Ify24 Posted November 4, 2011 Share Posted November 4, 2011 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 ? Link to comment Share on other sites More sharing options...
Silent Posted November 4, 2011 Share Posted November 4, 2011 You definitely can't search. 02AB: set_actor [email protected] immunities BP 0 FP 0 EP 1 CP 1 MP 0 Link to comment Share on other sites More sharing options...
Ify24 Posted November 4, 2011 Author Share Posted November 4, 2011 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 Tnq, anyway Link to comment Share on other sites More sharing options...
aStiffSausage Posted November 4, 2011 Share Posted November 4, 2011 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 Link to comment Share on other sites More sharing options...
Ify24 Posted November 4, 2011 Author Share Posted November 4, 2011 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 Link to comment Share on other sites More sharing options...
aStiffSausage Posted November 4, 2011 Share Posted November 4, 2011 It would be way better, or then just keep making the one thread long enough to answer all your questions. Link to comment Share on other sites More sharing options...
Adler Posted November 4, 2011 Share Posted November 4, 2011 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 I'd definitely advocate that, actually. In fact, I'll rename this topic right now and you can put all your questions here. Link to comment Share on other sites More sharing options...
Ify24 Posted November 5, 2011 Author Share Posted November 5, 2011 so I made this script: {$CLEO .cs}0000: BULLETMETER0A95: enable_thread_savingPlayer.Defined($PLAYER_CHAR):CHECKwait 0 msifPlayer.Defined($PLAYER_CHAR)jf @CHECK0390: load_txd_dictionary 'bulletmeter' 038F: load_texture "bullet" as 15 // Load dictionary with 0390 first wait 1000 msjump @SCRIPT:SCRIPT03F0: enable_text_draw 103E3: set_texture_to_be_drawn_antialiased 1 038D: draw_texture 15 position 10.0 90.0 size 121.0 100.0 RGBA 128 128 128 255 :CLEANwait 0 ms03F0: enable_text_draw 0 0391: release_txd_dictionary jump @CHECK and when I load the game it shows just black screen and froze the game... Is something wrong whit my script or textura ? Link to comment Share on other sites More sharing options...
aStiffSausage Posted November 5, 2011 Share Posted November 5, 2011 Is your "bulletmeter.txd" in folder "Models/txd"? If not, it's causing the crash. And the first Defined_Player isn't needed. Link to comment Share on other sites More sharing options...
Ify24 Posted November 6, 2011 Author Share Posted November 6, 2011 (edited) Is your "bulletmeter.txd" in folder "Models/txd"? If not, it's causing the crash. And the first Defined_Player isn't needed. Yeah. it is... And textura in .txd is named bullet Edited November 6, 2011 by Ify24 Link to comment Share on other sites More sharing options...
BnB Posted November 6, 2011 Share Posted November 6, 2011 And the first Defined_Player isn't needed. Indeed. It's a conditional opcode. Link to comment Share on other sites More sharing options...
Ify24 Posted November 6, 2011 Author Share Posted November 6, 2011 ok, now compiled code is: // This file was decompiled using SASCM.INI published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007{$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 ? Link to comment Share on other sites More sharing options...
Ify24 Posted November 6, 2011 Author Share Posted November 6, 2011 So i guess it's problem in script ? Link to comment Share on other sites More sharing options...
aStiffSausage Posted November 6, 2011 Share Posted November 6, 2011 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 Link to comment Share on other sites More sharing options...
Ify24 Posted November 6, 2011 Author Share Posted November 6, 2011 Now it loads game normally, but after load screen it shows black screen and game is frozen... Link to comment Share on other sites More sharing options...
aStiffSausage Posted November 6, 2011 Share Posted November 6, 2011 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 $PLAYER_ACTOR dead else_jump @BULLETTIME_135 jump @BULLETTIME_138:BULLETTIME_13503F0: enable_text_draw 1 03E3: set_texture_to_be_drawn_antialiased 1 038D: draw_texture 15 position 550.0 360.0 size 241.0 220.0 RGBA 255 255 255 255 jump @BULLETTIME_133:BULLETTIME_138wait 0 03F0: enable_text_draw 0 0391: release_txd_dictionary jump @BULLETTIME_50 Link to comment Share on other sites More sharing options...
Ify24 Posted November 6, 2011 Author Share Posted November 6, 2011 No, Link to comment Share on other sites More sharing options...
Ify24 Posted November 6, 2011 Author Share Posted November 6, 2011 So I guess it's problem in txd. Link to comment Share on other sites More sharing options...
Ify24 Posted November 6, 2011 Author Share Posted November 6, 2011 So here is the code ( and I made a new .txd and texturas): {$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 ? Link to comment Share on other sites More sharing options...
Adler Posted November 6, 2011 Share Posted November 6, 2011 Do not triple-post or post more than once consecutively. Use the EDIT button at the top-right corner of your post. Link to comment Share on other sites More sharing options...
fastman92 Posted November 6, 2011 Share Posted November 6, 2011 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. Link to comment Share on other sites More sharing options...
Wesser Posted November 6, 2011 Share Posted November 6, 2011 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). 012 345 678 9A BCD EFG HIJK LMN OPQR STUV WX YZ Link to comment Share on other sites More sharing options...
Ify24 Posted November 7, 2011 Author Share Posted November 7, 2011 what means 'passage' ?? Link to comment Share on other sites More sharing options...
fastman92 Posted November 7, 2011 Share Posted November 7, 2011 A game sequence of workingGame 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. Link to comment Share on other sites More sharing options...
Wesser Posted November 8, 2011 Share Posted November 8, 2011 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. 012 345 678 9A BCD EFG HIJK LMN OPQR STUV WX YZ Link to comment Share on other sites More sharing options...
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