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How do I make texts appear on screen in GTA_SA?

IluvTOSMILE
post Jun 16 2013, 12:17 AM
Post #1


The New Guy!

Posts: 1
Joined: 16-June 13



I want texts without doing the GXT HOOK thing. I have the following script:
CODE
wait 1
033E: text_draw  320.0  400.0 "Loaded"
wait 1
00BE: text_clear_all
03D5: remove_text "Loaded"

THE TEXT DOESN'T APPEAR though sorry caps help!?
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aplinyriley
post Jul 8 2013, 10:06 AM
Post #2


The New Guy!

Posts: 2
Joined: 6-July 13



I think you got the wrong code. smile.gif


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uokka
post Jul 8 2013, 11:52 AM
Post #3


Actually living entity

Posts: 143
From: Earth
Joined: 15-January 11



Display blah blah
CODE
0AD1: show_formatted_text_highpriority "blah blah" time 1000

Display blah: 0.00
CODE
0AD1: show_formatted_text_highpriority "blah: %f" time 1000 1@


more blah


--------------------
My english is just perfekt. I am only not sure, whether I it rightly utilize..
. . .
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Opcode.eXe
post Jul 10 2013, 11:24 PM
Post #4


The New Guy!

Posts: 9
Joined: 14-April 13



Hi... just learn by using this SCRIPT:

CODE
{$CLEO .cs}
THREAD "THREAD_BY_OPCODEXE"
0662: NOP "www.youtube.com/OpcodeXe"
0662: NOP ""

:LOAD
wait 0
if
Player.Defined($PLAYER_ACTOR)
jf @LOAD
03F0: enable_text_draw 1
0AB1: call_func @ChangeGXT 1 label @cred300


:LOOP
wait 0
03F0: enable_text_draw 1
033E: text_draw 320.0  400.0 "CRED000" // DAMN I LOVE OPCODEXE
jump @LOOP

:cred300                                  
0900: unknown_set_object 'CRED300'                              
0900: unknown_set_object "DAMN I LOVE OPCODEXE"


{ 0AB1: call_func @ChangeGXT 1 label @Text }
var
1@ : int
0@ : int
end

:ChangeGXT
0A9F: 1@ = current_thread_pointer
1@ += 16
0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0
1@ -= 0@
1@ += 3
0AA8: call_function_method 6946896 12694336 num_params 1 pop 0 1@ 2@  
1@ += 12
0AA5: call 7439872 2 pop 2 2@ 1@
0AB2: ret 0
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toonskull
post Jul 13 2013, 11:28 PM
Post #5


The New Guy!

Posts: 2
Joined: 13-July 13



@Opcode.eXe

I have been using the "pop" method for SA myself for sometime now. Do you know if there is such a method for Vice City?

So far I have seen the memory codes in the database but I can't find the address to access the textbox for VC. I am trying to learn the VC Cleo v 1.1.1.6 myself. There seems to be a real lack of interest in coding for VC. whistling.gif


==EDIT: Got an answer on another site.==

Just for future refference; This is apparently how the FXT works now for VC Cleo.

I make up 2 txt files, one in the CLEO directory for my script C:\path to GTA VC\CLEO\myscript.txt
The other is save in; C:\path to GTA VC\CLEO\CLEO_TEXT\myscript.fxt

myscript.txt contains something like this;

CODE
{$CLEO}
thread 'MYCODE'
//Generic startup and checks
:MYCODE_100
wait 0
if
$onmission == 0
jf @MYCODE_100
if
Player.Defined($player_char)
jf @MYCODE_100
if
Player.Controllable($player_char)
jf @MYCODE_100
//Wait for M button (13th letter + 64 = VK 77)
:MYCODE_200
wait 0
if
05EE:  key_pressed 77
jf @MYCODE_200
//Add text
03E5: text_box 'TNSK1'  
wait 5000
03E5: text_box 'TNSK2'  
wait 5000
03E5: text_box 'TNSK3'  
wait 5000
jump@MYCODE_100


myscript.fxt contains something like this;

CODE
TNSK1 Hey! Toonskull, you are a freakin' moron always asking lame questions you know.
TNSK2 Yes, I know Tommy, making mountains out of mole hills yet again.
TNSK3 Can I get back to killing people? I love killing people!


This post has been edited by toonskull: Jul 14 2013, 11:35 PM
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