Feb 17 2015, 06:46 PM Post #221 | |
Newbie In Training Posts: 12 Joined: 14-April 14 | I want to ask about name_label CODE {$CLEO .csi} 0DD0: 1@s = get_label_addr @nametag 0512: show_permanent_text_box 1@s wait 3500 end_thread :nametag hex "TEST" 00 "succes" why not work? Deji : Can you give me a solution? |
Feb 18 2015, 02:07 PM Post #222 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | I want to ask about name_label CODE {$CLEO .csi} 0DD0: 1@s = get_label_addr @nametag 0512: show_permanent_text_box 1@s wait 3500 end_thread :nametag hex "TEST" 00 "succes" why not work? Deji : Can you give me a solution? Not really, because I have no idea what opcode 0DD0 is. I'll assume it's just a clone of CLEO 4's 0AC6 GET_LABEL_POINTER... 0DD0: 1@s = get_label_addr @nametag This line gets the memory address (integer value) of @nametag and stores it. Note: 1@s is not made to store integer values, it's made to store 'literals'. 0512: show_permanent_text_box 1@s This command is not made to read integer values and memory addresses. It is made to use a string literal referring to a .GXT entry. That's not what you're providing. end_thread This shouldn't be used in CLEO scripts. :nametag hex "TEST" 00 "succes Adding 00 adds a null terminator (\0) in the sequence of bytes represented by the strings. A null terminator is used to mark the end of a string. The null terminator here means that "TEST" is a complete string. The lack of null terminator after "succes" will mean an error when trying to print it. You also will have difficulty printing "succes" as it requires manual calculation of the memory address as there's no label for it. -------------------- | CLEO 4.3.22 | A?i?a?o?3D | UI SDK | Black Market Mod 1.0.1 | GInput 0.3 | Cheat Keyboard | Tactile Cheat Activation | Stream Ini Extender 0.7 | SuperVars | ScrDebug | Vigilante Justice: San Andreas | |
Feb 19 2015, 03:02 AM Post #223 | |
Newbie In Training Posts: 12 Joined: 14-April 14 | so, not possible to make GXT/FXT in the script? |
Feb 19 2015, 01:26 PM Post #224 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | so, not possible to make GXT/FXT in the script? Yes CLEO 4 has this ability. It also has printing commands to display those messages directly with litetal strings. -------------------- | CLEO 4.3.22 | A?i?a?o?3D | UI SDK | Black Market Mod 1.0.1 | GInput 0.3 | Cheat Keyboard | Tactile Cheat Activation | Stream Ini Extender 0.7 | SuperVars | ScrDebug | Vigilante Justice: San Andreas | |
Feb 20 2015, 09:52 AM Post #225 | |
Newbie In Training Posts: 12 Joined: 14-April 14 | but this for android |
Feb 20 2015, 01:07 PM Post #226 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | but this for android Should have mentioned that. I've no experience with CLEO for Android. -------------------- | CLEO 4.3.22 | A?i?a?o?3D | UI SDK | Black Market Mod 1.0.1 | GInput 0.3 | Cheat Keyboard | Tactile Cheat Activation | Stream Ini Extender 0.7 | SuperVars | ScrDebug | Vigilante Justice: San Andreas | |
Feb 24 2015, 04:26 PM Post #227 | |
Newbie In Training Posts: 12 Joined: 14-April 14 | CODE 0187: 2@ = create_marker_above_actor $PLAYER_ACTOR 07E0: set_marker 2@ type_to 0 018B: set_marker 2@ radar_mode 2 what is name texture of this code? This post has been edited by Haf: Feb 24 2015, 04:47 PM |
Feb 25 2015, 07:22 PM Post #228 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | CODE 0187: 2@ = create_marker_above_actor $PLAYER_ACTOR 07E0: set_marker 2@ type_to 0 018B: set_marker 2@ radar_mode 2 what is name texture of this code? There is no texture, it's literally just a red square with a slightly larger black square behind it. This among other things is easily produced by the graphics engine itself. -------------------- | CLEO 4.3.22 | A?i?a?o?3D | UI SDK | Black Market Mod 1.0.1 | GInput 0.3 | Cheat Keyboard | Tactile Cheat Activation | Stream Ini Extender 0.7 | SuperVars | ScrDebug | Vigilante Justice: San Andreas | |
Mar 3 2015, 02:25 AM Post #229 | |
Newbie In Training Posts: 12 Joined: 14-April 14 | so is there a code to display the texture on the radar? |
Mar 4 2015, 05:15 PM Post #230 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | so is there a code to display the texture on the radar? A sprite blip. It depends how you want to display it... 02A7 - ADD_SPRITE_BLIP_FOR_CONTACT_POINT 02A8 - ADD_SPRITE_BLIP_FOR_COORD 04CE - ADD_SHORT_RANGE_SPRITE_BLIP_FOR_COORD 0570 - ADD_SHORT_RANGE_SPRITE_BLIP_FOR_CONTACT_POINT The SHORT_RANGE ones don't show up on the side of the radar while you're not in the radar radius. -------------------- | CLEO 4.3.22 | A?i?a?o?3D | UI SDK | Black Market Mod 1.0.1 | GInput 0.3 | Cheat Keyboard | Tactile Cheat Activation | Stream Ini Extender 0.7 | SuperVars | ScrDebug | Vigilante Justice: San Andreas | |
Mar 8 2015, 06:54 AM Post #231 | |
Newbie In Training Posts: 12 Joined: 14-April 14 | CODE 038F: load_texture "marker" as 1 can use texture of this code? |
Mar 8 2015, 08:39 PM Post #232 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | CODE 038F: load_texture "marker" as 1 can use texture of this code? No, not for radar icons. -------------------- | CLEO 4.3.22 | A?i?a?o?3D | UI SDK | Black Market Mod 1.0.1 | GInput 0.3 | Cheat Keyboard | Tactile Cheat Activation | Stream Ini Extender 0.7 | SuperVars | ScrDebug | Vigilante Justice: San Andreas | |
Sep 24 2015, 10:35 PM Post #233 | |
The New Guy! Posts: 2 From: jamban Joined: 24-September 15 | No, not for radar icons. hi deji, how you get current gear in cleo3 opcode? its possible get current gear with car struct? i cant find it in http://www.gtamodding.com/wiki/Memory_Addresses_%28SA%29 but I think that not completed document, because I can get Nitro flag, which is not listed at that page im using cleo android -------------------- asu kabeh |
Sep 25 2015, 05:13 PM Post #234 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | hi deji, how you get current gear in cleo3 opcode? its possible get current gear with car struct? i cant find it in http://www.gtamodding.com/wiki/Memory_Addresses_%28SA%29 but I think that not completed document, because I can get Nitro flag, which is not listed at that page im using cleo android I have no part in CLEO For Android's development and have never used it, so I can't help you there. -------------------- | CLEO 4.3.22 | A?i?a?o?3D | UI SDK | Black Market Mod 1.0.1 | GInput 0.3 | Cheat Keyboard | Tactile Cheat Activation | Stream Ini Extender 0.7 | SuperVars | ScrDebug | Vigilante Justice: San Andreas | |
Sep 25 2015, 09:31 PM Post #235 | |
The New Guy! Posts: 2 From: jamban Joined: 24-September 15 | I have no part in CLEO For Android's development and have never used it, so I can't help you there. please, i just want to know QUOTE its possible get current gear with car struct? because nobody answered me in gtaforums edit: do I need to use 01C3: remove_references_to_car 0@ every time I am using a vehicle or only if after I create vehicle? this opcode description is wrong 03E3: set_texture_to_be_drawn_antialiased 1 in this page http://10.0.0.1:800/7017/gtagmodding.co...se/opcode/03E3/ the description is very different same for 0976: destroy_particle 147@ 0650: destroy_particle 186@ 064F: remove_references_to_particle 176@ This post has been edited by kopet.basah: Sep 26 2015, 09:04 PM -------------------- asu kabeh |
Dec 12 2015, 03:13 PM Post #236 | |
The New Guy! Posts: 1 Joined: 12-December 15 | I wanna compile a cleo mod with SASCM.ini, Where can i get it? |