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[GTA SA] ~ CLEO Script Tutorial ~
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EdUaRdO - Brazil  |
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Brazilian Scripter

Group: Members
Joined: Nov 14, 2010


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Hello ZAZ, I was watching your tutorial about memory addresses, and saw some examples of CHEATS, how to spawn a car, etc ... you use hexadecimal characters. Has the following:
| CODE | 0A8D: $CHEAT = read_memory 0x00969110 size 4 virtual_protect 0 if 04A4: $CHEAT == 0x4A554D50 //JUMP | My question is: What is the address 0x00969110? And another example (Ramp Jump) use another address 0x00969114 with 0x00969110.
| CODE | 0A8D: 1@ = read_memory 0x00969110 size 4 virtual_protect 0 // 0A8D: 2@ = read_memory 0x00969114 size 4 virtual_protect 0 // if and 04A4: 1@ == 0x52414D50 //checks if 1@ = RAMP 04A4: 2@ == 0x4A554D50 //checks if 2@ = JUMP 004D: jump_if_false @Cheatcode_1 // example 03E5: text_box 'CHEAT1' 0109: player $PLAYER_CHAR money += 1000000 0A8C: write_memory 0x00969110 size 4 value 0 virtual_protect 0 //clear the buffer 0A8C: write_memory 0x00969114 size 4 value 0 virtual_protect 0 //clear the buffer ..... // script funtions
| Their function would only differentiate digits or give different variables and to use the same address? What would be the function of the addresses 0x00969110 and 0x00969114, because both serve the same purpose for check keys?
And what is the function of upcode 0A8C address 0x00969110 with the value 0? It would be like releasing the address or something?
Sorry so many questions, and make you lose your time, but do I script a long time, but do not have much knowledge about memory addresses Tnks This post has been edited by EdUaRdO - Brazil on Friday, Apr 22 2011, 21:11
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ZAZ  |
Posted: Saturday, Apr 23 2011, 10:54
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Kernlochbohrer

Group: Members
Joined: Jan 10, 2005



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| QUOTE (EdUaRdO - Brazil @ Apr 22 2011, 21:09) | Hello ZAZ, I was watching your tutorial about memory addresses, and saw some examples of CHEATS, how to spawn a car, etc ... you use hexadecimal characters. Has the following:
| CODE | 0A8D: $CHEAT = read_memory 0x00969110 size 4 virtual_protect 0 if 04A4: $CHEAT == 0x4A554D50 //JUMP |
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no, not a car but an object | QUOTE | What is the address 0x00969110? And another example (Ramp Jump) use another address 0x00969114 with 0x00969110. |
it's the memadress which stores the keypresses the adress can store 4 bytes a letter like M will be 4D in hex charackter of ASCII Table and needs 1 byte so you can check for one key in this way: | CODE | //size 1 of adress 0x00969110 0A8D: $CHEAT = read_memory 0x00969110 size 1 virtual_protect 0 if 04A4: $CHEAT == 0x4D //M |
if you wanna check 8 keys you need 2 memadresses which store 8 bytes alltogether this 0x00969110 and this 0x00969114 adress but the order will be inverted then these adresses are working for GTASA V1 for V1.1 i know only this adress: 0x96B790 | QUOTE | | And what is the function of upcode 0A8C address 0x00969110 with the value 0? It would be like releasing the address or something? |
yes, otherwise it will still store the pressed keys and let the code pass for the next time | QUOTE | | I script a long time, but do not have much knowledge about memory addresses |
i also not and i don't like it
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EdUaRdO - Brazil  |
Posted: Saturday, Apr 23 2011, 16:01
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Brazilian Scripter

Group: Members
Joined: Nov 14, 2010


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| QUOTE | | no, not a car but an object | It is possible to do spawn car, look at this script I made:
| CODE | {$CLEO .cs}
03A4: name_thread 'Spawn_test'
:Spawn_test 0001: wait 0 ms 0A8D: $CHEAT = read_memory 0x00969110 size 4 virtual_protect 0 00D6: if 1 04A4: $CHEAT == 0x42494B45 // Type BIKE 004D: jump_if_false @Spawn_test 0247: request_model #NRG500
:check 0001: wait 0 ms 00D6: if and 0248: model #NRG500 available jf @check 03E5: text_box 'CHEAT1' // Cheat Ativado 04C4: store_coords_to $COORD_X $DCOORD_Y $COORD_Z from_actor $PLAYER_ACTOR with_offset 0.0 5.0 0.0 00A5: $CAR = create_car #NRG500 at $COORD_X $DCOORD_Y $COORD_Z 0172: $ANGLE = actor $PLAYER_ACTOR Z_angle if 0175: set_car $CAR Z_angle_to $ANGLE 0224: set_car $CAR health_to 3500 wait 2000 0249: release_model #NRG500 0A8C: write_memory 0x00969110 size 4 value 0 virtual_protect 0 end_thread | Or use the ddresses, for example, 0x969141, 0x969147, 0x969146, 0x969144, to spawn other cars without the upcodes 0247, 00A5, but I could not make it work
But I understand Very Thanks man and keep working
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SilentPL  |
Posted: Saturday, Apr 23 2011, 16:58
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Senior File Manager

Group: Members
Joined: Feb 1, 2010



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Nah, you just read from 0x969110 all the time. | QUOTE | to spawn other cars without the upcodes 0247, 00A5, but I could not make it work |
You mean spawning a car like a cheat does? Well, you can make it by CLEO4 opcode: | CODE | 0ADD: spawn_car_with_model #RHINO like_a_cheat
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It don't need 0247 and 00A5, just spawns a car. Also, if you want to do it in CLEO3, use function call: | CODE | 0AA5: call 0x43A0B0 num_params 1 pop 0 #RHINO
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ZAZ  |
Posted: Saturday, Apr 23 2011, 19:24
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Kernlochbohrer

Group: Members
Joined: Jan 10, 2005



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or in this way i think he means with Function_Memory_Addresses0x0043A4A0 CCheat::CreateCar432 | CODE | {$CLEO} thread 'MEMCAR'
:MEMCAR_1 wait 0 if Player.Defined($PLAYER_CHAR) jf @MEMCAR_1 0A8D: 1@ = read_memory 0x0043A4A0 size 4 virtual_protect 1 03F0: enable_text_draw 1 045A: draw_text_1number 250.0 40.0 GXT 'NUMBER' number 1@ // ~1~ if 0AB0: key_pressed 8//-backspace jf @MEMCAR_1 if 0AA9: is_game_version_original jf @MEMCAR_1 0AA5: call 0x0043A4A0 1 pop 1 1 wait 1000 jump @MEMCAR_1 |
but EdUaRdO, your conditional check is wrong 00D6: if and<----------------------------- 0248: model #NRG500 available jf @check 00D6: if 1<---------------------------- if 1 means if and 04A4: $CHEAT == 0x42494B45 // Type BIKE This post has been edited by ZAZ on Saturday, Apr 23 2011, 19:41
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EdUaRdO - Brazil  |
Posted: Saturday, Apr 23 2011, 20:26
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Brazilian Scripter

Group: Members
Joined: Nov 14, 2010


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| QUOTE | | but EdUaRdO, your conditional check is wrong 00D6: if and<----------------------------- 0248: model #NRG500 available jf @check 00D6: if 1<---------------------------- if 1 means if and 04A4: $CHEAT == 0x42494B45 // Type BIKE | Oh yes, I use if 1, but I post IF AND
I tried another script using 0x00407851, which is not an expensive model set, and it worked , like this:
| CODE | {$CLEO .cs}
//-------------MAIN--------------- 03A4: name_thread 'ROMERO'
:ROMERO_11 0001: wait 0 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @ROMERO_11 00D6: if 0AB0: key_pressed 9 // -------TAB 004D: jump_if_false @ROMERO_11 0247: load_model #ROMERO //---model
:ROMERO_51 0001: wait 0 ms 00D6: if and 0248: model #ROMERO available //---model 004D: jump_if_false @ROMERO_51 0AA5: call 4225105 1 pop 1 442 // Addresses :CreateCar 0001: wait 1000 ms 0002: jump @ROMERO_11
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I made another (I think it is not the right way), without the 0247 and 0248, using the direct 0AA5, and works perfectly
| CODE | {$CLEO .cs}
//-------------MAIN--------------- 03A4: name_thread 'ROMERO'
:ROMERO_11 0001: wait 0 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @ROMERO_11 00D6: if 0AB0: key_pressed 9 // -------TAB 004D: jump_if_false @ROMERO_11 0AA5: call 4225105 1 pop 1 442 // Addresses :CreateCar 0001: wait 1000 ms 0002: jump @ROMERO_11
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And thanks for script example This is very helpful for me This post has been edited by EdUaRdO - Brazil on Saturday, Apr 23 2011, 20:46
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EdUaRdO - Brazil  |
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Brazilian Scripter

Group: Members
Joined: Nov 14, 2010


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Sorry again .. I forgot to change IF AND to IF Thanks again But my question is: I need to load model (0247 and 0248) when I use 0AA5??Because of two ways works...I look like a noob
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ZAZ  |
Posted: Saturday, May 14 2011, 06:46
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Kernlochbohrer

Group: Members
Joined: Jan 10, 2005



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Nice Example, EdUaRdO but basicly is a teleport more simple (and the ifs are wrong) fades and render codes are just to make it nicer | QUOTE | 016A: fade 0 time 1500// <=== fade effect 0001: wait 2000 ms 04E4: unknown_refresh_game_renderer_at X Y Z // <=== out here the exit coords 03CB: set_rendering_origin_at X Y Z // <=== out here the exit coords 00A1: put_actor $PLAYER_ACTOR at X Y Z // <=== out here the exit coords 0001: wait 2000 ms 016A: fade 1 time 1500 | Teleport, Sphere (red marker), Location CheckSimple example,red marker in Grovestreet teleports on to roof of CJ's house | CODE | {$CLEO .cs} :Teleport_1 03A4: name_thread 'TELE'
:Teleport_2 wait 0 if 0256: player $PLAYER_CHAR defined jf @Teleport_2 if 00FF: actor $PLAYER_ACTOR sphere 1 in_sphere 2493.5 -1682.5 13.35 radius 1.0 1.0 1.0 on_foot jf @Teleport_2 00A1: put_actor $PLAYER_ACTOR at 2524.5 -1677.5 19.95 jump @Teleport_2 |
The red marker (sphere) will be displayed by opcode 00FF:, 2. parameter: sphere 1 (sphere 0 don't show a red sphere) Furthermore is it very important to have 0 ms wait time as maximum in the Loop With more than 0 ms wait time it won't display a red sphere Example: | CODE | :Teleport_2 wait 10 now the sphere won't be shown |
Also is it important to know that there are limits for spheres Look in Sanny Builder Help: SCM Documentation: GTA Limits There are several opcodes which show a sphereJust to create a sphere | CODE | 03BC: 1@ = create_sphere_at 2493.5 -1682.5 13.35 radius 1.0 //eventual needs to remove the sphere at any time 03BD: destroy_sphere 1@ |
Radarmarker with sphere | CODE | 02A7: 0@ = create_icon_marker_and_sphere 35 at 2493.5 -1682.5 13.35 //as well as 0570: 1@ = create_asset_radar_marker_with_icon 35 at -2007.8 189.1 27.5 //eventual needs to remove the marker at any time 0164: disable_marker 0@ 0164: disable_marker 1@ |
Location checks for actor | CODE | 00FE: actor $PLAYER_ACTOR sphere 1 in_sphere 2493.5 -1682.5 13.35 radius 15.0 15.0 15.0 00FF: actor $PLAYER_ACTOR sphere 1 in_sphere 2493.5 -1682.5 13.35 radius 1.0 1.0 2.0 on_foot 0100: actor $PLAYER_ACTOR in_sphere 2493.5 -1682.5 13.35 radius 4.0 4.0 4.0 sphere 1 in_car 0101: actor $PLAYER_ACTOR in_sphere 2493.5 -1682.5 13.35 radius 5.0 5.0 3.0 sphere 1 stopped 0102: actor $PLAYER_ACTOR in_sphere 2493.5 -1682.5 13.35 radius 1.2 1.2 3.0 sphere 1 stopped_on_foot 0103: actor $PLAYER_ACTOR in_sphere 2493.5 -1682.5 13.35 radius 4.0 4.0 6.0 sphere 1 stopped_in_car
0104: actor $PLAYER_ACTOR near_actor 1@ radius 15.0 15.0 15.0 sphere 1 0105: actor $PLAYER_ACTOR near_actor 1@ radius 5.0 5.0 2.0 sphere 1 on_foot |
Location checks for car | CODE | 01AD: car 1@ sphere 1 near_point 2493.5 -1682.5 radius 6.0 6.0 01AE: car 1@ sphere 1 near_point 2493.5 -1682.5 radius 3.0 3.0 stopped 01AF: car 1@ sphere 1 in_sphere 2493.5 -1682.5 radius 0.2 0.2 1.0 01B0: car 1@ sphere 1 in_sphere 2493.5 -1682.5 13.35 radius 4.0 4.0 4.0 stopped |
The location checks with integrated sphereparameter are more useful in praxis but consider to have 0 ms wait time as maximum in the Loop Now we can extend the simple script from above to have more teleports in the script by binding the location checks in a chain 4 teleports in Grovestreet: | CODE | {$CLEO .cs} :Teleport_1 03A4: name_thread 'TELE'
:Teleport_2 wait 0 if 0256: player $PLAYER_CHAR defined jf @Teleport_2 if 00FF: actor $PLAYER_ACTOR sphere 1 in_sphere 2493.5 -1682.5 13.35 radius 1.0 1.0 1.0 on_foot jf @Teleport_3 00A1: put_actor $PLAYER_ACTOR at 2524.5 -1677.5 19.95 jump @Teleport_2
:Teleport_3 if 00FF: actor $PLAYER_ACTOR sphere 1 in_sphere 2530.5 -1678.5 19.95 radius 1.0 1.0 1.0 on_foot jf @Teleport_4 00A1: put_actor $PLAYER_ACTOR at 2512.5 -1670.5 13.5 jump @Teleport_2
:Teleport_4 if 00FF: actor $PLAYER_ACTOR sphere 1 in_sphere 2507.5 -1673.5 13.4 radius 1.0 1.0 1.0 on_foot jf @Teleport_5 00A1: put_actor $PLAYER_ACTOR at 2490.5 -1717.5 18.6 jump @Teleport_2
:Teleport_5 if 00FF: actor $PLAYER_ACTOR sphere 1 in_sphere 2504.5 -1719.5 18.6 radius 1.0 1.0 1.0 on_foot jf @Teleport_2 00A1: put_actor $PLAYER_ACTOR at 2497.5 -1681.5 13.4 jump @Teleport_2 | This post has been edited by ZAZ on Saturday, May 14 2011, 07:18
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ZAZ  |
Posted: Saturday, May 14 2011, 07:06
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Kernlochbohrer

Group: Members
Joined: Jan 10, 2005



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Teleport into interior:The Entrances with yellow triangle are done by Enex lines in the IPL files read here about that method: gtamodding-ENEX| CODE | enex 823.629, -1588.9, 12.5764, 0, 2, 2, 8, 822.629, -1590.4, 12.5784, -1297.58, 0, 4, "BARBER2", 0, 2, 0, 24 |
To modify or add enex entries requires to start a new game otherwise you will get buggy interior accesses Or use the GTASA SaveGame ENEX Updater toolWith script is it possible to simulate it. The simpliest way is make a red marker and teleport the player to the desired location when the player is gone into the red marker. Additional you can also show a yellow trinangle and disable the red marker. Interior teleport very simple, just one way find the red entrance spot in Grovestreet | CODE | {$CLEO .cs} :Interior_entrance_verysimple 03A4: name_thread 'INTENTS'
:INTENTS_2 0001: wait 0 ms if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @INTENTS_2 if 00FF: actor $PLAYER_ACTOR 1 (in-sphere)near_point_on_foot 2491.5 -1667.5 13.35 radius 1.0 1.0 1.0 004D: jump_if_false @INTENTS_2 016A: fade 0 time 1000 0001: wait 1000 ms 04BB: select_interior 3 04E4: unknown_refresh_game_renderer_at 962.17 -48.8 03CB: set_rendering_origin_at 962.17 -48.8 1001.2 0860: link_actor $PLAYER_ACTOR to_interior 3 00A1: put_actor $PLAYER_ACTOR at 962.356 -53.17 1001.2 0173: set_actor $PLAYER_ACTOR Z_angle_to 84.0 0001: wait 500 ms 016A: fade 1 time 1000 0002: jump @INTENTS_2 |
Interior teleport and back teleport | CODE | {$CLEO .cs} :Interior_entrance_Exit_simple 03A4: name_thread 'INTENTS'
:INTENTS_2 0001: wait 0 ms if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @INTENTS_2 if 00FF: actor $PLAYER_ACTOR 1 (in-sphere)near_point_on_foot 2491.5 -1667.5 13.35 radius 1.0 1.0 1.0 004D: jump_if_false @INTENTS_2 016A: fade 0 time 1000 0001: wait 1000 ms 04BB: select_interior 3 04E4: unknown_refresh_game_renderer_at 962.17 -48.8 03CB: set_rendering_origin_at 962.17 -48.8 1001.2 0860: link_actor $PLAYER_ACTOR to_interior 3 00A1: put_actor $PLAYER_ACTOR at 962.356 -53.17 1001.2 0173: set_actor $PLAYER_ACTOR Z_angle_to 84.0 0001: wait 500 ms 016A: fade 1 time 1000
:EXIT_3 0001: wait 0 ms if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @EXIT_3 if 00FF: actor $PLAYER_ACTOR 1 (in-sphere)near_point_on_foot 965.5 -53.2 1001.2 radius 1.0 1.0 1.0 004D: jump_if_false @EXIT_3 016A: fade 0 time 1000 0001: wait 1000 ms 04BB: select_interior 0//--------------------- outside world is interior 0 04E4: unknown_refresh_game_renderer_at 1126.3 -2037.1 03CB: set_rendering_origin_at 1126.3 -2037.1 69.88 0860: link_actor $PLAYER_ACTOR to_interior 0//------------ link player to interior 0 00A1: put_actor $PLAYER_ACTOR at 1126.3 -2037.1 69.88 0173: set_actor $PLAYER_ACTOR Z_angle_to 84.0 0001: wait 500 ms 016A: fade 1 time 1000 0002: jump @INTENTS_2//-- jumps to scriptbeginn |
Interior teleport needs to insert the interior number This don't means a room number but a identifier for the interior level look for interior numbers and names at list of interiorsMake an interior teleport and create therefor an entrance_marker opcode to show a yelleow triangle | CODE | 0A40: 1@ = create_entrance_marker_at 2493.5 -1682.5 13.35 color 14 //eventual needs to remove the entrance_marker at any time 0A41: destroy_entrance_marker 1@ |
Try script below then go to Grovestreet to find the entrance_marker with teleport | CODE | {$CLEO .cs} :Entrance_marker_1 03A4: name_thread 'ENTRMK' 0A95: enable_thread_saving 0A40: 1@ = create_entrance_marker_at 2493.9 -1670.8 14.5 color 6 0A40: 2@ = create_entrance_marker_at 2527.6 -1679.5 1016.5 color 6
:Entrance_marker_3 0001: wait 0 ms if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @Entrance_marker_3 if 00FF: actor $PLAYER_ACTOR 0 (in-sphere)near_point_on_foot 2493.9 -1670.8 13.4 radius 2.0 2.0 2.0 004D: jump_if_false @Entrance_marker_5 016A: fade 0 time 1000 0001: wait 1000 ms 04E4: unknown_refresh_game_renderer_at 2535.8301 -1674.6753 03CB: set_camera 2535.8301 -1674.6753 1015.4986 00A1: put_actor $PLAYER_ACTOR at 2535.8301 -1674.6753 1015.4986 0860: link_actor $PLAYER_ACTOR to_interior 1 04BB: select_interior 1 0001: wait 500 ms 016A: fade 1 time 1000 0002: jump @Entrance_marker_3
:Entrance_marker_5 if 00FF: actor $PLAYER_ACTOR 0 (in-sphere)near_point_on_foot 2527.6 -1679.5 1015.5 radius 2.0 2.0 2.0 004D: jump_if_false @Entrance_marker_3 016A: fade 0 time 1000 0001: wait 1000 ms 04E4: unknown_refresh_game_renderer_at 2494.5 -1679.2 03CB: set_camera 2494.5 -1679.2 13.4 00A1: put_actor $PLAYER_ACTOR at 2494.5 -1679.2 13.4 0860: link_actor $PLAYER_ACTOR to_interior 0 04BB: select_interior 0 0001: wait 500 ms 016A: fade 1 time 1000 0002: jump @Entrance_marker_3 | This post has been edited by ZAZ on Saturday, May 28 2011, 07:19
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ZAZ  |
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Kernlochbohrer

Group: Members
Joined: Jan 10, 2005



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| QUOTE (Sasukers @ May 15 2011, 19:20) | HELLO ZAZ
i want to throw MULTIPLE objects
but
I want throw Infinite objects and create explosions when objects collided (sorry for my English)
can you help me?
before object collided i want to throw another object and Infinite objects |
Have you read this chapter: Object - COLLISION - check? So you could post your throw object script Anyway, how to throw multible objects One method is to create objects in arrays like i did for the GrenadeFireweapon modRead here about arraysSuch a script requires a lot of local vars which are limited in threads of an *.cs file, so the GrenadeFireweapon mod throws max 3 objects at same time With cleo4 is it possible to create more locals or you could write a mission script as *.cm file Another method is to start multible threads inside the same *.cs file like i did for the SMGshootRockets modOpcode 0A92: create_custom_thread with parameter can start another thread inside the same cleo script with *.cs extension The method: | CODE | // this script must become this name: MultiThread.cs {$CLEO .cs} :MultiThread if 0@ == 0 jf @MultiThread_20
03A4: name_thread 'MULTHRD' 0A92: create_custom_thread "MultiThread.cs" 1
:MultiThread_11 wait 0 jump @MultiThread_11
:MultiThread_20 03A4: name_thread 'SECONDT'
:MultiThread_50 wait 0 jump @MultiThread_50 |
The example below starts a second thread by keypress Backspace and displays the values of 1@, 2@, 3@, 4@ | CODE | // this script must become this name: MultiThread.cs {$CLEO .cs} :MultiThread//-- 0@ = 0 by default if 0@ == 0 jf @MultiThread_20
03A4: name_thread 'MULTHRD'
:MultiThread_10 wait 0 03F0: enable_text_draw 1 045A: draw_text_1number 200.0 40.0 GXT 'NUMBER' number 0@ // ~1~ if 0AB0: key_pressed 8//---------------------- Backspace 004D: jump_if_false @MultiThread_10 0A92: create_custom_thread "MultiThread.cs" 1 2 3 4
//The started(second)thread assignes now the first param of 0A92: to 0@, the second param to 1@ and so on // the second thread beginns also with //:MultiThread//-- but 0@ = 1 because of the first param of 0A92: //if //0@ == 0 //jf @MultiThread_20
:MultiThread_11 wait 0 03F0: enable_text_draw 1 045A: draw_text_1number 200.0 40.0 GXT 'NUMBER' number 0@ // ~1~ jump @MultiThread_11
///////////////////////////////////////////////////////// ////// second thread
:MultiThread_20 if 0@ == 1 jf @MultiThread_50 03A4: name_thread 'SECONDT'
:MultiThread_21 wait 0 03F0: enable_text_draw 1 045A: draw_text_1number 200.0 60.0 GXT 'NUMBER' number 0@ // ~1~ 045A: draw_text_1number 240.0 60.0 GXT 'NUMBER' number 1@ // ~1~ 045A: draw_text_1number 260.0 60.0 GXT 'NUMBER' number 2@ // ~1~ 045A: draw_text_1number 280.0 60.0 GXT 'NUMBER' number 3@ // ~1~ jump @MultiThread_21
:MultiThread_50 0A93: end_custom_thread | This post has been edited by ZAZ on Sunday, May 15 2011, 20:10
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