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IM a newbie need help about (whitch mod run's as first layer)


nillesse
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hi world

 

my question is how i could make a cleo mod run on another mod on the display

 

im not good in english i know you didn't get it but i will try to simplify

 

i mean as in photoshop you choise whitch layer first and others under it

 

my problem is im having two mods

 

one is speedometer

 

the other contain different functions (fuel / temperature / gears / Kilometers / show when i use brake etc...)

 

i want to run the logo of the brake (!) on the speedometer because its happening under it and it will not show up

 

i don't know what to change

 

Notice : i want just to make the logo of handbrake and lights run as first mod

not all the functions or i will have the same problem for the speedometer

 

 

photos without the speedometer

 

e117XsY.jpg

 

 

3oXnnX2.jpg

 

 

photo with speedometer

as you see the handbrake photo wont show up

 

fla252z.jpg

 

 

these are the lines of the command when i use handbrake and when i turn lights on

 

:CRSPEED_1301
03F0: enable_text_draw 0
03E3: set_texture_to_be_drawn_antialiased 1
if
00E1: player 0 pressed_key 6
else_jump @CRSPEED_1719
03E3: set_texture_to_be_drawn_antialiased 1
jump @CRSPEED_1915
:CRSPEED_1719
03E3: set_texture_to_be_drawn_antialiased 1
038D: draw_texture 25 position [email protected] [email protected] size [email protected] [email protected] RGBA 100 100 100 1
:CRSPEED_1915
0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0
if or
08B7: test [email protected] bit 0
08B7: test [email protected] bit 1
else_jump @CRSPEED_2173
03E3: set_texture_to_be_drawn_antialiased 1
jump @CRSPEED_2369
:CRSPEED_2173
03E3: set_texture_to_be_drawn_antialiased 1
038D: draw_texture 26 position [email protected] [email protected] size [email protected] [email protected] RGBA 100 100 100 1

 

 

 

 

 

 

this is the script of my speedometre

 

 

 

//-------------MAIN---------------
0000: NOP
0A95: enable_thread_saving
:NONAME_4
wait 1000
if and
Actor.Driving($PLAYER_ACTOR)
$ACTIVE_INTERIOR == 0
84C8: not actor $PLAYER_ACTOR driving_flying_vehicle
84A7: not actor $PLAYER_ACTOR driving_boat
jf @NONAME_4
0811: [email protected] = actor $PLAYER_ACTOR used_car
0390: load_txd_dictionary "SPEED"
038F: load_texture "STRELK" as 15 // Load dictionary with 0390 first
038F: load_texture "CIF" as 16 // Load dictionary with 0390 first
038F: load_texture "CIFN" as 17 // Load dictionary with 0390 first
038F: load_texture "STRELKN" as 18 // Load dictionary with 0390 first
038F: load_texture "GLASSC" as 19 // Load dictionary with 0390 first
wait 0
jump @NONAME_126
:NONAME_126
wait 0
if and
Actor.Driving($PLAYER_ACTOR)
$ACTIVE_INTERIOR == 0
jf @NONAME_582
00BF: [email protected] = current_time_hours, [email protected] = current_time_minutes
if and
jf @NONAME_354
03F0: enable_text_draw 0
03E3: set_texture_to_be_drawn_antialiased 1
038D: draw_texture 16 position 550.0 360.0 size 241.0 220.0 RGBA 255 255 255 255
03E3: set_texture_to_be_drawn_antialiased 1
074B: draw_texture 15 position 550.0 360.0 scale 241.0 220.0 angle [email protected] color_RGBA 255 255 255 255
if
03C9: car [email protected] damaged
jf @NONAME_126
03E3: set_texture_to_be_drawn_antialiased 1
038D: draw_texture 19 position 550.0 360.0 size 241.0 220.0 RGBA 255 255 255 255
jump @NONAME_126
:NONAME_354
wait 0
if and
Actor.Driving($PLAYER_ACTOR)
$ACTIVE_INTERIOR == 0
jf @NONAME_582
00BF: [email protected] = current_time_hours, [email protected] = current_time_minutes
if or
jf @NONAME_126
03F0: enable_text_draw 1
03E3: set_texture_to_be_drawn_antialiased 1
038D: draw_texture 17 position 550.0 360.0 size 241.0 220.0 RGBA 255 255 255 255
03E3: set_texture_to_be_drawn_antialiased 1
074B: draw_texture 18 position 550.0 360.0 scale 241.0 220.0 angle [email protected] color_RGBA 255 255 255 255
if
03C9: car [email protected] damaged
jf @NONAME_354
03E3: set_texture_to_be_drawn_antialiased 1
038D: draw_texture 19 position 550.0 360.0 size 241.0 220.0 RGBA 255 255 255 255
jump @NONAME_354
:NONAME_582
wait 0
03F0: enable_text_draw 0
0391: release_textures
jump @NONAME_4
---------------------------------------------------------
and this is the script of the other cleo mod :
//-------------MAIN---------------
thread 'CRSPEED'
:CRSPEED_11
wait 0
0A96: [email protected] = actor $PLAYER_ACTOR struct
0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0
077E: get_active_interior_to $ACTIVE_INTERIOR
if and
Player.Defined($PLAYER_CHAR)
Actor.Driving($PLAYER_ACTOR)
$ACTIVE_INTERIOR == 0
84C8: not actor $PLAYER_ACTOR driving_flying_vehicle
84A7: not actor $PLAYER_ACTOR driving_boat
89AE: not actor $PLAYER_ACTOR driving_train
else_jump @CRSPEED_11
if and
not Actor.DrivingVehicleType($PLAYER_ACTOR, 509)
not Actor.DrivingVehicleType($PLAYER_ACTOR, 481)
not Actor.DrivingVehicleType($PLAYER_ACTOR, 510)
else_jump @CRSPEED_11
[email protected] = Actor.CurrentCar($PLAYER_ACTOR)
06A3: get_car [email protected] mass_to [email protected]
0092: [email protected] = float [email protected] to_integer
0093: [email protected] = integer [email protected] to_float
if
0ABE: vehicle [email protected] engine_on
else_jump @CRSPEED_287
jump @CRSPEED_294
:CRSPEED_287
:CRSPEED_294
0A8D: [email protected] = read_memory 12677188 size 4 virtual_protect 0
0A8D: [email protected] = read_memory 12677192 size 4 virtual_protect 0
0093: [email protected] = integer [email protected] to_float
0093: [email protected] = integer [email protected] to_float
0A99: chdir 0
if
0AAB: file_exists "CLEO\CRSPDSIZE.INI"
else_jump @CRSPEED_669
[email protected] = File.Open("CLEO\CRSPDSIZE.INI", 114)
File.Close([email protected])
:CRSPEED_463
:CRSPEED_484
if
else_jump @CRSPEED_522
:CRSPEED_522
else_jump @CRSPEED_484
if
else_jump @CRSPEED_623
if and
else_jump @CRSPEED_669
:CRSPEED_623
else_jump @CRSPEED_463
if or
else_jump @CRSPEED_676
:CRSPEED_669
:CRSPEED_676
0093: [email protected] = integer [email protected] to_float
0390: load_txd_dictionary "CRSPEED"
038F: load_texture "POINTER" as 15 // Load dictionary with 0390 first
038F: load_texture "PANEL" as 16 // Load dictionary with 0390 first
038F: load_texture "GEARR" as 17 // Load dictionary with 0390 first
038F: load_texture "GEARN" as 18 // Load dictionary with 0390 first
038F: load_texture "GEAR1" as 19 // Load dictionary with 0390 first
038F: load_texture "GEAR2" as 20 // Load dictionary with 0390 first
038F: load_texture "GEAR3" as 21 // Load dictionary with 0390 first
038F: load_texture "GEAR4" as 22 // Load dictionary with 0390 first
038F: load_texture "GEAR5" as 23 // Load dictionary with 0390 first
038F: load_texture "GEAR6" as 24 // Load dictionary with 0390 first
038F: load_texture "BRAKE" as 25 // Load dictionary with 0390 first
038F: load_texture "LIGHTS" as 26 // Load dictionary with 0390 first
038F: load_texture "SQUARE" as 27 // Load dictionary with 0390 first
038F: load_texture "TAHOM" as 28 // Load dictionary with 0390 first
038F: load_texture "NUM0DIG" as 29 // Load dictionary with 0390 first
038F: load_texture "NUM1DIG" as 30 // Load dictionary with 0390 first
038F: load_texture "NUM2DIG" as 31 // Load dictionary with 0390 first
038F: load_texture "NUM3DIG" as 32 // Load dictionary with 0390 first
038F: load_texture "NUM4DIG" as 33 // Load dictionary with 0390 first
038F: load_texture "NUM5DIG" as 34 // Load dictionary with 0390 first
038F: load_texture "NUM6DIG" as 35 // Load dictionary with 0390 first
038F: load_texture "NUM7DIG" as 36 // Load dictionary with 0390 first
038F: load_texture "NUM8DIG" as 37 // Load dictionary with 0390 first
038F: load_texture "NUM9DIG" as 38 // Load dictionary with 0390 first
038F: load_texture "PETROL" as 39 // Load dictionary with 0390 first
038F: load_texture "NUM0" as 40 // Load dictionary with 0390 first
038F: load_texture "NUM1" as 41 // Load dictionary with 0390 first
038F: load_texture "NUM2" as 42 // Load dictionary with 0390 first
038F: load_texture "NUM3" as 43 // Load dictionary with 0390 first
038F: load_texture "NUM4" as 44 // Load dictionary with 0390 first
038F: load_texture "NUM5" as 45 // Load dictionary with 0390 first
038F: load_texture "NUM6" as 46 // Load dictionary with 0390 first
038F: load_texture "NUM7" as 47 // Load dictionary with 0390 first
038F: load_texture "NUM8" as 48 // Load dictionary with 0390 first
038F: load_texture "NUM9" as 49 // Load dictionary with 0390 first
038F: load_texture "GASICON" as 50 // Load dictionary with 0390 first
038F: load_texture "TEMP" as 51 // Load dictionary with 0390 first
:CRSPEED_1138
wait 0
0A96: [email protected] = actor $PLAYER_ACTOR struct
0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0
077E: get_active_interior_to $ACTIVE_INTERIOR
if and
Player.Defined($PLAYER_CHAR)
056E: car [email protected] defined
else_jump @CRSPEED_8761
if and
Actor.Driving($PLAYER_ACTOR)
Actor.InCar($PLAYER_ACTOR, [email protected])
not Car.Wrecked([email protected])
$ACTIVE_INTERIOR == 0
else_jump @CRSPEED_8693
if
not [email protected] >= 255
else_jump @CRSPEED_1301
01BD: [email protected] = current_time_in_ms
if
else_jump @CRSPEED_1301
01BD: [email protected] = current_time_in_ms
:CRSPEED_1301
03F0: enable_text_draw 0
03E3: set_texture_to_be_drawn_antialiased 1
if
00E1: player 0 pressed_key 6
else_jump @CRSPEED_1719
03E3: set_texture_to_be_drawn_antialiased 1
jump @CRSPEED_1915
:CRSPEED_1719
03E3: set_texture_to_be_drawn_antialiased 1
038D: draw_texture 25 position [email protected] [email protected] size [email protected] [email protected] RGBA 100 100 100 1
:CRSPEED_1915
0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0
if or
08B7: test [email protected] bit 0
08B7: test [email protected] bit 1
else_jump @CRSPEED_2173
03E3: set_texture_to_be_drawn_antialiased 1
jump @CRSPEED_2369
:CRSPEED_2173
03E3: set_texture_to_be_drawn_antialiased 1
038D: draw_texture 26 position [email protected] [email protected] size [email protected] [email protected] RGBA 100 100 100 1
:CRSPEED_2369
if
else_jump @CRSPEED_2411
jump @CRSPEED_2438
:CRSPEED_2411
if
not [email protected] >= 250
else_jump @CRSPEED_2438
:CRSPEED_2438
0093: [email protected] = integer [email protected] to_float
[email protected] -= 16.6667
03E3: set_texture_to_be_drawn_antialiased 1
0AB4: [email protected] = var 104
03E3: set_texture_to_be_drawn_antialiased 1
0AB4: [email protected] = var 100
if
else_jump @CRSPEED_2965
0AB3: var 100 = [email protected]
:CRSPEED_2965
0092: [email protected] = float [email protected] to_integer
:CRSPEED_3158
:CRSPEED_3179
else_jump @CRSPEED_3179
:CRSPEED_3208
else_jump @CRSPEED_3245
jump @CRSPEED_3208
:CRSPEED_3245
if
else_jump @CRSPEED_3287
jump @CRSPEED_3297
:CRSPEED_3287
:CRSPEED_3297
03E3: set_texture_to_be_drawn_antialiased 1
else_jump @CRSPEED_3158
03E3: set_texture_to_be_drawn_antialiased 1
if
else_jump @CRSPEED_3468
:CRSPEED_3468
03E3: set_texture_to_be_drawn_antialiased 1
074B: draw_texture 15 position [email protected] [email protected] scale [email protected] [email protected] angle [email protected] color_RGBA 255 255 255 [email protected]
03E3: set_texture_to_be_drawn_antialiased 1
if
0ABE: vehicle [email protected] engine_on
else_jump @CRSPEED_3932
jump @CRSPEED_3956
:CRSPEED_3932
jump @CRSPEED_4429
:CRSPEED_3956
0AB8: get_vehicle [email protected] current_gear_to [email protected]
if and
not [email protected] == 0.0
else_jump @CRSPEED_4042
if
847A: not actor $PLAYER_ACTOR driving_bike
else_jump @CRSPEED_4063
jump @CRSPEED_4429
:CRSPEED_4042
if
else_jump @CRSPEED_4087
:CRSPEED_4063
jump @CRSPEED_4429
:CRSPEED_4087
if
not [email protected] > 10.0
else_jump @CRSPEED_4142
jump @CRSPEED_4429
:CRSPEED_4142
if and
not [email protected] > 16.5
else_jump @CRSPEED_4207
jump @CRSPEED_4429
:CRSPEED_4207
if and
not [email protected] > 21.9
else_jump @CRSPEED_4272
jump @CRSPEED_4429
:CRSPEED_4272
if and
not [email protected] > 41.0
else_jump @CRSPEED_4337
[email protected] -= 49.5288
jump @CRSPEED_4429
:CRSPEED_4337
if and
not [email protected] >= 55.0
else_jump @CRSPEED_4402
[email protected] -= 224.2857
jump @CRSPEED_4429
:CRSPEED_4402
:CRSPEED_4429
if
else_jump @CRSPEED_4460
:CRSPEED_4460
if
0ABE: vehicle [email protected] engine_on
else_jump @CRSPEED_4490
jump @CRSPEED_4497
:CRSPEED_4490
:CRSPEED_4497
if and
803B: not [email protected] == [email protected] // (int)
else_jump @CRSPEED_4555
jump @CRSPEED_4592
:CRSPEED_4555
if
803B: not [email protected] == [email protected] // (int)
else_jump @CRSPEED_4592
:CRSPEED_4592
if
else_jump @CRSPEED_4717
01BD: [email protected] = current_time_in_ms
if
else_jump @CRSPEED_4675
01BD: [email protected] = current_time_in_ms
:CRSPEED_4675
:CRSPEED_4717
0AB3: var 102 = [email protected]
03E3: set_texture_to_be_drawn_antialiased 1
03E3: set_texture_to_be_drawn_antialiased 1
074B: draw_texture 15 position [email protected] [email protected] scale [email protected] [email protected] angle [email protected] color_RGBA 255 255 255 [email protected]
0AAA: [email protected] = thread 'PETROL' pointer
if and
not $ONMISSION == 1
else_jump @CRSPEED_5315
if
not [email protected] >= 255
else_jump @CRSPEED_5383
01BD: [email protected] = current_time_in_ms
if
else_jump @CRSPEED_5383
01BD: [email protected] = current_time_in_ms
jump @CRSPEED_5383
:CRSPEED_5315
if
else_jump @CRSPEED_5383
01BD: [email protected] = current_time_in_ms
if
else_jump @CRSPEED_5383
01BD: [email protected] = current_time_in_ms
jump @CRSPEED_5383
:CRSPEED_5383
if
else_jump @CRSPEED_5410
:CRSPEED_5410
03E3: set_texture_to_be_drawn_antialiased 1
0AB4: [email protected] = var 101
if
8031: not [email protected] >= [email protected] // Note: the incorrect math opcode was used here
else_jump @CRSPEED_5992
01BD: [email protected] = current_time_in_ms
if
else_jump @CRSPEED_5908
01BD: [email protected] = current_time_in_ms
:CRSPEED_5908
if
else_jump @CRSPEED_5963
03E3: set_texture_to_be_drawn_antialiased 1
jump @CRSPEED_6028
:CRSPEED_5963
03E3: set_texture_to_be_drawn_antialiased 1
:CRSPEED_5992
03E3: set_texture_to_be_drawn_antialiased 1
:CRSPEED_6028
0092: [email protected] = float [email protected] to_integer
:CRSPEED_6263
else_jump @CRSPEED_6298
jump @CRSPEED_6263
:CRSPEED_6298
if
else_jump @CRSPEED_6395
03E3: set_texture_to_be_drawn_antialiased 1
jump @CRSPEED_6402
:CRSPEED_6395
:CRSPEED_6402
:CRSPEED_6409
else_jump @CRSPEED_6444
jump @CRSPEED_6409
:CRSPEED_6444
if or
else_jump @CRSPEED_6534
03E3: set_texture_to_be_drawn_antialiased 1
:CRSPEED_6534
03E3: set_texture_to_be_drawn_antialiased 1
:CRSPEED_6823
else_jump @CRSPEED_6858
jump @CRSPEED_6823
:CRSPEED_6858
if
else_jump @CRSPEED_6916
jump @CRSPEED_6962
:CRSPEED_6916
03E3: set_texture_to_be_drawn_antialiased 1
:CRSPEED_6962
if or
else_jump @CRSPEED_7052
03E3: set_texture_to_be_drawn_antialiased 1
:CRSPEED_7052
03E3: set_texture_to_be_drawn_antialiased 1
0093: [email protected] = integer [email protected] to_float
03E3: set_texture_to_be_drawn_antialiased 1
03E3: set_texture_to_be_drawn_antialiased 1
074B: draw_texture 15 position [email protected] [email protected] scale [email protected] [email protected] angle [email protected] color_RGBA 255 255 255 [email protected]
jump @CRSPEED_7664
:CRSPEED_7664
03E3: set_texture_to_be_drawn_antialiased 1
038D: draw_texture 51 position 545.0 345.0 size [email protected] [email protected] RGBA 255 255 255 [email protected]
0AB4: [email protected] = var 103
0092: [email protected] = float [email protected] to_integer
:CRSPEED_8102
else_jump @CRSPEED_8137
jump @CRSPEED_8102
:CRSPEED_8137
if
else_jump @CRSPEED_8234
03E3: set_texture_to_be_drawn_antialiased 1
jump @CRSPEED_8241
:CRSPEED_8234
:CRSPEED_8241
:CRSPEED_8248
else_jump @CRSPEED_8283
jump @CRSPEED_8248
:CRSPEED_8283
if or
else_jump @CRSPEED_8373
03E3: set_texture_to_be_drawn_antialiased 1
:CRSPEED_8373
03E3: set_texture_to_be_drawn_antialiased 1
0AB4: [email protected] = var 103
03E3: set_texture_to_be_drawn_antialiased 1
074B: draw_texture 15 position [email protected] [email protected] scale [email protected] [email protected] angle [email protected] color_RGBA 255 255 255 [email protected]
jump @CRSPEED_1138
:CRSPEED_8693
if
else_jump @CRSPEED_8761
01BD: [email protected] = current_time_in_ms
if
else_jump @CRSPEED_1301
01BD: [email protected] = current_time_in_ms
jump @CRSPEED_1301
:CRSPEED_8761
03F0: enable_text_draw 0
0391: release_textures
Car.RemoveReferences([email protected])
jump @CRSPEED_11
--------------------------------------------------------------------------------------------------------

 

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goodidea82

I also suppose that the issue is the order in which codes such as 074B and 038D are executed by the two mods.

 

Changing the order of execution of the mods might help, but not necessarily. Even if the execution order of the mods is changed, this may not work, because every "wait" statement gives control back to the scheduler. I.e., the executions of threads are actually interleaved.

 

One adhoc idea you could try out is to change the names of the files and the thread names. Perhaps the files or threads are ordered alphabetically when loaded in the scheduler and you would try to change the alphabetical order.

 

Another solution would be to use a global variable shared by both threads for synchronization. You would have to add loops with wait statements in the right places that check the global variable and somehow enforce the correct order of 074B executions. But you would have to understand the code and adding those loops may result in flicker. Finally both codes could be merged, but you would have to use free variables, and there may be not enough local variables available.

Edited by goodidea82
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Another idea is, to use different texture numbers instead same in both scripts

 

 

038F: load_texture "STRELK" as 15 // Load dictionary with 0390 first 038F: load_texture "CIF" as 16 // Load dictionary with 0390 first 038F: load_texture "CIFN" as 17 // Load dictionary with 0390 first 038F: load_texture "STRELKN" as 18 // Load dictionary with 0390 first 038F: load_texture "GLASSC" as 19 // Load dictionary with 0390 first 
038F: load_texture "POINTER" as 15 // Load dictionary with 0390 first 038F: load_texture "PANEL" as 16 // Load dictionary with 0390 first 038F: load_texture "GEARR" as 17 // Load dictionary with 0390 first 038F: load_texture "GEARN" as 18 // Load dictionary with 0390 first 038F: load_texture "GEAR1" as 19 // Load dictionary with 0390 first 038F: load_texture "GEAR2" as 20 // Load dictionary with 0390 first 038F: load_texture "GEAR3" as 21 // Load dictionary with 0390 first 038F: load_texture "GEAR4" as 22 // Load dictionary with 0390 first 038F: load_texture "GEAR5" as 23 // Load dictionary with 0390 first 038F: load_texture "GEAR6" as 24 // Load dictionary with 0390 first 038F: load_texture "BRAKE" as 25 // Load dictionary with 0390 first 038F: load_texture "LIGHTS" as 26 // Load dictionary with 0390 first 038F: load_texture "SQUARE" as 27 // Load dictionary with 0390 first 038F: load_texture "TAHOM" as 28 // Load dictionary with 0390 first 038F: load_texture "NUM0DIG" as 29 // Load dictionary with 0390 first 038F: load_texture "NUM1DIG" as 30 // Load dictionary with 0390 first 038F: load_texture "NUM2DIG" as 31 // Load dictionary with 0390 first 038F: load_texture "NUM3DIG" as 32 // Load dictionary with 0390 first 038F: load_texture "NUM4DIG" as 33 // Load dictionary with 0390 first 038F: load_texture "NUM5DIG" as 34 // Load dictionary with 0390 first 038F: load_texture "NUM6DIG" as 35 // Load dictionary with 0390 first 038F: load_texture "NUM7DIG" as 36 // Load dictionary with 0390 first 038F: load_texture "NUM8DIG" as 37 // Load dictionary with 0390 first 038F: load_texture "NUM9DIG" as 38 // Load dictionary with 0390 first 038F: load_texture "PETROL" as 39 // Load dictionary with 0390 first 038F: load_texture "NUM0" as 40 // Load dictionary with 0390 first 038F: load_texture "NUM1" as 41 // Load dictionary with 0390 first 038F: load_texture "NUM2" as 42 // Load dictionary with 0390 first 038F: load_texture "NUM3" as 43 // Load dictionary with 0390 first 038F: load_texture "NUM4" as 44 // Load dictionary with 0390 first 038F: load_texture "NUM5" as 45 // Load dictionary with 0390 first 038F: load_texture "NUM6" as 46 // Load dictionary with 0390 first 038F: load_texture "NUM7" as 47 // Load dictionary with 0390 first 038F: load_texture "NUM8" as 48 // Load dictionary with 0390 first 038F: load_texture "NUM9" as 49 // Load dictionary with 0390 first 038F: load_texture "GASICON" as 50 // Load dictionary with 0390 first 038F: load_texture "TEMP" as 51 // Load dictionary with 0390 first

 

Edited by ZAZ
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thanx guys those are good ideas

 

but i tyied all of them and nothing changed :panic:

 

i dont know what to do

 

and i dont want to give up :(

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If CLEO 4.3's being used, the textures shouldn't conflict using the same ID's anyway.

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If CLEO 4.3's being used, the textures shouldn't conflict using the same ID's anyway.

 

could you explain more Mr Deji ?

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could you explain more Mr Deji ?

 

In CLEO 4.3, you can have two CLEO scripts loading different textures in the same slot, e.g.

 

scriptA:

 

038F: load_texture "STRELK" as 15

scriptB:

 

038F: load_texture "POINTER" as 15

 

Without other versions of CLEO, two scripts would have to share ID's between other CLEO scripts and MAIN scripts.

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could you explain more Mr Deji ?

 

In CLEO 4.3, you can have two CLEO scripts loading different textures in the same slot, e.g.

 

scriptA:

038F: load_texture "STRELK" as 15

scriptB:

038F: load_texture "POINTER" as 15

Without other versions of CLEO, two scripts would have to share ID's between other CLEO scripts and MAIN scripts.

 

 

thanx Mr Deji for that notice but my problem persists

 

do you have an idea could be my solution ?

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