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----- Русский -----

Если ваш сайт содержит большую коллекцию SCM/CLEO-скриптов (больше 16), напишите на мой e-mail, и я добавлю его в список. Приветствуются скрипты, которые не встречаются на других сайтах ... Спасибо. ))))


----- English -----

If your website has a big enough collection of SCM/CLEO scripts (more than 16) notify me by e-mail
, and I will add it to the list. The unique scripts are preferable ... Thank you. ))))

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Mission Question

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51 Re: Mission Question on Thu Jul 23, 2009 4:53 am

I meant in the script lol should've mentioned that.

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52 Re: Mission Question on Thu Jul 23, 2009 5:01 am

_CJ360_ wrote:I meant in the script lol should've mentioned that.



The lines:


Code:

33@ = 10000
0AB1: call_scm_func @SetTimer 3 VARNUMBER = 33 TYPE = 1 GXT = @StatusText


Say, we change


Code:

33@ = 10000


to:


Code:

33@ = 20000


We have 20 seconds.

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53 Re: Mission Question on Thu Jul 23, 2009 5:05 am

Okay I thought there was something else that I missed. Now lets see how much I clean up on my script Razz
Edit- Does it matter whether you destroy the actor vs removing references?

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54 Re: Mission Question on Thu Jul 23, 2009 5:42 am


Edit- Does it matter whether you destroy the actor vs removing references?



Destroying the actor will make him disappear - he does not exist anymore. Removing the actors references will just mark him as not needed anymore, and he will talk away, and disappear when your out of range of him, just like normal peds in the GTA Series.

If the actor is dead, remove his references, if you want to destroy him because i.e. your moving on to another cut-film and you don't want him to be there when the cut-film finishes (like the old man from the Bigfoot missions for example).


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55 Re: Mission Question on Thu Jul 23, 2009 6:37 am

Thx btw have you figured out why the bigfoot mission was crashing? The one released with x-files II.

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56 Re: Mission Question on Thu Jul 23, 2009 7:56 am

_CJ360_ wrote:Thx btw have you figured out why the bigfoot mission was crashing? The one released with x-files II.



Well, I had not looked at the script since last year. The script used globals, and stuff which is just not needed. Some cleanup conflict because of the globals and other stuff, I should think. ))))


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57 Re: Mission Question on Thu Jul 23, 2009 9:54 am

Oh okay I just thought by now you would have. But then again it could just be that I can't find exactly why it crashes Turn. But in it I see that the special actor is unloaded is that like destroying him or removing references?

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58 Re: Mission Question on Thu Jul 23, 2009 10:48 am

_CJ360_ wrote:Oh okay I just thought by now you would have. But then again it could just be that I can't find exactly why it crashes Turn. But in it I see that the special actor is unloaded is that like destroying him or removing references?




None. When you unload a special actor, it is releasing the special actor slot and the model used,


Code:

0296: unload_special_actor 1


Is like:


Code:

0249: release_model #model


Only 0296 is made for special actors. 0249 releases the the model from memory. Opcode 0296 does this same, but for special actors.

As I said in page 3; it's fine to unload a special actor, or release the model (0249) for peds, if you no longer need this model. It can be done right away after you create the actor - if there model is no longer needed.

As for removing the ref;


Code:

01C2: remove_references_to_actor 2@ // Like turning an actor into a random pedestrian


There exist some alternative ways of applying this very same function, but without using the opcode 01C2/01C3/01C4.


Code:

// 1@ - actor var
0A96: 2@ = actor 1@ struct

// call CPed->SetReference method
// parameter: 2 - addref, 1 - removeref (like 01C2)

0AA6: call_method 0x5E47E0 struct 2@ num_params 1 pop 0 2 


To do the same with a vehicle we should replace get actor struct, and get the vehicle struct instead and change the address to 0x6D5D70.

The method uses the CLEO opcode 0AA6 (again), and this opcode has the following formulae:


Code:

0AA6: call_method <address> struct <address> num_params <byte> pop <byte> [param1, param2...]


Read in Sanny Builder -> CLEO 3 opcodes, about this opcode.

In the case that we create a vehicle with 0x43A0B6 of course then we do not load/release or do anything other just that line:


Code:

0AA5: call 0x43A0B6 num_params 1 pop 1 <model ID>


----

In another case I said that after getting a car with the opcode (03C0), there is no need to remove the ref, as 03C0 just only return's the car's handle (its index in vehicles pool). In other times IT IS necessary to remove the cars references, though. Wink

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59 Re: Mission Question on Fri Jul 24, 2009 4:38 am

Thx I'm starting to get bored of saying thx all the time. lol! jk

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60 Re: Mission Question on Fri Jul 24, 2009 4:50 am

_CJ360_ wrote:Thx I'm starting to get bored of saying thx all the time. lol! jk



Yeah, man, I was starting to get bored reading the word.
Just use "Спасибо" or "Большое спасибо!" instead of "Thx". Braggin )))

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61 Re: Mission Question on Fri Jul 24, 2009 10:21 am

Большое спасибо Yay, и если бы не было для вас и Google Translate я не знаю, что я говорю! ха-ха-ха lol!
edit- tried to convert a ped from my KH2 game other than a leg error its good!
You can't see much from the pic tho but I made a video as well but I can't find a site that will upload it for free oh yea I think the script is pretty good too
Code:
{$CLEO}
0000:

while true
wait 250
if
  Player.Defined($PLAYER_CHAR)
then 
    0A8D: 0@ = read_memory 0x969110 size 4 virtual_protect 0
    0A8D: 1@ = read_memory 0x969114 size 1 virtual_protect 0
    023C: load_special_actor 'CLOUD' as 1 // models 290-299 
if and
04A4:  0@ == 0x4C4F5544 // LOUD
04A4:  1@ == 0x43 // C
      then
          0A8C: write_memory 0x969110 size 4 value 0 virtual_protect 0
            0A8C: write_memory 0x969114 size 1 value 0 virtual_protect 0
            09C7: change_player $PLAYER_CHAR model_to #SPECIAL01
            Player.Build($PLAYER_CHAR)
        end
    end
end

0296: unload_special_actor 1
0A93: end_custom_thread
I'm pretty happy with myself right now considering I've never converted a ped before Braggin

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62 Re: Mission Question on Fri Jul 24, 2009 12:03 pm

_CJ360_ wrote:Большое спасибо Yay, и если бы не было для вас и Google Translate я не знаю, что я говорю! ха-ха-ха lol!



Добро пожаловать! ))) Хех, где там моя медалька-то, а? ))))



edit- tried to convert a ped from my KH2 game other than a leg error its good!

Looks круто (cool), as we say in Russian. )))


I think the script is pretty good too

Yeah, the script looks good, though I would check if the special actor is loaded before I change him. ))


I'm pretty happy with myself right now considering I've never converted a ped before

Хороший, you did a very good job - bowl. Good

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63 Re: Mission Question on Fri Jul 24, 2009 12:07 pm

I thought of that but wasn't sure where to add it with out messing up the script.

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64 Re: Mission Question on Fri Jul 24, 2009 12:11 pm

_CJ360_ wrote:I thought of that but wasn't sure where to add it with out messing up the script.



Add this after the 023C opcode:


Code:

while true
if
  023D:  special_actor 1 loaded
then
  break
  end
  wait 0
end




Load the special actor AFTER the cheat code is activated. Forgot to say that.

P.S You ended the loop while-true before, so these will not get read:


Code:

0296: unload_special_actor 1
0A93: end_custom_thread


And a while-true loop end's means the thread is in a loop. If you want the thread to only be active once do not use while-true at the top, and just end the thread. The code you posted is running in a loop, the special actor does not un-loaded because it's after this loop, and also 0A93 does not get reached. )))))



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65 Re: Mission Question on Sun Jul 26, 2009 10:43 am

yea I noticed that when I opened the compiled .cs that'd be why its slow. Though I'm not sure why if I switch between two skins, same scripts but different key presses and models, he would get stuck in place. scratch

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66 Re: Mission Question on Sun Jul 26, 2009 12:00 pm

_CJ360_ wrote:yea I noticed that when I opened the compiled .cs that'd be why its slow. Though I'm not sure why if I switch between two skins, same scripts but different key presses and models, he would get stuck in place. scratch



As in like can't move? Yes, I know of this problem. Have not looked at this problem yet. Perhaps, it's a bug with the opcode 09C7 - I do know that this opcode has some stupid problem's in the PC version (problay part of the reason for no two-player mode), though this problem came to me some year ago, I tried it without re-building the player, and I did not get this problem, but I still think re-building the player does not make this problem, still. Don't really use 09C7 that much, only about 8 times in the last couple of years.

I'll have a look after I finish doing Russian text for the new mission.

EDIT: -- umm, did not get problem this time, I shall try again.





_________________
Some links for modding information:
• GTAModding Wiki
• Документация по моддингу GTA
• Sanny Builder (Русский)
• Sanny Builder Profile

View user profile http://gtamodding.com

67 Re: Mission Question on Tue Jul 28, 2009 2:41 am

Weird Maybe it was the model, on another note what are then main differences between a cleo script and a external script? I wanted to convert Wesser's ladder script into cleo.
Code:
:LADDER
thread 'LADDER'
18@ = 0.0 // L = FLOAT
19@ = 0.0 // L = FLOAT
20@ = 0.0 // L = FLOAT
21@ = 0.0 // L = FLOAT
22@ = 0.0 // L = FLOAT
23@ = 0.0 // L = FLOAT
29@ = 0 // L = INT
if
  29@ == 1 // L == INT
jf @LADDER_58
#BEACHTOWEL01 = Object.Init(0.0, 0.0, 0.0, 0@)

:LADDER_58
wait 0
if
03CA:  is 0@ valid_object_handle
jf @LADDER_699
if
0977:  player_in_radius_of_object 0@ external_script_trigger
jf @LADDER_699
if
  Player.Defined($PLAYER_CHAR)
jf @LADDER_699
if
  not Actor.Dead($PLAYER_ACTOR)
jf @LADDER_699
if
8A0C:  not is_player $PLAYER_CHAR on_jetpack
jf @LADDER_699
if
  Actor.Stopped($PLAYER_ACTOR)
jf @LADDER_699
0400: get_object 0@ position_3D_coord_with_offset 0.0 0.0 0.0 store_to 5@ 6@ 7@
0@ = Object.Angle(3@)
if
00FF:  is_actor $PLAYER_ACTOR near_3D_coord 5@ 6@ 7@ within_3D_radius 1.2 1.2 1.0 show_sphere 0 and_onfoot
jf @LADDER_326
0512: display_permanent_text_box 'GYM1_81'  // Press ~k~~VEHICLE_ENTER_EXIT~ to use this machine.

:LADDER_232
wait 0
if
00FF:  is_actor $PLAYER_ACTOR near_3D_coord 5@ 6@ 7@ within_3D_radius 1.2 1.2 1.0 show_sphere 0 and_onfoot
jf @LADDER_326
if and
80E1:  not is_button_pressed_pad 0 button 0
80E1:  not is_button_pressed_pad 0 button 1
jf @LADDER_232
if
00E1:  is_button_pressed_pad 0 button 16
jf @LADDER_232
Actor.Angle($PLAYER_ACTOR) = 3@
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
04ED: load_animation "LADDER"

:LADDER_284
if
84EE:  not has_animation_loaded "LADDER"
jf @LADDER_335
wait 0
jump @LADDER_284

:LADDER_326
03E6: remove_text_box
jump @LADDER_58

:LADDER_335
if
00FF:  is_actor $PLAYER_ACTOR near_3D_coord 5@ 6@ 7@ within_3D_radius 1.2 1.2 1.0 show_sphere 0 and_onfoot
jf @LADDER_232
03E6: remove_text_box
if
  Object.Model(0@) == #DYN_LADDER
jf @LADDER_489
Player.CanMove($PLAYER_CHAR) = False
04C4: get_actor $PLAYER_ACTOR position_3D_coord_with_offset 0.6 -2.8 0.0 store_to 8@ 9@ 10@
04C4: get_actor $PLAYER_ACTOR position_3D_coord_with_offset 0.6 -2.4 3.0 store_to 11@ 12@ 13@
068E: get_camera_target_point_3D_coord_to 14@ 15@ 16@
17@ = 4.04 // L = FLOAT
0063: 16@ -= 10@ // L -= L (float)
0073: 16@ /= 17@ // L /= L (float)
0097: make 16@ absolute_float // local
005B: 10@ += 16@ // L += L (float)
Camera.OnPed($PLAYER_ACTOR, 15, 2)
0936: set_camera_position_3D_coord_to 8@ 9@ 10@ transverse_to 11@ 12@ 13@ timelimit 3000 drop_mode 1
0400: get_object 0@ position_3D_coord_with_offset 0.0 -0.6 -1.8 store_to 18@ 19@ 20@
Actor.PutAt($PLAYER_ACTOR, 18@, 19@, 20@)
0812: set_actor $PLAYER_ACTOR perform_animation "LADDER1_UP" file "LADDER" 4.0 loop 0 lockX 0 lockY 0 lockF 0 timelimit -1 //versionB
0470: get_actor $PLAYER_ACTOR current_weapon_to 24@
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0
32@ = 0 // L = INT

:LADDER_426
wait 0
if
  32@ > 2500 // L > INT
jf @LADDER_426
0400: get_object 0@ position_3D_coord_with_offset 0.05 0.5 1.9 store_to 21@ 22@ 23@
Actor.PutAt($PLAYER_ACTOR, 21@, 22@, 23@)
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 24@
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore
jump @LADDER_699

:LADDER_489
if
  Object.Model(0@) == #DYN_LADDER_2
jf @LADDER_699
Player.CanMove($PLAYER_CHAR) = False
04C4: get_actor $PLAYER_ACTOR position_3D_coord_with_offset 0.6 -4.0 0.0 store_to 8@ 9@ 10@
04C4: get_actor $PLAYER_ACTOR position_3D_coord_with_offset 0.6 -5.5 5.0 store_to 11@ 12@ 13@
068E: get_camera_target_point_3D_coord_to 14@ 15@ 16@
17@ = 4.04 // L = FLOAT
0063: 16@ -= 10@ // L -= L (float)
0073: 16@ /= 17@ // L /= L (float)
0097: make 16@ absolute_float // local
005B: 10@ += 16@ // L += L (float)
Camera.OnPed($PLAYER_ACTOR, 15, 2)
0936: set_camera_position_3D_coord_to 8@ 9@ 10@ transverse_to 11@ 12@ 13@ timelimit 4000 drop_mode 1
0400: get_object 0@ position_3D_coord_with_offset 0.0 -0.6 -1.9 store_to 18@ 19@ 20@
Actor.PutAt($PLAYER_ACTOR, 18@, 19@, 20@)
0812: set_actor $PLAYER_ACTOR perform_animation "LADDER2_UP" file "LADDER" 4.0 loop 0 lockX 0 lockY 0 lockF 0 timelimit -1 //versionB
0470: get_actor $PLAYER_ACTOR current_weapon_to 24@
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0
32@ = 0 // L = INT

:LADDER_624
wait 0
if
  32@ > 3800 // L > INT
jf @LADDER_624
0400: get_object 0@ position_3D_coord_with_offset 0.05 1.0 2.8 store_to 21@ 22@ 23@
Actor.PutAt($PLAYER_ACTOR, 21@, 22@, 23@)
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 24@
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore

:LADDER_699
end_thread

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68 Re: Mission Question on Tue Jul 28, 2009 3:44 am



A external script is still in cases a script, which also only allows vars 0@..33@ to be used. A extranal script is started by, for example if it's a script like the vending machines, then the extranal script is trigged by the object (the drink machine),


Code:

0929: init_external_script_trigger 8 (VENDING_MACHINE) with_object_model #CJ_SPRUNK1 priority 100 radius 6.0 type -1


as like in Wesser's script, the extranal script is trigged when the player is near that ladder. The extranal scripts are like sub-added scripts. When you compile the main.scm file the extranal scripts are in the script.img file. If there is no data of extranal scripts in the main.scm file when compiling the script.img did with the main.scm will just contian a little NOP-header:


Code:

AAA.scm


This file is useless now, if you have no extrnal scripts, then you can just delete the script.img file and play the game without it.

Also there is a good explaination in Russian version of SB's Help (help1049).

Here's some links:

http://www.gtamodding.com/index.php?title=External_Script
http://www.gtamodding.ru/wiki/SCM
http://waterviper.forumtwilight.com/forum-f2/tema-t3.htm
http://waterviper.forumtwilight.com/forum-f9/tema-t58.htm




_________________
Some links for modding information:
• GTAModding Wiki
• Документация по моддингу GTA
• Sanny Builder (Русский)
• Sanny Builder Profile

View user profile http://gtamodding.com

69 Re: Mission Question on Tue Jul 28, 2009 6:41 am

So it should be able to convert to cleo? Well I'll find out in a bit brb
edit- would this work?:
Code:
{$CLEO}

thread 'LADDER'
18@ = 0.0 // L = FLOAT
19@ = 0.0 // L = FLOAT
20@ = 0.0 // L = FLOAT
21@ = 0.0 // L = FLOAT
22@ = 0.0 // L = FLOAT
23@ = 0.0 // L = FLOAT
29@ = 0 // L = INT
if
  29@ == 1 // L == INT
jf @LADDER_58@
#BEACHTOWEL01 = Object.Init(0.0, 0.0, 0.0, 0@)

:LADDER_58
wait 0
if
03CA:  is 0@ valid_object_handle
jf @LADDER_699@
if
0977:  player_in_radius_of_object 0@ external_script_trigger
jf @LADDER_699@
if
  Player.Defined($PLAYER_CHAR)
jf @LADDER_699@
if
  not Actor.Dead($PLAYER_ACTOR)
jf @LADDER_699@
if
8A0C:  not is_player $PLAYER_CHAR on_jetpack
jf @LADDER_699@
if
  Actor.Stopped($PLAYER_ACTOR)
jf @LADDER_699@
0400: get_object 0@ position_3D_coord_with_offset 0.0 0.0 0.0 store_to 5@ 6@ 7@
0@ = Object.Angle(3@)
if
00FF:  is_actor $PLAYER_ACTOR near_3D_coord 5@ 6@ 7@ within_3D_radius 1.2 1.2 1.0 show_sphere 0 and_onfoot
jf @LADDER_326@
0512: display_permanent_text_box 'GYM1_81'  // Press ~k~~VEHICLE_ENTER_EXIT~ to use this machine.

:LADDER_232
wait 0
if
00FF:  is_actor $PLAYER_ACTOR near_3D_coord 5@ 6@ 7@ within_3D_radius 1.2 1.2 1.0 show_sphere 0 and_onfoot
jf @LADDER_326@
if and
80E1:  not is_button_pressed_pad 0 button 0
80E1:  not is_button_pressed_pad 0 button 1
jf @LADDER_232@
if
00E1:  is_button_pressed_pad 0 button 16
jf @LADDER_232@
Actor.Angle($PLAYER_ACTOR) = 3@
Camera.SetBehindPlayer
Camera.Restore_WithJumpCut
04ED: load_animation "LADDER"

:LADDER_284
if
84EE:  not has_animation_loaded "LADDER"
jf @LADDER_335@
wait 0
jump LADDER_284@

:LADDER_326
03E6: remove_text_box
jump LADDER_58@

:LADDER_335
if
00FF:  is_actor $PLAYER_ACTOR near_3D_coord 5@ 6@ 7@ within_3D_radius 1.2 1.2 1.0 show_sphere 0 and_onfoot
jf @LADDER_232@
03E6: remove_text_box
if
  Object.Model(0@) == #DYN_LADDER
jf @LADDER_489@
Player.CanMove($PLAYER_CHAR) = False
04C4: get_actor $PLAYER_ACTOR position_3D_coord_with_offset 0.6 -2.8 0.0 store_to 8@ 9@ 10@
04C4: get_actor $PLAYER_ACTOR position_3D_coord_with_offset 0.6 -2.4 3.0 store_to 11@ 12@ 13@
068E: get_camera_target_point_3D_coord_to 14@ 15@ 16@
17@ = 4.04 // L = FLOAT
0063: 16@ -= 10@ // L -= L (float)
0073: 16@ /= 17@ // L /= L (float)
0097: make 16@ absolute_float // local
005B: 10@ += 16@ // L += L (float)
Camera.OnPed($PLAYER_ACTOR, 15, 2)
0936: set_camera_position_3D_coord_to 8@ 9@ 10@ transverse_to 11@ 12@ 13@ timelimit 3000 drop_mode 1
0400: get_object 0@ position_3D_coord_with_offset 0.0 -0.6 -1.8 store_to 18@ 19@ 20@
Actor.PutAt($PLAYER_ACTOR, 18@, 19@, 20@)
0812: set_actor $PLAYER_ACTOR perform_animation "LADDER1_UP" file "LADDER" 4.0 loop 0 lockX 0 lockY 0 lockF 0 timelimit -1 //versionB
0470: get_actor $PLAYER_ACTOR current_weapon_to 24@
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0
32@ = 0 // L = INT

:LADDER_426
wait 0
if
  32@ > 2500 // L > INT
jf @LADDER_426@
0400: get_object 0@ position_3D_coord_with_offset 0.05 0.5 1.9 store_to 21@ 22@ 23@
Actor.PutAt($PLAYER_ACTOR, 21@, 22@, 23@)
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 24@
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore
jump LADDER_699@

:LADDER_489
if
  Object.Model(0@) == #DYN_LADDER_2
jf @LADDER_699@
Player.CanMove($PLAYER_CHAR) = False
04C4: get_actor $PLAYER_ACTOR position_3D_coord_with_offset 0.6 -4.0 0.0 store_to 8@ 9@ 10@
04C4: get_actor $PLAYER_ACTOR position_3D_coord_with_offset 0.6 -5.5 5.0 store_to 11@ 12@ 13@
068E: get_camera_target_point_3D_coord_to 14@ 15@ 16@
17@ = 4.04 // L = FLOAT
0063: 16@ -= 10@ // L -= L (float)
0073: 16@ /= 17@ // L /= L (float)
0097: make 16@ absolute_float // local
005B: 10@ += 16@ // L += L (float)
Camera.OnPed($PLAYER_ACTOR, 15, 2)
0936: set_camera_position_3D_coord_to 8@ 9@ 10@ transverse_to 11@ 12@ 13@ timelimit 4000 drop_mode 1
0400: get_object 0@ position_3D_coord_with_offset 0.0 -0.6 -1.9 store_to 18@ 19@ 20@
Actor.PutAt($PLAYER_ACTOR, 18@, 19@, 20@)
0812: set_actor $PLAYER_ACTOR perform_animation "LADDER2_UP" file "LADDER" 4.0 loop 0 lockX 0 lockY 0 lockF 0 timelimit -1 //versionB
0470: get_actor $PLAYER_ACTOR current_weapon_to 24@
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0
32@ = 0 // L = INT

:LADDER_624
wait 0
if
  32@ > 3800 // L > INT
jf @LADDER_624@
0400: get_object 0@ position_3D_coord_with_offset 0.05 1.0 2.8 store_to 21@ 22@ 23@
Actor.PutAt($PLAYER_ACTOR, 21@, 22@, 23@)
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 24@
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore

:LADDER_699
return
I still need to check it myself but I'm going sleep now. cya tomorrow.

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70 Re: Mission Question on Tue Jul 28, 2009 11:11 am



No that will not work. Yes, sure, why not, possible? Some things are in need of change, though. Model names to there ID, use the CLEO directive {$INCLUDE}. This directive allows to insert the external text files in the source file. When the compiler find this directive it opens the file by the path passing as the directive’s parameter and continues a compilation from the code written in the included file. When it reaches the end of the file it returns back to the previous file.


Like Seemann did with, his "Making cheats the easy way"; in his SA Memory Handling topic on GTAForums,

http://www.gtaforums.com/index.php?showtopic=262280&st=20

or you could replace the,



Code:

0977:  player_in_radius_of_object 0@ external_script_trigger


and etc, with some checks to see if the player is near the ladders or something and run it as a CLEO (.cs) script.

It's quite difficult to explain, well.
Still the object 0@ is important, it's one of the main things which makes the script work.



Last edited by gtasbigfoot on Wed Jul 29, 2009 2:41 am; edited 2 times in total


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71 Re: Mission Question on Tue Jul 28, 2009 11:01 pm

I'm not sure if there's a way to make this a external script, and keep my save-games working. Because I thought if you edit the main.scm you have to start a new game. So I'll probably change it to check if he's near the ladder.

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72 Re: Mission Question on Wed Jul 29, 2009 2:37 am

_CJ360_ wrote:I'm not sure if there's a way to make this a external script, and keep my save-games working. Because I thought if you edit the main.scm you have to start a new game.


Yes, you do (unless Darkpacked). But I was not talking about the main.scm file. Edited post above a little ^, it's diffcult to explain well, what I am trying to say.



_CJ360_ wrote:So I'll probably change it to check if he's near the ladder


ОК, yes, that is the more easy way ...

--

Also, why did you use a return in the script at the label LADDER_699? You do know that the return opcode is a brother with the gosub opcode, and made to return the gosub from where you last gosubed? Also you do know that the parameters #BEACHTOWEL01 and 0@ are in the wrong place in Wesser's source code? The order should be vice-versa (var, model, XYZ).


Code:

029B: 0@ = init_object #BEACHTOWEL01 at 0.0 0.0 0.0




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73 Re: Mission Question on Wed Jul 29, 2009 2:48 am

whoops no I didn't know that I thought it was simalar to end_thread but in cause of what you said I gotta change it to end_custom_thread.

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74 Re: Mission Question on Thu Jul 30, 2009 10:33 am

_CJ360_ wrote:whoops no I didn't know that I thought it was simalar to end_thread but in cause of what you said I gotta change it to end_custom_thread.



You did not know this (?) Grin Smile Have you not ever used a gosub before? Look in gta-sa.exe at the code 0051, with a assembler (IDA Pro). Wink Nothing about end_thread, and end_custom_thread is only a version of end_thread, but Seemann made it to end CLEO-scripts (.cs) , end_thread (opcode 004E) should still be used to end a CLEO-mission (.cm).


Code:

.text:00465AA0 EndThread


http://www.idapro.ru/

Maybe, confusing for you, because I have not opend such a topic where we post addresses? We have the SA Mem., but that's only for tricks to show. Maybe I should open a topic like that.


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75 Re: Mission Question on Wed Aug 12, 2009 9:41 am

Thx big no don't confuse me much, Tounge 1 have you looked at Ryosuke's gun accesory script? It is long but I'm trying to figure out what makes the flashlight, suppressor, and Scope. With all the stuff its hard to figure out. :insert_missing_dizzy_smiley_here:

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76 Re: Mission Question Today at 7:53 pm

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