Silent Posted December 27, 2013 Share Posted December 27, 2013 Indeed, there seems to be enough space for the fifth paintjob too. No more though. And yes, was about to post this function too Link to comment https://gtaforums.com/topic/518780-cleo4newopcodes-by-dk22pac/page/3/#findComment-1064390214 Share on other sites More sharing options...
Danikov Posted December 27, 2013 Share Posted December 27, 2013 Just tried a modification which adds paintjobs to SA's default cars(Modifies both .dffs and .txds) and that unfortunately didn't work. Isn't there a way to make it apply on all cars? just like it happens with destroyed cars,they have a darker texture on them somehow...can't that method be copied? Link to comment https://gtaforums.com/topic/518780-cleo4newopcodes-by-dk22pac/page/3/#findComment-1064390358 Share on other sites More sharing options...
JSBOfficial Posted December 31, 2013 Share Posted December 31, 2013 (edited) as an addition to danikov, how to load "0D61: t = load_texture_from "test.bmp" with_mask NULL // IF and SET" in different cars?..... and @dk can you add for random car in newopcodes? and support 0D61 in all models? Edited December 31, 2013 by ByteCode2014 Link to comment https://gtaforums.com/topic/518780-cleo4newopcodes-by-dk22pac/page/3/#findComment-1064417735 Share on other sites More sharing options...
DK22Pac Posted January 5, 2014 Author Share Posted January 5, 2014 You can use this only for cars with paintjobs. Isn't there a way to make it apply on all cars?Yes, and this way is called shaders I've reached 0D0E, 16 opcodes are remade! So slow... Link to comment https://gtaforums.com/topic/518780-cleo4newopcodes-by-dk22pac/page/3/#findComment-1064451880 Share on other sites More sharing options...
DK22Pac Posted January 7, 2014 Author Share Posted January 7, 2014 Update: 0D30 now works with string parameters! {$CLEO .cs}0000:while true wait 0 if player.Defined(0) then if 0D30: 0@ = actor $PLAYER_ACTOR bone "R UpperArm" then 0D32: 1@ = bone 0@ quat 0D18: rotate_quat 1@ axis_vector 1.0 0.0 0.0 angle 45.0 combine_op 2 end if 0D30: 0@ = actor $PLAYER_ACTOR bone "L UpperArm" then 0D32: 1@ = bone 0@ quat 0D18: rotate_quat 1@ axis_vector 1.0 0.0 0.0 angle 45.0 combine_op 2 end endend lal. Danikov 1 Link to comment https://gtaforums.com/topic/518780-cleo4newopcodes-by-dk22pac/page/3/#findComment-1064465943 Share on other sites More sharing options...
MasterHK Posted January 7, 2014 Share Posted January 7, 2014 Just string? that makes opcode useful specially when using scmFuncs... Link to comment https://gtaforums.com/topic/518780-cleo4newopcodes-by-dk22pac/page/3/#findComment-1064466262 Share on other sites More sharing options...
DK22Pac Posted January 7, 2014 Author Share Posted January 7, 2014 (edited) No, it works with both string (bone name) and integer (bone index) types. But using it in such way 0@v = "R Hand"0AC7: 4@ = var 0@ offset0D30: 0@ = actor $PLAYER_ACTOR bone 4@is impossible. It will detect 4@ as integer (bone index) parameter. Edited January 7, 2014 by _DK MasterHK 1 Link to comment https://gtaforums.com/topic/518780-cleo4newopcodes-by-dk22pac/page/3/#findComment-1064466290 Share on other sites More sharing options...
Danikov Posted January 7, 2014 Share Posted January 7, 2014 Haha,lol,Rotate all bones by 180 degrees and you'll get a moonwalking CJ. Also,could you please rewrite opcode 0D5F,it appears to be crashing when its present in a script. Link to comment https://gtaforums.com/topic/518780-cleo4newopcodes-by-dk22pac/page/3/#findComment-1064466392 Share on other sites More sharing options...
DK22Pac Posted January 7, 2014 Author Share Posted January 7, 2014 I'm rewriting all opcodes. Can't test them all, but testing some of them. Link to comment https://gtaforums.com/topic/518780-cleo4newopcodes-by-dk22pac/page/3/#findComment-1064466429 Share on other sites More sharing options...
MasterHK Posted January 7, 2014 Share Posted January 7, 2014 OK. : | thank you for answer. now some Ideas for newOpcodes: isMenuActivated (checks is current menu equal to this variable?) getSelectedSlot (for get selectedSave/LoadSlot; as in Deji's example in his SuperVars) saveOnSlot (not needs description for a coder like you : ) ) changeGxtContent (remember your IV radio hud) exitImmediately (shutdownGame function used in fastman92's TimeCyCeDitor) getIgnoreState (the result will be 2 boolean nums. one for byCops ignoring stat and one for byAll ignoring stat) isCarHaveRadio (... : |) addNewLineInFile (write specified 0x0A chars in a file) and wesser's useful texture checking funcs. However, goodLuck! : ) Link to comment https://gtaforums.com/topic/518780-cleo4newopcodes-by-dk22pac/page/3/#findComment-1064466713 Share on other sites More sharing options...
Urkman1 Posted January 8, 2014 Share Posted January 8, 2014 Whenever I try this, I follow the instructions and it says "error loading plugin newOpcodes.cleo", and SA says it can't find my Audio Card Link to comment https://gtaforums.com/topic/518780-cleo4newopcodes-by-dk22pac/page/3/#findComment-1064476693 Share on other sites More sharing options...
MasterHK Posted January 9, 2014 Share Posted January 9, 2014 have you cleo 4.2? or better to say anti-every mod! Link to comment https://gtaforums.com/topic/518780-cleo4newopcodes-by-dk22pac/page/3/#findComment-1064478240 Share on other sites More sharing options...
MasterHK Posted January 9, 2014 Share Posted January 9, 2014 for me, using 0D39 make my game _!_!_ ... : ( check it out, please... Link to comment https://gtaforums.com/topic/518780-cleo4newopcodes-by-dk22pac/page/3/#findComment-1064478303 Share on other sites More sharing options...
DK22Pac Posted January 11, 2014 Author Share Posted January 11, 2014 I've decided to split newOpcodes.cleo into few independent .cleo plugins. They will be: noMatrix.cleo - matrices stuffnoVector.cleo - vectorsnoQuat.cleo - quatsnoTexture.cleo - textures loadernoTxd.cleo - stuff related to txd, like loading/unloading, searching for texture in txdnoBone.cleo - stuff with ped bonesnoComponent.cleo - vehicle components with ~20 new opcodes... and maybe some othersCurrently added opcodes: noSprite0D7E=10, draw_sprite_with_texture %1d% at_cornerA %2d% %3d% cornerB %4d% %5d% color %6d% %7d% %8d% %9d% angle %10d%0D7E: draw_sprite_with_texture 0@ at_cornerA 100.0 100.0 cornerB 300.0 300.0 color 255 255 255 255 angle 0.0SCR: DRAW_2D_SPRITE0D7F=22, draw_sprite_with_texture %1d% at_cornerA %2d% %3d% cornerB %4d% %5d% colors %6d% %7d% %8d% %9d% %10d% %11d% %12d% %13d% %14d% %15d% %16d% %17d% %18d% %19d% %20d% %21d% angle %22d%0D7F: draw_gradient_sprite_with_texture 0@ at_cornerA 100.0 100.0 cornerB 300.0 300.0 color 255 255 255 255 angle 0.0SCR: DRAW_2D_SPRITE_WITH_GRADIENT noTexture0D7C=2, %2d% = load_texture_dds_from %1s% // IF and SET0D7C: 0@ = load_texture_dds_from "image.dds" // IF and SETSCR: LOAD_TEXTURE_FROM_DDS_FILE0D7D=1, clean_loaded_texture %1d%0D7D: clean_loaded_texture 0@SCR: CLEAN_LOADED_TEXTURE noComponent0D74=2,%2d% = component %1d% parent_component0D74: 1@ = component 0@ parent_componentSCR: GET_COMPONENT_PARENT_COMPONENT0D75=2,%2d% = component %1d% num_objects0D75: 1@ = component 0@ num_objectsSCR: GET_COMPONENT_NUM_OBJECTS0D76=3,%2d% = component %1d% object 00D76: 1@ = component 0@ object 0SCR: GET_COMPONENT_OBJECT0D77=2, object_atomic %1d% hide 10D77: object_atomic 0@ hide 1SCR: HIDE_OBJECT_ATOMIC0D78=3,%3d% = get_object %1d% atomic_flag %2d%0D78: 2@ = get_object 0@ atomic_flag 1@SCR: GET_OBJECT_ATOMIC_FLAG0D79=3, set_object 0@ atomic_flag 1@ state ENABLE0D79: set_object %1d% atomic_flag %2d% state %3d%SCR: SET_OBJECT_ATOMIC_FLAG0D7A=2,%2d% = get_object %1d% num_materials0D7A: 1@ = get_object 0@ num_materialsSCR: GET_OBJECT_ATOMIC_NUM_MATERIALS0D7B=3,%3d% = get_object %1d% material %2d% texture0D7B: 1@ = get_object 0@ material 0 textureSCR: GET_OBJECT_ATOMIC_MATERIAL_TEXTURE MasterHK, Silent, RyanDri3957V and 2 others 5 Link to comment https://gtaforums.com/topic/518780-cleo4newopcodes-by-dk22pac/page/3/#findComment-1064497282 Share on other sites More sharing options...
MasterHK Posted January 13, 2014 Share Posted January 13, 2014 (edited) Great specially Sprite and Texture. just please try to make it compatible with MogAika's one. : ) Edited January 13, 2014 by MasterHK Link to comment https://gtaforums.com/topic/518780-cleo4newopcodes-by-dk22pac/page/3/#findComment-1064510146 Share on other sites More sharing options...
Danikov Posted January 16, 2014 Share Posted January 16, 2014 (edited) Can you add opcodes that check whether the vehicle is: -A Boat -A Helicopter -A Plane -A Bike -A RC Vehicle -A Train I really hate how there are only opcodes that check if any actor is driving these,It would be really nice to have opcodes that check if the vehicle is an Aircraft for example,without depending on the fact if it has an actor or not inside it. EDIT : I also forgot to mention another thing,can you add an opcode that stores a vehicle from a vehicle generator into a variable? Example : 6789: get veh_from_generator 0@ store to 1@ Edited January 16, 2014 by Danikov Link to comment https://gtaforums.com/topic/518780-cleo4newopcodes-by-dk22pac/page/3/#findComment-1064530926 Share on other sites More sharing options...
DK22Pac Posted January 16, 2014 Author Share Posted January 16, 2014 (edited) Can you add opcodes that check whether the vehicle is:Did you miss this? 0D5E=3,get_vehicle %1d% class_to %2d% subclass_to %3d% VEHICLE_CLASS_AUTOMOBILE VEHICLE_CLASS_MTRUCK VEHICLE_CLASS_QUAD VEHICLE_CLASS_HELI VEHICLE_CLASS_PLANE VEHICLE_CLASS_BOAT VEHICLE_CLASS_TRAIN VEHICLE_CLASS_FHELI VEHICLE_CLASS_FPLANE VEHICLE_CLASS_BIKE VEHICLE_CLASS_BMX VEHICLE_CLASS_TRAILER Edited January 16, 2014 by _DK JSBOfficial and Silent 2 Link to comment https://gtaforums.com/topic/518780-cleo4newopcodes-by-dk22pac/page/3/#findComment-1064534598 Share on other sites More sharing options...
Danikov Posted January 16, 2014 Share Posted January 16, 2014 yes,I have missed this,damnit,thank you!!! And what about the vehicle generator suggestion? Link to comment https://gtaforums.com/topic/518780-cleo4newopcodes-by-dk22pac/page/3/#findComment-1064535329 Share on other sites More sharing options...
Silent Posted January 16, 2014 Share Posted January 16, 2014 What's with you guys naming script stuff as CScriptThread? It's CRunningScript Link to comment https://gtaforums.com/topic/518780-cleo4newopcodes-by-dk22pac/page/3/#findComment-1064538425 Share on other sites More sharing options...
MasterHK Posted January 17, 2014 Share Posted January 17, 2014 (edited) an great Idea: some opcodes for your GREAT pathFinderSytem 0000: 0@ = appear_path_from 2488.562 -1666.865 12.8757 to 1833.36 -1995.45 12.5 color 0xFF8800FF type 0 // 0 = vehicle / 1 = pedestrian 0000: clear_DK_path 0@ 0000: path_defined 0@ Edit: No, it works with both string (bone name) and integer (bone index) types.But using it in such way 0@v = "R Hand"0AC7: 4@ = var 0@ offset0D30: 0@ = actor $PLAYER_ACTOR bone 4@is impossible. It will detect 4@ as integer (bone index) parameter. can i use these cases instead of yours? 4@ = Memory.Alloc(8)0AD3: 4@ "R Hand" or 4@ = label @RHNAME offset...:RHNAMEhex"R" 20 "Hand" 00 Edited January 17, 2014 by MasterHK Link to comment https://gtaforums.com/topic/518780-cleo4newopcodes-by-dk22pac/page/3/#findComment-1064541053 Share on other sites More sharing options...
Wesser Posted January 17, 2014 Share Posted January 17, 2014 an great Idea: some opcodes for your GREAT pathFinderSytem 0000: 0@ = appear_path_from 2488.562 -1666.865 12.8757 to 1833.36 -1995.45 12.5 color 0xFF8800FF type 0 // 0 = vehicle / 1 = pedestrian 0000: clear_DK_path 0@ 0000: path_defined 0@ You can follow some of these information for the path-find system. MasterHK 1 Link to comment https://gtaforums.com/topic/518780-cleo4newopcodes-by-dk22pac/page/3/#findComment-1064542558 Share on other sites More sharing options...
MasterHK Posted January 17, 2014 Share Posted January 17, 2014 [offtopic] Yes but apper an line on the map! i think not it's possible in Cleo... Link to comment https://gtaforums.com/topic/518780-cleo4newopcodes-by-dk22pac/page/3/#findComment-1064542960 Share on other sites More sharing options...
DK22Pac Posted January 17, 2014 Author Share Posted January 17, 2014 What's with you guys naming script stuff as CScriptThread? It's CRunningScript That's how it's called in CLEO SDK. Link to comment https://gtaforums.com/topic/518780-cleo4newopcodes-by-dk22pac/page/3/#findComment-1064544130 Share on other sites More sharing options...
fastman92 Posted January 17, 2014 Share Posted January 17, 2014 What's with you guys naming script stuff as CScriptThread? It's CRunningScript That's how it's called in CLEO SDK. Make an alias. typedef CScriptThread CRunningScript; Link to comment https://gtaforums.com/topic/518780-cleo4newopcodes-by-dk22pac/page/3/#findComment-1064545892 Share on other sites More sharing options...
MasterHK Posted January 21, 2014 Share Posted January 21, 2014 (edited) 0000: 0@v = current_cleo_file_name (ThreadPointer + 8) Edited January 21, 2014 by MasterHK Link to comment https://gtaforums.com/topic/518780-cleo4newopcodes-by-dk22pac/page/3/#findComment-1064569303 Share on other sites More sharing options...
fastman92 Posted January 21, 2014 Share Posted January 21, 2014 0000: 0@v = current_cleo_file_name (ThreadPointer + 8) No....It's script name. Property of a script. Written either by a CLEO or 03A4 opcode. Link to comment https://gtaforums.com/topic/518780-cleo4newopcodes-by-dk22pac/page/3/#findComment-1064573812 Share on other sites More sharing options...
MasterHK Posted January 22, 2014 Share Posted January 22, 2014 yes, i know max length is 7 because +16 is base ip. Link to comment https://gtaforums.com/topic/518780-cleo4newopcodes-by-dk22pac/page/3/#findComment-1064578652 Share on other sites More sharing options...
Shmoopy Posted January 27, 2014 Share Posted January 27, 2014 Is it ok if i release a mod that uses your New Opcodes ? What you managed to include to gta sa is beyond imagination ( vertices , png and bmp ... ) Link to comment https://gtaforums.com/topic/518780-cleo4newopcodes-by-dk22pac/page/3/#findComment-1064615509 Share on other sites More sharing options...
DK22Pac Posted January 29, 2014 Author Share Posted January 29, 2014 (edited) Who asked me for 05FD opcode? Edited January 29, 2014 by _DK JSBOfficial, RyanDri3957V and MasterHK 3 Link to comment https://gtaforums.com/topic/518780-cleo4newopcodes-by-dk22pac/page/3/#findComment-1064625271 Share on other sites More sharing options...
MasterHK Posted January 30, 2014 Share Posted January 30, 2014 some new ideas: loadExternalIFP(as in deji's black market mod, it can be really useful when number of .ifp files inside img is very much and limit of ifps don't allow us to add more ifps) findObjectByNodeName(as in your sawn-off mod) getWeaponRwFrameByActor(as in your sawn-off mod) Link to comment https://gtaforums.com/topic/518780-cleo4newopcodes-by-dk22pac/page/3/#findComment-1064633150 Share on other sites More sharing options...
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