$CLEO .cs}0000: BULLETMETER0A95: enable_thread_savingPlayer.Defined($PLAYER_CHAR):CHECKwait 0 msifPlayer.Defined($PLAYER_CHAR)jf @CHECK0390: load_txd_dictionary 'bulletmeter' 038F: load_texture "bullet" as 15 // Load dictionary with 0390 first wait 1000 msjump @SCRIPT:SCRIPT03F0: enable_text_draw 103E3: set_texture_to_be_drawn_antialiased 1 038D: draw_texture 15 position 10.0 90.0 size 121.0 100.0 RGBA 128 128 128 255 :CLEANwait 0 ms03F0: enable_text_draw 0 0391: release_txd_dictionary jump @CHECK

 

 

and when I load the game it shows just black screen and froze the game... Is something wrong whit my script or textura ?

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aStiffSausage

Is your "bulletmeter.txd" in folder "Models/txd"? If not, it's causing the crash. And the first Defined_Player isn't needed.

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Ify24

 

Is your "bulletmeter.txd" in folder "Models/txd"? If not, it's causing the crash. And the first Defined_Player isn't needed.

Yeah. it is... And textura in .txd is named bullet

Edited by Ify24

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BnB

 

And the first Defined_Player isn't needed.

Indeed. It's a conditional opcode.

 

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Ify24

ok, now compiled code is:

 

 

// This file was decompiled using SASCM.INI published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007{$VERSION 3.1.0027}{$CLEO .cs}//-------------MAIN---------------thread "BULLETTIME" 0A95: enable_thread_saving 0390: load_txd_dictionary 'BULLETMETER' 038F: load_texture "BULLET5" as 15 // Load dictionary with 0390 first wait 1000 jump @BULLETTIME_60 :BULLETTIME_6003F0: enable_text_draw 1 03E3: set_texture_to_be_drawn_antialiased 1 038D: draw_texture 15 position 550.0 360.0 size 241.0 220.0 RGBA 255 255 255 255 wait 0 if   Actor.Dead($PLAYER_ACTOR)jf @BULLETTIME_131 jump @BULLETTIME_138 :BULLETTIME_131jf @BULLETTIME_60 :BULLETTIME_138wait 0 03F0: enable_text_draw 0 0391: release_txd_dictionary jump @BULLETTIME_60 0A93: end_custom_thread 

 

 

ANd there is txd "bulletmeter" and in that txd is image "bullet5" (in .png format)

so whats wrong ?

pleas any1 ?

 

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Ify24

So i guess it's problem in script ?

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aStiffSausage

Could be.

 

Try this one, it reloads the texture whenever player dies:

 

 

thread "BULLETTIME" 0A95: enable_thread_saving :BULLETTIME_60wait 0 if 0118:   actor $PLAYER_ACTOR dead else_jump @BULLETTIME_131 jump @BULLETTIME_138:BULLETTIME_131 0390: load_txd_dictionary 'BULLETMETER' 038F: load_texture "BULLET5" as 15 // Load dictionary with 0390 first :BULLETTIME_133wait 0 msif 0118:   actor $PLAYER_ACTOR dead else_jump @BULLETTIME_135 jump @BULLETTIME_138:BULLETTIME_13503F0: enable_text_draw 1 03E3: set_texture_to_be_drawn_antialiased 1 038D: draw_texture 15 position 550.0 360.0 size 241.0 220.0 RGBA 255 255 255 255 jump @BULLETTIME_133:BULLETTIME_138wait 0 03F0: enable_text_draw 0 0391: release_txd_dictionary jump @BULLETTIME_60 

 

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Ify24

Now it loads game normally, but after load screen it shows black screen and game is frozen...

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aStiffSausage

Damn, maybe this one would work:

 

 

thread "BULLETTIME" 0A95: enable_thread_saving :BULLETTIME_50wait 0 msif0256:   player $PLAYER_CHAR defined else_jump @BULLETTIME_50:BULLETTIME_60wait 0 if 0118:   actor $PLAYER_ACTOR dead else_jump @BULLETTIME_131 jump @BULLETTIME_138:BULLETTIME_131 0390: load_txd_dictionary 'BULLETMETER' 038F: load_texture "BULLET5" as 15 // Load dictionary with 0390 first :BULLETTIME_133wait 0 msif 0118:   actor $PLAYER_ACTOR dead else_jump @BULLETTIME_135 jump @BULLETTIME_138:BULLETTIME_13503F0: enable_text_draw 1 03E3: set_texture_to_be_drawn_antialiased 1 038D: draw_texture 15 position 550.0 360.0 size 241.0 220.0 RGBA 255 255 255 255 jump @BULLETTIME_133:BULLETTIME_138wait 0 03F0: enable_text_draw 0 0391: release_txd_dictionary jump @BULLETTIME_50

 

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Ify24

So I guess it's problem in txd.

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Ify24

So here is the code

( and I made a new .txd

and texturas):

 

{$CLEO .cs}//-------------MAIN---------------0A95: enable_thread_saving :NONAME_2wait 100 0390: load_txd_dictionary "BUL_MET" 038F: load_texture "BULMET" as 18 // Load dictionary with 0390 first jump @NONAME_36 :NONAME_36wait 0 03F0: enable_text_draw 1 03E3: set_texture_to_be_drawn_antialiased 1 038D: draw_texture 18 position 550.0 360.0 size 168.0 183.0 RGBA 255 255 255 255 wait 10000 jump @NONAME_96 :NONAME_96wait 0 0391: release_txd_dictionary 03F0: enable_text_draw 0 jump @NONAME_2 

 

 

And now it blink's in the right bottom corner of the screen, it shows up every 10th second and it is showing up for about 600 ms... Is the code wrong or new

textura ?

 

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Adler

Do not triple-post or post more than once consecutively. Use the EDIT button at the top-right corner of your post.

 

user posted image

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fastman92

 

0001: WAIT opcode stop processing of the current thread and let the GTA SA to process other active SCM threads and execute different actions. The number specifies a minimum number of milliseconds of current thread inactivity. When number of miliseconds is less or equal to zero, then current thread will be executed as soon as possible. GTA SA stops the current thread, executes other actions and comes back to process this thread again until it finds WAIT opcode again

 

 

0A95: enable_thread_saving   // It is unnecessary

 

 

 

0390: load_txd_dictionary 'LD_BEAT'

 

This opcode can`t load filename longer than 6 or 7 characters (i don`t remember exact length).

 

 

038F: load_texture "BULMET" as 18 // Load dictionary with 0390 first

 

 

Put 0390 first, then put 038F opcode:

 

 

wait 1000390: load_txd_dictionary "BULMET" 038F: load_texture "BULMET" as 18 // Load dictionary with 0390 first:drawTextureswait 003F0: enable_text_draw 0   // removes current set of drawn textures, current items drawn on screen from last game passage03E3: set_texture_to_be_drawn_antialiased 1 038D: draw_texture 18 position 550.0 360.0 size 168.0 183.0 RGBA 255 255 255 255jump @drawTextures

 

 

 

0391: release_txd_dictionary

 

What it does it removes textures and frees memory. Loaded SCM textures are getting unpinned and drawing them will cause white rectangle on screen. Use it only when textures don`t have to be longer used, example: speedometer works in vehicle, but player left one, therefore speedometer won`t work anymore until player gets in car again. I hope it not difficult to understand.

 

 

 

 

jump @label:label

 

Never add jump or gosub to label which is down after the instruction. Leaving jump @label won`t crash and code on :label will be executed.

Really if you want to know there are no registered labels in SCM, simply "label" is negative offset relative to beginning of current script added to opcodes such as 0002: jump. There are no labels, but offsets in compiled SCM.

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Wesser

 

0390: load_txd_dictionary 'LD_BEAT'

 

This opcode can`t load filename longer than 6 or 7 characters (I don`t remember exact length).

It is an 8-byte string such as GXT Keys (other chars are probably trimmed).

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Ify24

what means 'passage' ??

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fastman92

 

A game sequence of working

Game is run from .exe file and then load screens including a video are displayed. After the user chooses to load or start a new game, whole configuration and files are parsed, processed or opened.

Finally the game is loaded and user is able to control the player or exit to paused menu.

While game is not paused and player is playing, application is programmed to constantly some of procedures between each frame. Moving to a next frame is called “passage” here. During the passage we can distinguish following actions:

• Process world tasks

• Process world physics

• Process keys

• Process SCM scripts, scripting. Threads are processed in descending order.

• Draw textures up to this frame and remove their information, next request of rendering textures by SCM script is necessary for each frame to keep the textures being displayed.

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Wesser

Well, SCM threads aren't updated each frame. There's some interval the game waits before processing them again. This affects also texts and textures drawn by opcodes. You can prove it by updating an object position constantly by SCM, instead of ASI. There will be a coordinates lag.

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