TLFdjobaw Posted September 9, 2012 Share Posted September 9, 2012 Hi guys... I going to spawn a car.. and i need the opcode.. what opcode should i use to spawn a car in front player???? please tell me with the coordinates... please Link to comment Share on other sites More sharing options...
Jack Posted September 9, 2012 Share Posted September 9, 2012 (edited) Press and hold fire to spawn a car: {$CLEO}0000:while true wait 0 repeat wait 250 until 0256: player $PLAYER_CHAR defined 0247: request_model #HUNTER 038B: load_requested_models repeat wait 0 until 0248: model #HUNTER available while true wait 1000 04C4: create_coordinate [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR offset 0.0 7.0 0.0 if 00E1: key_pressed 0 17 then 00A5: [email protected] = create_car #HUNTER at [email protected] [email protected] [email protected] 0249: release_model #HUNTER 01C3: remove_references_to_car [email protected] // Like turning a car into any random car if 8256: not player $PLAYER_CHAR defined then break end end endend If you don't understand the high level code then compile and decompile. Edited September 9, 2012 by JACK JONES Tank Fire [SA] New Police Helicopter [VC & III] My YouTube Channel Link to comment Share on other sites More sharing options...
HeresOtis Posted September 9, 2012 Share Posted September 9, 2012 {$CLEO}0000:while true wait 0 if 0256: player $PLAYER_CHAR defined then if 0AB0: key_pressed 0x31 // 1 then 0AA5: call 0x0043A0B6 num_params 1 pop 1 #COPCARLA // Calls the function 0x0043A0B6 in gta_sa.exe to spawn a car model wait 250 end endend Link to comment Share on other sites More sharing options...
Link2012 Posted September 9, 2012 Share Posted September 9, 2012 If you care about CLEO3 and don't care about exe version, use Otis method... Else If you care about exe versions, use Jack Jones method, that use original opcodes Else If you don't care about CLEO3, use the CLEO4 op 0ADD: spawn_vehicle_by_cheating #RHINO Else You shouldn't spawn the car Link to comment Share on other sites More sharing options...
TLFdjobaw Posted September 14, 2012 Author Share Posted September 14, 2012 i use CLEO 4.. and when i use this 00A5: [email protected] = create_car #RCCAM from_actor $PLAYER_ACTOR with_offset 0.0 5.5 0.3 when i compile it.. it turn to this [email protected] = Car.Create(#RCCAM, $PLAYER_ACTOR, 0.0, 5.5) and it make the script wont spawn the rccam.. why?? Link to comment Share on other sites More sharing options...
Jack Posted September 14, 2012 Share Posted September 14, 2012 i use CLEO 4.. and when i use this 00A5: [email protected] = create_car #RCCAM from_actor $PLAYER_ACTOR with_offset 0.0 5.5 0.3 when i compile it.. it turn to this [email protected] = Car.Create(#RCCAM, $PLAYER_ACTOR, 0.0, 5.5) Of course it turn into this. Why THE FU*K are you trying to alter the opcode? Jeeeesus!!! 00A5 creates a car at some coordinates no matter what text you write in it. Just use some of the codes above. Tank Fire [SA] New Police Helicopter [VC & III] My YouTube Channel Link to comment Share on other sites More sharing options...
ZAZ Posted September 14, 2012 Share Posted September 14, 2012 i use CLEO 4.. and when i use this 00A5: [email protected] = create_car #RCCAM from_actor $PLAYER_ACTOR with_offset 0.0 5.5 0.3 when i compile it.. it turn to this [email protected] = Car.Create(#RCCAM, $PLAYER_ACTOR, 0.0, 5.5) and it make the script wont spawn the rccam.. why?? you mean recompiling Option: different view of the decompiled code Choose TOOLS, then options in option menu GENERAL you can find the feature to switch between 2 ways for decompiling either decompile by writing opcodes or decompiling without opcodes 1. Writing Opcodes All entries are shown with their opcodes The opcodes are the real programm codes of the script functions and by showing them is like to see the name of the command Script with opcodes: :CARSL_643900D6: if 00E1: player 0 pressed_key 16 004D: jump_if_false @CARSL_6535 010B: [email protected] = player $PLAYER_CHAR money 00D6: if 002D: [email protected] >= [email protected] // (int) 004D: jump_if_false @CARSL_6512 0012: [email protected] *= -1 0109: player $PLAYER_CHAR money += [email protected] 0002: jump @CARSL_6700 2. Without Opcodes The script is more slim, maybe more clear (but not for me) especially 004D: jump_if_false will be now jf But not all opcodes are disappeared. Many codes must be used furthermore by applying their opcodes. Script without opcodes: :CARSL_6439if 00E1: player 0 pressed_key 16 jf @CARSL_6535 [email protected] = Player.Money($PLAYER_CHAR)if 002D: [email protected] >= [email protected] // (int) jf @CARSL_6512 [email protected] *= -1 Player.Money($PLAYER_CHAR) += [email protected] @CARSL_6700 By compiling it doesnt matter if you use codes with opcodes or without opcodes You can merge everything and sanny compile it as well, provided that the code is correct and codelines which includes opcodes by decompiling without opcodes must be used furthermore by using opcodes A special feature by decompiling without opcodes is to translate opcode based commands into Classes[ and Keywords For a couple of codes can be used CLASSES Read more about classes in Sannybuilder-HELP theme: Coding >> Classes This code by decompiling with writing opcodes 00AB: put_car [email protected] at -1577.942 52.6333 40.0 will by shown by decompiling with without opcodes in this kind: Car.PutAt([email protected], -1577.942, 52.6333, 40.0) CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
TLFdjobaw Posted September 15, 2012 Author Share Posted September 15, 2012 okay thx ZAZ Link to comment Share on other sites More sharing options...
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