Aug 4 2013, 08:30 AM Post #1 | |
The New Guy! Posts: 2 Joined: 4-August 13 | I was wondering if there's a way to detect health/armor loss, since I'm new to CLEO scripting and couldn't find the corresponding Opcodes, thank you. |
Aug 4 2013, 09:18 AM Post #2 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | These a couple of ways to do this: 1. Use 031D to check for a damage type. This could be ANY weapon ID as well as one of these damage types: 49 - WEAPONTYPE_RAMMEDBYCAR (car collided victim) 50 - WEAPONTYPE_RUNOVERBYCAR (car rolled over victim) 51 - WEAPONTYPE_EXPLOSION 52 - WEAPONTYPE_UZI_DRIVEBY (victim was hit by ANY driveby) 53 - WEAPONTYPE_DROWNING 54 - WEAPONTYPE_FALL 55 - WEAPONTYPE_UNIDENTIFIED 56 - WEAPONTYPE_ANYMELEE (using this will account for all melee attack) 57 - WEAPONTYPE_ANYWEAPON (using this will account for all weapons) 58 - WEAPONTYPE_FLARE (unlikely) 2. Store the characters health (0226) to a var each frame and check if it's changed by the next. -------------------- | 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 | |
Aug 5 2013, 03:45 AM Post #3 | |
The New Guy! Posts: 2 Joined: 4-August 13 | Thank you mate! I used the 2nd method and what I was trying to accomplish is successful. I need more help though, I'm trying to make a toggling system but cannot manage to make it work. For example, pressing F2 to enable the mod, then F2 again to disable it. |
Aug 5 2013, 09:27 AM Post #4 | |
Actually living entity Posts: 143 From: Earth Joined: 15-January 11 | You can use loops. This one Toggles vehicle engine. Reactivates only when key is released after pressing the key once more - to prevent uncotrolled on/off toggling while key is pressed. CODE {$CLEO .cs} 03A4: name_thread 'CENGINE' :Engine WHILE TRUE wait 10 if Player.Defined($PLAYER_CHAR) jf continue if and Actor.Driving($PLAYER_ACTOR) not actor.DrivingVehicleType($PLAYER_ACTOR #BMX) not actor.DrivingVehicleType($PLAYER_ACTOR #BIKE) not actor.DrivingVehicleType($PLAYER_ACTOR #MTBIKE) jf continue if 0AB0: key_pressed 0x49 // 'I' then 03C0: 0@ = actor $PLAYER_ACTOR car 0A97: 1@ = car 0@ struct 0A8E: 2@ = 1@ + 1064 //-> Engine state IF 0ABE: vehicle 0@ engine_on THEN 0A8C: write_memory 2@ size 1 value 0x0 virtual_protect 0 0AD1: show_formatted_text_highpriority "- Engine OFF -" time 1500 0001: wait 250 while true wait 0 if 0AB0: key_pressed 0x49 // 'I' jf break END ELSE while true if 0AB0: key_pressed 0x49 // 'I' jf break 0AD1: show_formatted_text_highpriority "- Engine STARTING -" time 100 0A8C: write_memory 2@ size 1 value 0x0 virtual_protect 0 wait 20 0A8C: write_memory 2@ size 1 value 0x10 virtual_protect 0 wait 80 end IF 0ABE: vehicle 0@ engine_on THEN 0AD1: show_formatted_text_highpriority "- Engine ON -" time 1500 0A8E: 2@ = 1@ + 1300 //-> honking 0A8C: write_memory 2@ size 4 value 1 virtual_protect 0 0001: wait 250 END END end END -------------------- |
Sep 30 2013, 04:48 AM Post #5 | |
The New Guy! Posts: 2 Joined: 29-September 13 | Confused on where I would put these codes on. Please help. -------------------- |
Sep 30 2013, 11:00 AM Post #6 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | Confused on where I would put these codes on. Please help. The same place you were putting your other code. -------------------- | 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 | |