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mody.84

Help..picture Script - gta vc

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mody.84
Posted (edited)

The script is working but the problem is the appearance of the picture and its disappearance quickly
I want to add an option to keep the image visible
And hide them by pressing a specific button
for example  ... L shift  OR  R shift
Or any other button

 

 

 

 

 

new script

..............................................

05E0: [email protected] = read_memory 10176736 size 4 virtual_protect 1 
05E0: [email protected] = read_memory 10176732 size 4 virtual_protect 1 
008D: [email protected] = integer_to_float [email protected] 
008D: [email protected] = integer_to_float [email protected] 
0005: [email protected] = [email protected] // floating-point values  // Note: the incorrect math opcode was used here
0005: [email protected] = [email protected] // floating-point values  // Note: the incorrect math opcode was used here
[email protected] /= 2.0 // floating-point values (never used in VC or GTA 3) 
[email protected] /= 2.0 // floating-point values (never used in VC or GTA 3) 
0390: load_txd_dictionary 'gld' // never used in VC or GTA 3 
038F: load_texture 'gold' as 1 // Load dictionary with 0390 first 
03F0: enable_text_draw 1 


:PICT_00001
   not fading 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 1 position [email protected] [email protected] size [email protected] [email protected] RGBA 255 255 255 250 // never used in VC or GTA 3 
wait 0 
jump @PICT_00001 


 

 

 

 

 

 

 

Edited by mody.84

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Shagg_E
Posted (edited)

You need to continue to draw your picture in a cycle unless another button is pressed.

Edited by Shagg_E

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mody.84
10 hours ago, Shagg_E said:

You need to continue to draw your picture in a cycle unless another button is pressed.

Can you complete the script for me?
Because I am new to this work
I can not complete it
I hope that the picture will remain and disappear only by pressing any button..

Thank you
....

sorry for my bad english

 

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Shagg_E
Posted (edited)
:Cycle1
wait 0
if
0AB0: key_pressed 49 // Key 1
jf @Cycle1

:Cycle2
wait 0
if
8AB0: NOT key_pressed 49 // Key 1
jf @Cycle2
0AB1: call_scm_func @SetTextdrawWidhtAndHeight 2 10.0 10.0 [email protected] [email protected] // reference values of width and height(for 640x480 screen resolution), gets ready ratios for current display resolution
0007: [email protected] = 320.0 // X coord (from 0 to 640, center for example)
0007: [email protected] = 240.0 // Y coord (from 0 to 640, center for example)

:Cycle3
wait 0
if
8AB0: NOT key_pressed 50 // Key 2
jf @Cycle4
03F0: enable_text_draw 1
038E: draw_box_position [email protected] [email protected] size [email protected] [email protected] RGBA 255 128 128 255
jump @Cycle3

:Cycle4
wait 0
if
8AB0: NOT key_pressed 50 // Key 2
jf @Cycle4
03F0: enable_text_draw 0
jump @Cycle1

:SetTextdrawWidhtAndHeight // SCM function
0A8D: [email protected] = read_memory 0xA0FD04 size 4 virtual_protect 1
0A8D: [email protected] = read_memory 0xA0FD08 size 4 virtual_protect 1
0093: [email protected] = integer [email protected] to_float
0093: [email protected] = integer [email protected] to_float
0017: [email protected] /= 640.0
0017: [email protected] /= 480.0
006B: [email protected] *= [email protected]
006B: [email protected] *= [email protected]
0AB2: ret 2 [email protected] [email protected]

(CLEO 2 opcodes was used)
You can adapt this code to replace the pink box to your texture. Sorry, I can't help you anything else than this.

Edited by Shagg_E

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mody.84
17 minutes ago, Shagg_E said:
:Cycle1
wait 0
if
0AB0: key_pressed 49 // Key 1
jf @Cycle1

:Cycle2
wait 0
if
8AB0: NOT key_pressed 49 // Key 1
jf @Cycle2
0AB1: call_scm_func @SetTextdrawWidhtAndHeight 2 10.0 10.0 [email protected] [email protected] // reference values of width and height(for 640x480 screen resolution), gets ready ratios for current display resolution
0007: [email protected] = 320.0 // X coord (from 0 to 640, center for example)
0007: [email protected] = 240.0 // Y coord (from 0 to 640, center for example)

:Cycle3
wait 0
if
8AB0: NOT key_pressed 50 // Key 2
jf @Cycle4
03F0: enable_text_draw 1
038E: draw_box_position [email protected] [email protected] size [email protected] [email protected] RGBA 255 128 128 255
jump @Cycle3

:Cycle4
wait 0
if
8AB0: NOT key_pressed 50 // Key 2
jf @Cycle4
03F0: enable_text_draw 0
jump @Cycle1

:SetTextdrawWidhtAndHeight // SCM function
0A8D: [email protected] = read_memory 0xA0FD04 size 4 virtual_protect 1
0A8D: [email protected] = read_memory 0xA0FD08 size 4 virtual_protect 1
0093: [email protected] = integer [email protected] to_float
0093: [email protected] = integer [email protected] to_float
0017: [email protected] /= 640.0
0017: [email protected] /= 480.0
006B: [email protected] *= [email protected]
006B: [email protected] *= [email protected]
0AB2: ret 2 [email protected] [email protected]

(CLEO 2 opcodes was used)
You can adapt this code to replace the pink box to your texture. Sorry, I can't help you anything else than this.

 

 

Thanks my friend for your interest in helping me

 

 

 

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mody.84
Posted (edited)

A simple adjustment made the image remain visible
I just need to hide it when I press any button

There are many ways but I am new to script writing

It is possible to add hide the image by pressing a specific button
Or kill the source
Or any other method

 

The script will be placed in - main.scm

 

 

new script

..............................................

05E0: [email protected] = read_memory 10176736 size 4 virtual_protect 1 
05E0: [email protected] = read_memory 10176732 size 4 virtual_protect 1 
008D: [email protected] = integer_to_float [email protected] 
008D: [email protected] = integer_to_float [email protected] 
0005: [email protected] = [email protected] // floating-point values  // Note: the incorrect math opcode was used here
0005: [email protected] = [email protected] // floating-point values  // Note: the incorrect math opcode was used here
[email protected] /= 2.0 // floating-point values (never used in VC or GTA 3) 
[email protected] /= 2.0 // floating-point values (never used in VC or GTA 3) 
0390: load_txd_dictionary 'gld' // never used in VC or GTA 3 
038F: load_texture 'gold' as 1 // Load dictionary with 0390 first 
03F0: enable_text_draw 1 


:PICT_00001
   not fading 
03E3: set_texture_to_be_drawn_antialiased 1 
038D: draw_texture 1 position [email protected] [email protected] size [email protected] [email protected] RGBA 255 255 255 250 // never used in VC or GTA 3 
wait 0 
jump @PICT_00001 

 

 

Edited by mody.84

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