Jun 6 2010, 04:29 AM Post #1 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | Modifying Race Checkpoints For Funzies Since I've been away for a while, I got something really special Using this technique you should pick up on how to change the properties of certain things by using memory. Even for things you couldn't usually change. Let's start off by looking at the address of the Race Checkpoints pool: 0xC7F15C The address above points directly to the "first" checkpoint in the pool. Each block is 38 bytes, so to get to the next checkpoint we add 38 to the starting address like so: SANNY 0006: 0@ = 0xC7F15C 000A: 0@ += 38 To scan for ALL checkpoints (e.g: in order to find the RIGHT ONE) we need a for loop. SANNY {$CLEO} 0000: :CheckpointMeddle wait 0 if 0AB0: key_pressed 0x9 else_jump @CheckpointMeddle // Create a checkpoint to meddle with. 04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 5.0 0.0 06D5: 0@ = create_racing_checkpoint_at 1@ 2@ 3@ point_to 1@ 2@ 3@ type 0 radius 1.0 // Find the pointer of the checkpoint. for 1@ = 0xC7F15C to 0xC7F824 step 0x38 0A8D: 2@ = read_memory 1@ size 4 virtual_protect 0 if 003B: 0@ == 2@ then 0ACA: show_text_box "Pointer found!" end end Start the game and press TAB. A checkpoint should be created before the player and "Pointer found!" should be printed. Now we can add stuff to replace our "Pointer found!" text and mess with the checkpoint. -------------------- | 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 14 2010, 03:48 PM Post #2 | |
Member Posts: 197 From: Liberty City, Shoreside Joined: 15-July 10 | I saw that at Japan CLEOwiki=) Do we can make the same with particles? |
Aug 14 2010, 04:22 PM Post #3 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | Depends which kind of particles you're talking about I've made some leanway on particles, but nothing groundbreaking as of yet... I'm still looking, though. For example: Car Skid Mark Size CODE 0x87111C [float] The amount of rubber car wheels leave behind when skidding. This will look unrealistic if changed much. Particle Handles CODE Base: 0xA44110 Size: 0x20 Seems to be the start of a block of memory containing a bunch of handles for scripted particles... Or maybe pointers to memory locations of the particles? -------------------- | 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 14 2010, 05:32 PM Post #4 | |
Member Posts: 197 From: Liberty City, Shoreside Joined: 15-July 10 | Hmmm... I want to find all particels that was created (ohh, not all, only with some type). For example: I want to change a color for all smoke particles that create during the game, is it possible? |
Aug 14 2010, 05:54 PM Post #5 | |
Coding like a Rockstar! Posts: 1,468 From: ??? Joined: 28-May 09 | Maybe... I'm not sure. Still digging into that. I'll have a go at trying to document what I can. -------------------- | 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 | |
Oct 10 2013, 04:00 PM Post #6 | |
The New Guy! Posts: 4 Joined: 25-April 13 | Much love, been looking for this. But I seem to crash whenever I press tab, any ideas? |