aoxsystems 0 Posted July 29, 2012 Share Posted July 29, 2012 (edited) Ty 4 response,here's the script(original stripped sco no modification): Download If it passes your test,must be the patch issue...i ll try flits toolbox. Edited July 29, 2012 by aoxsystems Link to post Share on other sites
Frank.s 838 Posted July 29, 2012 Share Posted July 29, 2012 Yep, it's the patch issue: your script.img works fine on my patch7. Link to post Share on other sites
aoxsystems 0 Posted July 30, 2012 Share Posted July 30, 2012 (edited) Updated to 1.0.7.0: GOOD NEWS: Script works!!!! BAD NEWS: I know that only bcs of sound -.-,apparently unknown graphical issue in patch 7 made my screen black except for hud and radar. xD No problem i ll orient myself to Eflc,until this problem isnt' solved.. Thx Frank for helping out Edited July 30, 2012 by aoxsystems Link to post Share on other sites
jdmalex2 0 Posted July 31, 2012 Share Posted July 31, 2012 if you want to compile for 1.4 natives then open up natives.cfg in notepad and replace and save with this 1.4 natives.cfg then use the compiler as you would. Link to post Share on other sites
unknown modder 202 Posted August 1, 2012 Share Posted August 1, 2012 anyone able to shed light on this error on the compiler i have tried loads of methods to get it to work, but they just keep giving the same error, but i dont recieve this error when i try to input a file that doesnt exist Process started >>>C:\Users\Nathan\modding\GTA_IV\compile\Compiler\scocl.exe GTAIV "WeaponMods.c" "C:\Users\Nathan\modding\GTA_IV\compile\WeapMod/"WeaponMods.c compile startedWeaponMods.c compile failed, compiler internal error, check params first, using: scocl.exe <[s]globals version> <filein> <dirout> <options>globals version : GTAIV/TLAD/TBOGToptions : GLOBALSEG, KEEPTEMP, DEBUGOUTPUTexamples : normal script compiling : scocl.exe GTAIV "c:\gta\scripts\main.c" "c:\gta\scripts\out\" KEEPTEMP DEBUGOUTPUTcompiling script with global seg (startup.sco): scocl.exe TLAD "c:\gta\scripts\startup.c" "c:\gta\scripts\out\" GLOBALSEG<<< Process finished.================ READY ================ Link to post Share on other sites
aoxsystems 0 Posted August 1, 2012 Share Posted August 1, 2012 I think u should put full path to you script.....not just "weaponmods.c" Example: "C:\Documents and Settings\Username\Desktop\Foldername\weaponmods.c" Link to post Share on other sites
unknown modder 202 Posted August 2, 2012 Share Posted August 2, 2012 (edited) I think u should put full path to you script.....not just "weaponmods.c" Example: "C:\Documents and Settings\Username\Desktop\Foldername\weaponmods.c" I have tried that and the error still came up, then i deleted scocl and the other files in the compiler folder, then put fresh ones in and now it says it was sucessful, but it wont make an output file, however it will update a file already made nevermind, i used ++ inside a struct Edited August 2, 2012 by unknown modder Link to post Share on other sites
iriedreadlock23 50 Posted November 21, 2012 Share Posted November 21, 2012 SCOCL works just great with TBOGT (1.1.2.0). Good to have Niko back : ) Now, trick question. Is there any possible way to access in game objects? For example, how to get closest object of certain type? There is function to check if it exists DOES_OBJECT_OF_TYPE_EXIST_AT_COORDS, but how to get it's handle? Link to post Share on other sites
Alexander Blade 1,407 Posted December 15, 2012 Author Share Posted December 15, 2012 do u guyz need smt like cleo for iv but 'bout dynamic sco loading , saves and so on ? Link to post Share on other sites
lpgunit 507 Posted December 15, 2012 Share Posted December 15, 2012 That could work. Also, how mature and reliable are custom SCOs compared to writing stuff on .NET? Link to post Share on other sites
Alexander Blade 1,407 Posted December 15, 2012 Author Share Posted December 15, 2012 u mean Hazard's net hook ? custom sco is the same as usual sco , just like in the scocl examples Link to post Share on other sites
Skorpro 129 Posted December 17, 2012 Share Posted December 17, 2012 do u guyz need smt like cleo for iv but 'bout dynamic sco loading , saves and so on ? Hi Alexander! YES, I'm still waiting for s.t. like CLEO IV!!!! Hope you can realize it Link to post Share on other sites
Frank.s 838 Posted December 18, 2012 Share Posted December 18, 2012 do u guyz need smt like cleo for iv but 'bout dynamic sco loading , saves and so on ? Very much so. Link to post Share on other sites
iriedreadlock23 50 Posted January 7, 2013 Share Posted January 7, 2013 Happy New Year and Merry Christmas! CLEO is something we wish You to get done in Q1 2013. It's wonderful to code "professionally" with SCOCL, and dynamic loading would be very useful for development and debugging. Advance us to next gen coding Alexander! Link to post Share on other sites
Terreur69 20 Posted February 5, 2013 Share Posted February 5, 2013 nothing new with cleo IV ? Link to post Share on other sites
unknown modder 202 Posted April 3, 2013 Share Posted April 3, 2013 Was String Concatenation ever included in scocl - like how when you decompile a script using openiv's decompiler you sometimes see StringConcat("string1", "string2") Link to post Share on other sites
Illusive Prime 18 Posted April 16, 2013 Share Posted April 16, 2013 When you said we can design our own mission with CLEO you're making, will it be easyer to make on then SA? Link to post Share on other sites
Vrock_wave 198 Posted June 12, 2015 Share Posted June 12, 2015 is it possible to add support for Max Payne 3 ? 2 Link to post Share on other sites
montcer9012 0 Posted October 5, 2018 Share Posted October 5, 2018 Hello guys, Do you know how to find the key for .sco files in Max Payne 3, PS3 version? I am discussing this on Xentax, but the I find this post. However, it seems that Alexander is no longer active on this forum anymore. Link to post Share on other sites