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Speedometer Digital Pleasse


Michael.Knight1
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Michael.Knight1

Hi Guy !!

 

I want to make CLeo Script ??

 

Speedometer Digital Pleasse

 

 

 

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Hi Guy !!

 

I want to make CLeo Script ??

 

Speedometer Digital Pleasse

You`re asking whether you want to make a speedometer?

Answer: no, you don`t want to make a speedometer.

Learn CLEO scripting and make one yourself.

No one is going to make it for you, search on gtagarage.com

We aren`t your paid workers.

 

Speak English.

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easy, fastman, he's just asking HOW to make a digital speedometer... and btw, what is the correct ratio from gamespeed to real kmh/mph ???

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Michael.Knight1

Hi Guy !! Please, please answer my question !!

 

I want to make Speedometre Digital kmh/mph

 

Please give me Opcode That will help me icon14.gif

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easy, fastman, he's just asking HOW to make a digital speedometer... and btw, what is the correct ratio from gamespeed to real kmh/mph ???

Fastman has a point for saying that. First, what Mike is asking for constitutes as a request, and second if he really wants it to be done in a pinch, he should learn about it himself. And besides, there are literally tons of speedo mods for the game atm, why ask for yet another one?

76561198000404928.png

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Hi Guy !! Please, please answer my question !!

 

I want to make Speedometre Digital kmh/mph

 

Please give me Opcode That will help me icon14.gif

 

{$CLEO} 0337: set_actor $Michael.Knight1 visibility 00A93: end_custom_thread

 

I hope that opcode will help.

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02E3: [email protected] = car [email protected] speed

 

Unit of stored value: map points per second

 

One map point is assumed to be one meter from real life and it works this way in game statistics.

 

But speedometers in vehicles show value in unit KM\H or MPH\H.

 

It is simple math as follows. Sample speed is 60.0 meters per second and needs to be converted into KM\H

 

 

60 meters \ second

? meters \ hour

 

hour contains 60 minutes * 60 seconds = 3600 seconds

 

60*3600 meters \ hour

216 000 meters \ hour

 

as you know, 1 KM = 1000 M

(216 000 \ 1000) kilometers \ hour

 

216 KPH

 

It can be done simpler.

We know (one meter per second) 3.6 of KMH.

(1 meter * 3 600) / 1 000 = 3.6

 

 

02E3: [email protected] = car [email protected] speed  // returned meters per [email protected] *= 3.6   // now it is kilometers per [email protected] /= 1.609344  // in case if you wanted to convert it into MPH

 

Hydra reaches 75.0 meters per second, 75.0 * 3.6 = 270.0 KPH

Infernus: around 61.5 * 3.6 = 221.4 KPH

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Michael.Knight1

Fastamn92 Thanks biggrin.gif

 

ThirteenAG ///// This Opcode Will help you in your mind and your words lol.gif

 

{$VERSION 3.1.0027}{$CLEO .cs}//-------------MAIN---------------thread 'ThirteenAG'0AAC: $20 = load_audiostream "CLEO\AUDIO\STUPD.mp3" //IF and SET:ThirteenAG_11wait 0 if   Player.Defined($ThirteenAG) jf @ThirteenAG_11wait 0if and0AB0:   key_pressed 19 jf @ThirteenAG_145 wait 500 jump @ThirteenAG_12 :ThirteenAG_120AAD: set_mp3 [email protected] perform_action 1 03FE: set_actor $ThirteenAG money 00000000223: set_actor $ThirteenAG health_to 00001B9: set_actor $ThirteenAG armed_weapon_to 0 0332: set_actor $ThirteenAG bleeding 10000337: set_actor $ThirteenAG visibility 0 04D7: set_actor $ThirteenAG locked 1 jump @ThirteenAG_11

 

 

LoooooooooooooL 1 / 1

Edited by Michael.Knight1
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Thirteen, I lol'd. lol.gif

 

fastman, was it better to just link this post? tounge2.gif

012          345
678   9A   BCD
EFG HIJK LMN
OPQR  STUV
WX    YZ

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Michael.Knight1

Wesser Thanks biggrin.gif

 

Fastman92 !! That Should Work , Nice Man biggrin.gif

Edited by Michael.Knight1
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hey.. but infernus is supposed to reach 245 kmh not just 221.4 kmh... thats what handling.cfg said....

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Michael.Knight1

INFERNUS !!

 

INFERNUS 1400.0 2725.3 1.5 0.0 0.0 -0.25 70 0.70 0.8 0.50 5 240.0 30.0 10.0 4 P 11.0 0.51 0 30.0 1.2 0.19 0.0 0.25 -0.10 0.5 0.4 0.37 0.72 95000 40002004 C04000 1 1 1

 

 

240 KM/H

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Fastamn92 Thanks biggrin.gif

 

ThirteenAG ///// This Opcode Will help you in your mind and your words lol.gif

 

{$VERSION 3.1.0027}{$CLEO .cs}//-------------MAIN---------------thread 'ThirteenAG'0AAC: $20 = load_audiostream "CLEO\AUDIO\STUPD.mp3" //IF and SET:ThirteenAG_11wait 0 if   Player.Defined($ThirteenAG) jf @ThirteenAG_11wait 0if and0AB0:   key_pressed 19 jf @ThirteenAG_145 wait 500 jump @ThirteenAG_12 :ThirteenAG_120AAD: set_mp3 [email protected] perform_action 1 03FE: set_actor $ThirteenAG money 00000000223: set_actor $ThirteenAG health_to 00001B9: set_actor $ThirteenAG armed_weapon_to 0 0332: set_actor $ThirteenAG bleeding 10000337: set_actor $ThirteenAG visibility 0 04D7: set_actor $ThirteenAG locked 1 jump @ThirteenAG_11

 

 

LoooooooooooooL 1 / 1

f*cked up code, as usual biggrin.gif

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@Michael.Knight1 - Don't use global variables in lifehacks, because you can accidently destroy the world. Your code doesn't execute though(guess why lol.gif), so people can sleep tight.

Edited by ThirteenAG
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Michael.Knight1

Fastman92 When I open San Andreas is Will Be Crashed

user posted image

What is the Mistake ?

 

{$VERSION 3.1.0027}{$CLEO .cs}//-------------MAIN---------------thread 'SPEEDOMETRE' :SPEEDOMETRE_41wait 0 if   Player.Defined($PLAYER_CHAR)jf @SPEEDOMETRE_41 if   Actor.DrivingVehicleType($PLAYER_ACTOR, #BFINJECT)jf @SPEEDOMETRE_41 03C0: [email protected] = actor $PLAYER_ACTOR car 02E3: [email protected] = car $KITT speed $KITT *= 3.6 008C: $KITT = float $KITT to_integer 033F: set_text_draw_letter_size 2.0 8.0 03E4: enable_text_draw_align_right 1 if  $KITT > 9 jf @SPEEDOMETRE_50045A: draw_text_1number 600.0 375.0 GXT 'SPEEDOMETRE' number $SPEED jump @SPEEDOMETRE_41 :SPEEDOMETRE_50045A: draw_text_1number 600.0 375.0 GXT 'SPEEDOMETRE1' number $SPEED jump @SPEEDOMETRE_41 

 

Edited by Michael.Knight1
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02E3: [email protected] = car $KITT speed

 

What`s this?

 

Why do you compile and later decompile .cs scripts again? Where are you from?

Edited by fastman92
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Michael.Knight1

 

02E3: [email protected] = car $KITT speed

 

What`s this?Why do you compile and later decompile .cs scripts again? Where are you from?

 

 

 

Man Pleasse What is the Problem ????

Edited by Michael.Knight1
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You have to do:

 

02E3: $KITT = car [email protected] speed

 

It`s better not to answer than give wrong answer, Mr. Adviser.

 

Don`t use global variables, they are used to communicate between threads and occur as part of internal SCM story (changed by missions, threads in main.scm). They are non-volatile, when user loads game again, stored in save. In the contrary to local variables that have 0 values when thread is loaded. They are volatile as user loads game again, not saved in save.

Instead use local variables.

 

 

02E3: [email protected] = car [email protected] speed

 

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You have to do:

 

02E3: $KITT = car [email protected] speed

 

It`s better not to answer than give wrong answer, Mr. Adviser.

Here is Mr. Adviser again:

 

He used "02E3: [email protected] = car $KITT speed", but he meant "02E3: $KITT = car [email protected] speed". I just corrected that, and it's his choice if he uses globals even though it's not recommend.

 

The script also crashes because of:

 

045A: draw_text_1number 600.0 375.0 GXT 'SPEEDOMETRE' number $SPEED

 

You defined $SPEED no where.

 

EDIT:

Don't use the 02E3 two times, just replace $KITT with [email protected]

Edited by Bad.boy!
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Okay here's your speedometer. To change the position of where the speed is displayed, just change the value of POS_X and POS_Y. Good luck...

 

 

{$CLEO .cs}//----------ThreadPrincipal---------03A4: name_thread 'SPEEDO'constPOS_X = 32.0POS_Y = 32.0end :Iniciowait 0if and0256:   player $PLAYER_CHAR defined 056D:   actor $PLAYER_ACTOR defined jf @Inicioif0449:   actor $PLAYER_ACTOR in_a_car jf @Inicio0811: [email protected] = actor $PLAYER_ACTOR car // versionC0ADF: add_dynamic_GXT_entry '_DBGSPD' text "~1~ Km/H" :Script02E3: [email protected] = car [email protected] [email protected] *= 3.60092: [email protected] = float [email protected] to_integer03F0: enable_text_draw 1 0343: set_text_draw_linewidth 640.00349: set_text_draw_font 1081C: draw_text_outline 1 RGBA 0 0 0 255033F: set_text_draw_letter_size 0.5 1.75045A: draw_text_1number POS_X POS_Y GXT '_DBGSPD' number [email protected]  // ALL RACES WON!~n~~w~$~1~:ChecarFinalwait 0 if and0256:   player $PLAYER_CHAR defined 056D:   actor $PLAYER_ACTOR defined 004D: jump_if_false @QuitarRefCocheif056E:   car [email protected] definedjf @Finalif80DB:  not actor $PLAYER_ACTOR in_car [email protected] @Script:QuitarRefCocheif056E:   car [email protected] defined jf @Finalif$ONMISSION == 0jf @Final01C3: remove_references_to_car [email protected] :Final0AE0: remove_dynamic_GXT_entry '_DBGSPD'jump @Inicio

 

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