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[CLEO4]NewOpcodes by DK22Pac


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lvjq.png


Finally released as test version smile.gif

If you downloaded the archive, all you wanted to see (documentation/examples) is already there.

Download v2.1 27.08.14

I'll update this post later.
Thx to all who will help me to test it. smile.gif Edited by _DK
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https://gtaforums.com/topic/518780-cleo4newopcodes-by-dk22pac/
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Updated, fixed some opcodes.

 

{$CLEO}{$I stdc}0D61: t = load_texture_from "textures\brick.bmp" with_mask NULL // IF and SET{$I inloop}   0AB1: call_scm_function @drawTexturedCircle params 13 pos_x 250.0 pos_y 250.0 radius 150.0 step 6.0 texture t priority PRIORITY_OVER_HUD color_RGBA 255 255 255 255 angle -45.0 invert_x false invert_y false   0AB1: call_scm_function @drawTexturedQuad params 11 pos_x 450.0 pos_y 100.0 size 300.0 texture t priority PRIORITY_OVER_HUD color_RGBA 255 255 255 255 invert_x false invert_y false   {$I forplayercar}       0D62: set_car veh remap_texture t       0D63: set_car veh color ALL_COLORS RGB 255 255 255   {$I for_end}{$I end}{$I drawtexturedcircle.scmf}{$I drawtexturedquad.scmf}

 

user posted image

 

{$CLEO}{$I stdc}0D61: t = load_texture_from "textures\brick.bmp" with_mask NULL // IF and SET{$I inloop}   0AB1: call_scm_function @drawTexturedCircle params 13 pos_x 250.0 pos_y 250.0 radius 150.0 step 6.0 texture t priority PRIORITY_OVER_HUD color_RGBA 255 255 255 255 angle -45.0 invert_x false invert_y false   0AB1: call_scm_function @drawTexturedQuad params 11 pos_x 450.0 pos_y 100.0 size 300.0 texture t priority PRIORITY_OVER_HUD color_RGBA 255 255 255 255 invert_x false invert_y false   {$I forplayercar}       0D62: set_car veh remap_texture t       0D63: set_car veh color 1 RGB 255 255 255       0407: store_coords_to a b c from_car veh with_offset -2.0 0.0 0.0       0174: d = car veh z_angle       0D50: draw_shadow_type TYPE_LIGHT position a b c width 2.5 height 2.5 rotation d distance 2.0 texture t intensity 1 RGB 150 150 150 shadow_data NULL       0A97: s = car veh struct       0D53: draw_corona_with_texture t color 255 255 255 150 on_entity s at 0.0 -3.0 1.0 size 1.0   {$I for_end}{$I end}{$I drawtexturedcircle.scmf}{$I drawtexturedquad.scmf}

 

user posted image

Edited by DK22Pac
  • Like 3

Holy sh*t. Awesome.

It must work with any resolution. And only with .bmp format.

 

Holy sh*t. Awesome.

Tnx tounge.gif

Michael-Knight1

 

@DK22Pac , You Can Make Opcode To Load Video ??

I explained a method here: http://gtag.gtagaming.com/forums/index.php...24&st=0&start=0

 

It seems to only work on one game version, however.

He Doesn't Work ! Why ?

Just in 1 Sec Then The Game Crashed

 

 

:START_130wait 0 if   Player.Defined($PLAYER_CHAR)else_jump @START_130 wait 1000 0A8C: write_memory 0xB5F852 size 1 value 1 virtual_protect 00A8C: write_memory 0x748BC5 size 2 value 0x13C virtual_protect 10AA5: call 0x747660 num_params 2 pop 2 "movies\\KRSTART.mpg" 00A8C: write_memory 0xC8D4C0 size 1 value 4 virtual_protect 00AA5: call 0x746740 num_params 0 pop 00A8C: write_memory 0xBA677B size 1 value 0 virtual_protect 00A8C: write_memory 0xB5F852 size 1 value 0 virtual_protect 0:START_155wait 0 if 0205:   actor $PLAYER_ACTOR near_car $KITT radius 15.0 15.0 15.0 flag 0 else_jump @START_155 00BB: show_text_lowpriority GXT 'HLOS_1' time 2000 flag 1 wait 2000 00BB: show_text_lowpriority GXT 'HLOS_2' time 2000 flag 1 wait 2000 00BB: show_text_lowpriority GXT 'HLOS_3' time 3000 flag 1 08A6: set_car $KITT componentA 2 rotation_to 0.0 wait 10 08A6: set_car $KITT componentA 2 rotation_to 0.05 wait 10 08A6: set_car $KITT componentA 2 rotation_to 0.1 wait 10 08A6: set_car $KITT componentA 2 rotation_to 0.15 wait 10 08A6: set_car $KITT componentA 2 rotation_to 0.2 wait 10 08A6: set_car $KITT componentA 2 rotation_to 0.25 wait 10 08A6: set_car $KITT componentA 2 rotation_to 0.3 wait 10 08A6: set_car $KITT componentA 2 rotation_to 0.35 wait 10 08A6: set_car $KITT componentA 2 rotation_to 0.4 wait 10 08A6: set_car $KITT componentA 2 rotation_to 0.45 wait 10 08A6: set_car $KITT componentA 2 rotation_to 0.5 end_thread 

 

Edited by Michael-Knight1
Michael-Knight1
Or just refer to my original post, stating that it only seems to work on one game version (the version I created the code using).

Yeah I Just Use The Original Version I .

Ok Can You Write Simple Script With This Code When I Press A Key Load GTA titles video .

i don't thinks my codes was wrong

  • 2 weeks later...

Tnx for comments tounge.gif

 

Doesn't your way require leaving variables 30@+ untouched?

Yes. But only inside "{$I } construction".

GaryRoachSanderson

OMG man! Dude, are you a genius or what? Einstein just got resur-mother-f*kin-rected man! This sh*ts awesome dawg! biggrin.gif Now I can do so much sh*t I never imagined I could do in CLEO4!

 

By the way, I noticed you are using those "t" or "s" variables rather than the native 0@ to 33@ ones, does this mean there is no limit to variables now?

 

Also, could you possibly make try{}catch{} exception handling opcodes?

Hey guys, I have good news!

Some guy working on new GUI system for SA, and we decided to include his work into newOpcodes.

So you could create beautiful interface (like in SAMP or MTA) for your mods. Forget about default panels and texboxes! colgate.gif

Edited by DK22Pac
  • Like 2
GaryRoachSanderson

Hi DK22Pac, I see that you have "draw corona over entity" opcodes, is it possible to use this opcode to increase the number of stars in the sky? maybe add nebulae and galaxies as well since you can load a texture and use is as a corona?

  • 2 months later...
  • 2 weeks later...

Cool. icon14.gif Sounds funny but I wish there was a way to view a PDF file from within SA's main menu. It would be useful for modders who want to provide a complete graphical guide for their TC or heavily modded game. The user would then be able to look up key info to complete tasks etc without having to exit or minimize the game. It would also provide a quick and dirty way to include more content in SA without requiring tons of code or files. The list of possible mods with a PDF feature is endless.

  • 3 weeks later...
  • 3 weeks later...

I'm having trouble with this mod. It always says that "msvcr100d.dll" is missing. Since I have Visual Studio installed and everything that comes with it I think this is very strange. I don't feel like downloading the missing dll from a dodgy site. So is there anyway you could use "msvcr100.dll" instead?

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