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GTAG Opcode Database

Haf
post Feb 17 2015, 06:46 PM
Post #221


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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?
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Deji
post Feb 18 2015, 02:07 PM
Post #222


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QUOTE (Haf @ Feb 17 2015, 06:46 PM) *
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.


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Haf
post Feb 19 2015, 03:02 AM
Post #223


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so, not possible to make GXT/FXT in the script?
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Deji
post Feb 19 2015, 01:26 PM
Post #224


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QUOTE (Haf @ Feb 19 2015, 03:02 AM) *
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.


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Haf
post Feb 20 2015, 09:52 AM
Post #225


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but this for android verymad.gif
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Deji
post Feb 20 2015, 01:07 PM
Post #226


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QUOTE (Haf @ Feb 20 2015, 09:52 AM) *
but this for android verymad.gif

Should have mentioned that. I've no experience with CLEO for Android.


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Haf
post Feb 24 2015, 04:26 PM
Post #227


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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
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Deji
post Feb 25 2015, 07:22 PM
Post #228


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QUOTE (Haf @ Feb 24 2015, 04:26 PM) *
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.


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Haf
post Mar 3 2015, 02:25 AM
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so is there a code to display the texture on the radar?
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Deji
post Mar 4 2015, 05:15 PM
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QUOTE (Haf @ Mar 3 2015, 02:25 AM) *
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.


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Haf
post Mar 8 2015, 06:54 AM
Post #231


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CODE
038F: load_texture "marker" as 1


can use texture of this code?
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Deji
post Mar 8 2015, 08:39 PM
Post #232


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QUOTE (Haf @ Mar 8 2015, 06:54 AM) *
CODE
038F: load_texture "marker" as 1


can use texture of this code?

No, not for radar icons.


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kopet.basah
post Sep 24 2015, 10:35 PM
Post #233


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QUOTE (Deji @ Mar 8 2015, 09:39 PM) *
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


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Deji
post Sep 25 2015, 05:13 PM
Post #234


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QUOTE (kopet.basah @ Sep 24 2015, 11:35 PM) *
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.


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kopet.basah
post Sep 25 2015, 09:31 PM
Post #235


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QUOTE (Deji @ Sep 25 2015, 06:13 PM) *
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 ermm.gif



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@

huh.gif



This post has been edited by kopet.basah: Sep 26 2015, 09:04 PM


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Batata45
post Dec 12 2015, 03:13 PM
Post #236


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I wanna compile a cleo mod with SASCM.ini,
Where can i get it?
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