zork824 Posted January 29, 2012 Share Posted January 29, 2012 Ok,I recently eliminated SA Folder with his registry key,so I could reinstall it perfectly.I made a backup and I modded hydra with f16.Now it comes strange thing.Before the uninstall,I had afterburner on mah plane and I didn't see normal particle effect on hydra thrust (that thing that you move for vertical takeoff and normal takeoff).But Now,with same afterburner,I see them.What's the cleo code to destroy that particle? Link to comment Share on other sites More sharing options...
Adler Posted January 29, 2012 Share Posted January 29, 2012 0650: destroy_particle [email protected] Opcode Search comes in handy in these cases. Link to comment Share on other sites More sharing options...
zork824 Posted February 8, 2012 Author Share Posted February 8, 2012 Sorry,but here is the code // 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 'RAB' :RAB_11 wait 0 if Actor.DrivingVehicleType($PLAYER_ACTOR, #HYDRA) else_jump @RAB_359 03C0: [email protected] = actor $PLAYER_ACTOR car if and 00E1: player 0 pressed_key 16 0745: set_hydra [email protected] thrust_to_horizontal not Car.Wrecked([email protected]) else_jump @RAB_175 if [email protected] == 0 else_jump @RAB_151 0650: destroy_particle [email protected] 066B: [email protected] = attach_particle "AFTERBURNER" to_car [email protected] with_offset 0.002 -5.5 0.1 flag 1 064C: make_particle [email protected] visible [email protected] = 0 [email protected] = 1 jump @RAB_151 :RAB_151 00E1: player 0 pressed_key 99 else_jump @RAB_175 wait 0 jump @RAB_151 :RAB_175 02E3: [email protected] = car [email protected] speed [email protected] *= 1.2 if and [email protected] > 1000 [email protected] > 250.0 else_jump @RAB_222 :RAB_222 if or 00E1: player 0 pressed_key 15 80E1: not player 0 pressed_key 16 Car.Wrecked([email protected]) else_jump @RAB_294 [email protected] = 0 :RAB_257 0650: destroy_particle [email protected]([email protected],5i) [email protected] += 1 [email protected] > 4 else_jump @RAB_257 [email protected] = 0 :RAB_294 if not [email protected] == 0 else_jump @RAB_359 if [email protected] == 1 else_jump @RAB_340 [email protected] += 2.5 :RAB_340 Car.SetSpeedInstantly([email protected], [email protected]) else_jump @RAB_359 Camera.Shake(0) :RAB_359 jump @RAB_11 When I put that inside it : La variabile locale '177' supera il limite massimo. In un thread la variabile massima è '[email protected]'. I translate : The local variable '177' reach the maximum limit.In a thread the maximum variable is [email protected] Link to comment Share on other sites More sharing options...
Nabx3n Posted February 8, 2012 Share Posted February 8, 2012 here I made a whole script for ya, I'm not sure what type of particle of that cause I never thought about using it but hope it works fine just let me know if you find any bugs or glitchs thread 'RAB' :RAB_11wait 0if Player.Defined($PLAYER_CHAR)else_jump @RAB_11if andActor.DrivingVehicleType($PLAYER_ACTOR, #HYDRA)00E1: player 0 pressed_key 16else_jump @RAB_1103C0: [email protected] = actor $PLAYER_ACTOR car ifnot Car.Wrecked([email protected])jf @RAB_11066B: [email protected] = attach_particle "AFTERBURNER" to_car [email protected] with_offset 0.002 -5.5 0.1 flag 1 064C: make_particle [email protected] visible:RAB_15wait 20if Player.Defined($PLAYER_CHAR)else_jump @RAB_15if and not Actor.Dead($PLAYER_ACTOR)8741: not actor $PLAYER_ACTOR bustedjf @RAB_13if andActor.DrivingVehicleType($PLAYER_ACTOR, #HYDRA)00E1: player 0 pressed_key 16else_jump @RAB_1303C0: [email protected] = actor $PLAYER_ACTOR car ifnot Car.Wrecked([email protected])jf @RAB_1302E3: [email protected] = car [email protected] [email protected] *= 2.0 Car.SetSpeedInstantly([email protected], [email protected])camera.Shake(50)jump @RAB_15:RAB_130650: destroy_particle [email protected] @RAB_11 Link to comment Share on other sites More sharing options...
zork824 Posted February 9, 2012 Author Share Posted February 9, 2012 (edited) Script works fine,thanks.Here the pic Edited February 9, 2012 by zork824 Link to comment Share on other sites More sharing options...
Wesser Posted February 9, 2012 Share Posted February 9, 2012 (edited) I'll probably misunderstand your question, but this is the hack to remove the hydra thrust (untested): // jmp short loc_6CA2E90A8C: write_memory 0x6C9F1C size 4 value 0x0003C8E9 virtual_protect 1 0A8C: write_memory 0x6C9F20 size 1 value 0x00 virtual_protect 1 Edited February 10, 2012 by Wesser 012 345 678 9A BCD EFG HIJK LMN OPQR STUV WX YZ Link to comment Share on other sites More sharing options...
zork824 Posted February 9, 2012 Author Share Posted February 9, 2012 Ok,what I want is. The game create 4 particle effect in the hydra (they are trust fire) I don't need to remove the trust,i need to remove the effect! Link to comment Share on other sites More sharing options...
Wesser Posted February 9, 2012 Share Posted February 9, 2012 Then that line of code works as you like. 012 345 678 9A BCD EFG HIJK LMN OPQR STUV WX YZ Link to comment Share on other sites More sharing options...
zork824 Posted February 9, 2012 Author Share Posted February 9, 2012 well,it didn't xD Link to comment Share on other sites More sharing options...
Wesser Posted February 10, 2012 Share Posted February 10, 2012 I have weird graphic glitches which don't let the game drawing the jetthrust particle, so I cannot test it by myself. However, I did a mistake in the previously code. Try it again. 012 345 678 9A BCD EFG HIJK LMN OPQR STUV WX YZ Link to comment Share on other sites More sharing options...
zork824 Posted February 10, 2012 Author Share Posted February 10, 2012 sanny builder won't let me compile it for saying that "insufficent parameters.4 parameterx extended" Link to comment Share on other sites More sharing options...
zork824 Posted February 12, 2012 Author Share Posted February 12, 2012 bump Link to comment Share on other sites More sharing options...
Wesser Posted February 13, 2012 Share Posted February 13, 2012 Did you compile the code in such a way? {$CLEO}0000: NOP// jmp short loc_6CA2E90A8C: write_memory 0x6C9F1C size 4 value 0x0003C8E9 virtual_protect 1 0A8C: write_memory 0x6C9F20 size 1 value 0x00 virtual_protect 1 0A93: end_custom_thread 012 345 678 9A BCD EFG HIJK LMN OPQR STUV WX YZ Link to comment Share on other sites More sharing options...
zork824 Posted February 13, 2012 Author Share Posted February 13, 2012 (edited) Not It work,but it Bugged my trust.They are in a weird position Edited February 13, 2012 by zork824 Link to comment Share on other sites More sharing options...
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