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Cleo question


direstraits

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I want know the diferences between cleo 3 and 4 and if cleo 3 scripts works on cleo 4.

 

Because i need chance cleo version but i like my cleo 3 scrips.

 

Thanks.

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Nope. Some CLEO3 opcodes have been improved in CLEO4, so older scripts may not work with newer versions.

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How improve a old cleo 3 mod to work in cleo 4 ?

 

This is a updated zone\location+car name by Wesser (at least I dont steal).

 

But the car name dont work in cleo 4. How make it works?

 

 

// 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---------------09BA: show_entered_zone_name 0 9@ = 0 11@ = 0 12@ = 0 15@ = 1 17@ = 0 0000: NOP gosub @NONAME_1344 :NONAME_48wait 0 gosub @NONAME_189 gosub @NONAME_244 gosub @NONAME_306 gosub @NONAME_355 if or 9@ == 1  11@ == 1  12@ == 1  15@ == 0 else_jump @NONAME_130 03F0: enable_text_draw 0 jump @NONAME_182 :NONAME_130if and  not Actor.Driving($PLAYER_ACTOR)00E1:   player $PLAYER_CHAR pressed_key 4 else_jump @NONAME_164 03F0: enable_text_draw 0 jump @NONAME_182 :NONAME_16403F0: enable_text_draw 1 gosub @NONAME_431 gosub @NONAME_1168 :NONAME_182jump @NONAME_48 :NONAME_1890A8D: 8@ = read_memory 11989093 size 4 virtual_protect 0 if  8@ == 1 else_jump @NONAME_235 9@ = 1 jump @NONAME_242 :NONAME_2359@ = 0 :NONAME_242return :NONAME_2440A8D: 10@ = read_memory 9873356 size 4 virtual_protect 0 if or 10@ == 1  10@ == 2 else_jump @NONAME_297 11@ = 1 jump @NONAME_304 :NONAME_29711@ = 0 :NONAME_304return :NONAME_306if 06B9:   cutscene_data_loaded else_jump @NONAME_346 if 82E9:   not cutscene_reached_end else_jump @NONAME_339 12@ = 1 :NONAME_339jump @NONAME_353 :NONAME_34612@ = 0 :NONAME_353return :NONAME_3550A8D: 13@ = read_memory 12216172 size 4 virtual_protect 0 0A8D: 14@ = read_memory 12231675 size 4 virtual_protect 0 if and 13@ == 2  14@ == 0 else_jump @NONAME_422 15@ = 0 jump @NONAME_429 :NONAME_42215@ = 1 :NONAME_429return :NONAME_431gosub @NONAME_599 if  17@ == 0 else_jump @NONAME_590 gosub @NONAME_645 gosub @NONAME_675 if or05AD:   s$93 == 'LA'  // Los Santos05AD:   s$93 == 'SF'  // San Fierro05AD:   s$93 == 'VE'  // Las Venturaselse_jump @NONAME_537 05A9: s$93 = 'CT' :NONAME_537if 05AD:   s$93 == 'SAN_AND'  // San Andreaselse_jump @NONAME_576 05A9: s$93 = 'CN' :NONAME_576gosub @NONAME_975 jump @NONAME_597 :NONAME_590gosub @NONAME_1085 :NONAME_597return :NONAME_599077E: get_active_interior_to 16@ if  16@ == 0 else_jump @NONAME_636 17@ = 0 jump @NONAME_643 :NONAME_63617@ = 1 :NONAME_643return :NONAME_645Actor.StorePos($PLAYER_ACTOR, 1@, 2@, 3@)0843: get_zone_at 1@ 2@ 3@ nameA_to s$93 // 8-byte string return :NONAME_675gosub @NONAME_1025 if  7@ == 0 else_jump @NONAME_714 05A9: s$95 = 'CS' :NONAME_714if  7@ == 1 else_jump @NONAME_746 05A9: s$95 = 'LA'  // Los Santos:NONAME_746if  7@ == 2 else_jump @NONAME_778 05A9: s$95 = 'SF'  // San Fierro:NONAME_778if  7@ == 3 else_jump @NONAME_810 05A9: s$95 = 'VE'  // Las Venturas:NONAME_810if 05AD:   s$93 == 'SAN_AND'  // San Andreaselse_jump @NONAME_849 05A9: s$95 = 'SAN_AND'  // San Andreas:NONAME_849if 05AD:   s$93 == 'LA'  // Los Santoselse_jump @NONAME_888 05A9: s$95 = 'LA'  // Los Santos:NONAME_888if 05AD:   s$93 == 'SF'  // San Fierroelse_jump @NONAME_927 05A9: s$95 = 'SF'  // San Fierro:NONAME_927if 05AD:   s$93 == 'VE'  // Las Venturaselse_jump @NONAME_966 05A9: s$95 = 'VE'  // Las Venturas:NONAME_966gosub @NONAME_1035 return :NONAME_97503E0: unknown_text_draw_flag 1 033F: set_text_draw_letter_size 0.3 1.2 0342: enable_text_draw_centered 1 081C: draw_text_outline 2 RGBA 0 0 0 255 033E: set_draw_text_position 200.0 433.0 GXT s$93 return :NONAME_10250842: 7@ = player $PLAYER_CHAR town_number return :NONAME_103503E0: unknown_text_draw_flag 1 033F: set_text_draw_letter_size 0.3 1.2 0342: enable_text_draw_centered 1 081C: draw_text_outline 2 RGBA 0 0 0 255 033E: set_draw_text_position 88.0 433.0 GXT s$95 return :NONAME_1085gosub @NONAME_1108 gosub @NONAME_1118 gosub @NONAME_1035 return :NONAME_1108094B: v$99 = get_active_interior_name_from_actor $PLAYER_ACTOR // 16-byte string return :NONAME_111803E0: unknown_text_draw_flag 1 033F: set_text_draw_letter_size 0.3 1.2 0342: enable_text_draw_centered 1 081C: draw_text_outline 2 RGBA 0 0 0 255 033E: set_draw_text_position 88.0 426.0 GXT v$99 return :NONAME_1168if   Actor.Driving($PLAYER_ACTOR)else_jump @NONAME_1280 03C0: 18@ = actor $PLAYER_ACTOR car 0@ = Car.Model(18@)0@ -= 400 0@ *= 776 0@ += 11662928 0@ += 54 0A8D: $5 = read_memory 0@ size 4 virtual_protect 0 0@ += 4 0A8D: $30 = read_memory 0@ size 3 virtual_protect 0 0AB1: call_scm_func @NONAME_1282 2 $5 $30 :NONAME_1280return :NONAME_1282gosub @NONAME_1294 0AB2: ret 0 :NONAME_129403E0: unknown_text_draw_flag 1 033F: set_text_draw_letter_size 0.3 1.2 0342: enable_text_draw_centered 1 081C: draw_text_outline 2 RGBA 0 0 0 255 033E: set_draw_text_position 88.0 298.0 GXT 0@s return :NONAME_134409BA: show_entered_zone_name 0 09B9: show_entered_car_name 1 

 

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The script should work correctly with CLEO4 aswell, but for some unknown reasons it doesn't. Indeed, there are some exceptions due to lots of CLEO4 bugs.

 

Perhaps, 0AB1 opcode gives some problems in this case. Try to overwrite your code with this:

 

[...]03C0: 0@ = actor $PLAYER_ACTOR car0@ *= 0x4 0@ += 0xA9B0C8 0A8D: 0@ = read_memory 0@ size 4 virtual_protect 0 // CModel (any type)0@ += 0x32 0A8D: 1@ = read_memory 0@ size 4 virtual_protect 0 // szGxtName0@ += 0x4 0A8D: 2@ = read_memory 0@ size 4 virtual_protect 0 gosub @NONAME_1294return :NONAME_129403E0: unknown_text_draw_flag 1 033F: set_text_draw_letter_size 0.3 1.2 0342: enable_text_draw_centered 1 081C: draw_text_outline 2 RGBA 0 0 0 255 033E: set_draw_text_position 88.0 298.0 GXT 1@s return [...]

 

However, 0051 opcode is also missing at the end.

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