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Pages: (31) « First ... 9 10 [11] 12 13 ... Last »  ( Go to first unread post ) Reply to this topicStart new topicStart Poll

 [GTA SA] ~ CLEO Script Tutorial ~

 
ZAZ  
Posted: Sunday, Mar 13 2011, 11:42
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QUOTE (Fatalpipe @ Mar 12 2011, 22:13)
I deleted the time check and carrec,just did things from car_drive_tutorial.Tried the  match coding thing creating a variable "25@= coords XYX values " ,then check if "25@== my desired XYZ coords values",but doesnt work.

post your script

QUOTE
You know any way to check weather conditions?Eg.: If current weather is cloudy SF?

CODE
0A8D: 1@ = read_memory 13112096 size 4 virtual_protect 1
00D6: if or
0039:   1@ == 8//rainy
0039:   1@ == 16//rainy
004D: jump_if_false @L


QUOTE
And I dont understand the "IGNORE UNKNOW" option on SannyBuilder/Debug Options.
I got some error messages when I was looking inside other finished scripts and this option was unchecked,but my point is: If the opcode is unknow,how people put this in script without making any idea of what this opcode does/means?

don't know i have my hook allways only at constant indexes
decompiled scripts can have unsued opcodes and unknown opcodes as well as failcode because of invalid decompilation
they can be modified after compilation with hexeditor
sanny supoorts highlevel syntax but the recompilation translate the code in the classic gta scm code
sanny supports also hexcode
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gtasite1  
Posted: Monday, Mar 14 2011, 17:07
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How to create corona with array

CODE
:PCJONDOCKS_1330
wait 0
if
 27 > 30@
jf @aa
04D5: create_corona_at $5610(30@,27f) $5639(30@,27f) $5668(30@,27f) radius 1.0 type 2 flare 2 RGB 0 255 0
024F: create_corona_with_radius 1.0 type 0 lensflares 0 with_color 237 130 180 at $5610(30@,27f) $5639(30@,27f) $5668(30@,27f)
30@ += 1
jump @PCJONDOCKS_1330

:aa
30@ = 0


but i don't know which does not appear
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ZAZ  
Posted: Monday, Mar 14 2011, 19:53
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QUOTE (gtasite1 @ Mar 14 2011, 17:07)
How to create corona with array

CODE
:PCJONDOCKS_1330
wait 0
if
 27 > 30@
jf @aa
04D5: create_corona_at $5610(30@,27f) $5639(30@,27f) $5668(30@,27f) radius 1.0 type 2 flare 2 RGB 0 255 0
024F: create_corona_with_radius 1.0 type 0 lensflares 0 with_color 237 130 180 at $5610(30@,27f) $5639(30@,27f) $5668(30@,27f)
30@ += 1
jump @PCJONDOCKS_1330

:aa
30@ = 0


but i don't know which does not appear


you must define first the coords for the arrays

in this way with globals:
CODE
0005: $5610[0] = 2495.53
0005: $5639[0] = -1711.88
0005: $5668[0] = 1014.24

0005: $5610[1] = 1263.05
0005: $5639[1] = -773.67
0005: $5668[1] = 1091.39

0005: $5610[2] = 416.9548
0005: $5639[2] = 2538.813
0005: $5668[2] = 9.5077

0005: $5610[3] = 2367.192
0005: $5639[3] = -1121.518
0005: $5668[3] = 1050.382

:PCJONDOCKS_1330
wait 0
if
27 > 30@
jf @aa
04D5: create_corona_at $5610(30@,27f) $5639(30@,27f) $5668(30@,27f) radius 1.0 type 2 flare 2 RGB 0 255 0



in this way with locals
CODE
0@ = 2495.53
10@ = -1711.88
20@ = 1014.24

1@ = 1263.05
11@ = -773.67
21@ = 1091.39

2@ = 416.9548
12@ = 2538.813
22@ = 9.5077

3@ = 2367.192
13@ = -1121.518
23@ = 1050.382

:PCJONDOCKS_1330
wait 0
if
27 > 30@
jf @aa
04D5: create_corona_at 0@(30@,27f) 10@(30@,27f) 20@(30@,27f) radius 1.0 type 2 flare 2 RGB 0 255 0



or in this way, be reading coords in same loop
CODE
:PCJONDOCKS_1330
wait 0
if
27 > 30@
jf @aa
04C4: create_coordinate 0@(30@,27f) 10@(30@,27f) 20@(30@,27f) from_actor $PLAYER_ACTOR offset 0.0  31@  0.2
04D5: create_corona_at 0@(30@,27f) 10@(30@,27f) 20@(30@,27f) radius 1.0 type 2 flare 2 RGB 0 255 0
000B: 31@ +=  2.0  // add 2.0 to the y offset for spawn coords
000A: 30@ +=  1  // Array index

but it don't makes much sense because corona don't need to create an script instance
so you can have the same effect with this way, without arrays:
CODE
:PCJONDOCKS_1330
wait 0
if
27 > 30@
jf @aa
04C4: create_coordinate 11@ 12@ 13@ from_actor $PLAYER_ACTOR offset 0.0  31@  0.2
04D5: create_corona_at 11@ 12@ 13@ radius 1.0 type 2 flare 2 RGB 0 255 0
000B: 31@ +=  2.0  // add 2.0 to the y offset for spawn coords
000A: 30@ +=  1  // Array index
0002: jump @ArrayAct_4



This post has been edited by ZAZ on Monday, Mar 14 2011, 20:01
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gtasite1  
Posted: Tuesday, Mar 15 2011, 17:52
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I create this code, but corona not working.

CODE
30@ = 0
$6062(30@,27i) = 2
$6063(30@,27i) = 0
$6090(30@,27i) = 0

:PCJONDOCKS_1290
wait 0
if
 $6062(30@,27i) == 0
jf @PCJONDOCKS_1338
$6059 = 255
$6060 = 0
$6061 = 0

:PCJONDOCKS_1338
wait 0
if
 $6062(30@,27i) == 1
jf @PCJONDOCKS_1386
$6059 = 0
$6060 = 255
$6061 = 0

:PCJONDOCKS_1386
wait 0
if
 $6062(30@,27i) == 2
jf @PCJONDOCKS_1434
$6059 = 0
$6060 = 0
$6061 = 255

:PCJONDOCKS_1434
024F: create_corona_with_radius 1.0 type 2 lensflares 0 with_color $6059 $6060 $6061 at $5610(30@,27f) $5639(30@,27f) $5668(30@,27f)
if
 $6090(30@,27i) == 0
jf @PCJONDOCKS_1527
018A: $5891(30@,27i) = create_checkpoint_at $5610(30@,27f) $5639(30@,27f) $5668(30@,27f)

:PCJONDOCKS_1527
30@ += 1
 30@ >= 27
jf @PCJONDOCKS_1290
return
30@ = 0
$5451(30@,27i) = 0

:PCJONDOCKS_1568
wait 0
if
 27 > 30@
jf @PCJONDOCKS_2070
if
 $6063(30@,27i) == 0
jf @PCJONDOCKS_2056
if
 $6062(30@,27i) == 0
jf @PCJONDOCKS_1656
$6059 = 255
$6060 = 0
$6061 = 0

:PCJONDOCKS_1656
wait 0
if
 $6062(30@,27i) == 1
jf @PCJONDOCKS_1704
$6059 = 0
$6060 = 255
$6061 = 0

:PCJONDOCKS_1704
wait 0
if
 $6062(30@,27i) == 2
jf @PCJONDOCKS_1752
$6059 = 0
$6060 = 0
$6061 = 255

:PCJONDOCKS_1752
024F: create_corona_with_radius 1.0 type 2 lensflares 0 with_color $6059 $6060 $6061 at $5610(30@,27f) $5639(30@,27f) $5668(30@,27f)
if
 $5451(30@,27i) == 0
jf @PCJONDOCKS_1845
018A: $5891(30@,27i) = create_checkpoint_at $5610(30@,27f) $5639(30@,27f) $5668(30@,27f)

:PCJONDOCKS_1845
wait 0
if
00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere $5610(30@,27f) $5639(30@,27f) $5668(30@,27f) radius 4.0 4.0 4.0
jf @PCJONDOCKS_2056
if
  Actor.DrivingVehicleType($PLAYER_ACTOR, #PCJ600)
jf @PCJONDOCKS_2056
if
 $6062(30@,27i) == 0
jf @PCJONDOCKS_1964
Marker.Disable($5891(30@,27i))
$6063(30@,27i) = 1

:PCJONDOCKS_1964
wait 0
if
 $6062(30@,27i) == 1
jf @PCJONDOCKS_2010
Marker.Disable($5891(30@,27i))
$6063(30@,27i) = 1

:PCJONDOCKS_2010
wait 0
if
 $6062(30@,27i) == 2
jf @PCJONDOCKS_2056
Marker.Disable($5891(30@,27i))
$6063(30@,27i) = 1

:PCJONDOCKS_2056
0@ += 1
jump @PCJONDOCKS_1568

:PCJONDOCKS_2070
return
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ZAZ  
Posted: Tuesday, Mar 15 2011, 20:26
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QUOTE (gtasite1 @ Mar 15 2011, 17:52)
I create this code, but corona not working.

post the whole script, the coords definitions are missing

This post has been edited by ZAZ on Tuesday, Mar 22 2011, 15:48
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Fatalpipe  
Posted: Sunday, Mar 20 2011, 01:39
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Again with the rare car script.Last one I did with two peds,and needed to check if one ped is close to another to get them to walk to destination.
But now,with only one ped inside car,isn't working.The driver exits the car and do nothing,stay there and the thread is not ending...I've tried a lot of conditions checks to make the driver walk,but none of them worked.

CODE
//-------------MAIN---------------
03A4: name_thread 'RICHMAN'

:RICHMAN_11
0001: wait 1000 ms
07D0: 5@ = weekday
00BF: 6@ = current_time_hours, 7@ = current_time_minutes  
00D6: if
0256:   player $PLAYER_CHAR defined
004D: jump_if_false @RICHMAN_452
00D6: if and
0039:   5@ == 2
0039:   6@ == 6
0039:   7@ == 20
004D: jump_if_false @RICHMAN_452
0247: load_model #INFERNUS
0247: load_model #HMORI

:RICHMAN_105
0001: wait 0 ms
00D6: if and
0248:   model #INFERNUS available
0248:   model #HMORI available
004D: jump_if_false @RICHMAN_105
009A: 2@ = create_actor_pedtype 24 model #HMORI at 645.902 -1117.5109 44.207
0173: set_actor 2@ Z_angle_to 90.0
00A5: 1@ = create_car #INFERNUS at 636.3992 -1122.2133 44.6699
0175: set_car 1@ Z_angle_to 40.0
0186: 4@ = create_marker_above_car 1@
0187: 11@ = create_marker_above_actor 2@
07E0: set_marker 4@ type_to 2
07E0: set_marker 11@ type_to 3
0249: release_model #INFERNUS
0249: release_model #HMORI  

:RICHMAN_286
0001: wait 0 ms
00D6: if and
0256:   player $PLAYER_CHAR defined
8119:   NOT   car 1@ wrecked
8118:   NOT   actor 2@ dead  
004D: jump_if_false @RICHMAN_452
0615: define_action_sequences 8@
05CB: AS_actor 2@ enter_car 1@ as_driver 10000 ms
05D1: AS_actor -1 drive_car 1@ to  627.5103 -1112.3221 46.3197 speed  10.0  0  0  5
05D1: AS_actor -1 drive_car 1@ to  1238.5304 -1575.3459 12.928 speed  25.0  0  0  5
05CD: AS_actor -1 exit_car 1@
0616: define_action_sequences_end 8@
0618: assign_actor 2@ to_action_sequences 8@
061B: remove_references_to_AS_pack 8@
004D: jump_if_false @RICHMAN_286

:RICHMAN_287
0001: wait 0 ms
00D6: if and
8119:   NOT   car 1@ wrecked
8118:   NOT   actor 2@ dead
01AE:   car 1@ sphere 0 near_point 1238.5304 -1575.3459 radius 3.0 3.0 stopped
0206:   actor 2@ near_car 1@ radius 5.0 5.0 3.0 flag 0 on_foot
004D: jump_if_false @RICHMAN_452
07CD: AS_actor 2@ walk_to 1217.1807 -1584.7091 13.5531 stop_with_angle 40.0 within_radius 1.0
07A1: set_walk_speed 4
034F: destroy_actor_with_fade 3@  // The actor fades away like a ghost
004D: jump_if_false @RICHMAN_287

:RICHMAN_363
0001: wait 30000 ms
00D6: if and
8119:   NOT   car 1@ wrecked
8118:   NOT   actor 2@ dead
004D: jump_if_false @RICHMAN_452
01C3: remove_references_to_car 1@ // Like turning a car into any random car
01C2: remove_references_to_actor 2@ // Like turning an actor into a random pedestrian
0164: disable_marker 4@
0164: disable_marker 11@

:RICHMAN_452
0002: jump @RICHMAN_11
0A93: end_custom_thread


Also I tried to put the "07CD: AS_actor 2@ walk_to" inside the "actions_sequence 8@" ,but doesn't work either.

This post has been edited by Fatalpipe on Sunday, Mar 20 2011, 01:41
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Sasukers  
Posted: Sunday, Mar 20 2011, 02:42
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SPAWN A OBJECT AND PICK IT

Hello'

I know how to spawn a object but i want pick it (like CJ raise the TV)

Can you make a script to Spawn a Beachball and pick it ?
i want target the object (like target the Peds') object targetable
and i want kick the object (like soccer) yes... i want to move the object when i point the object with a weapon and shot! (and when i point the ball without weapons to kick it)

can you help me? or can you make a mod to release it?
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ZAZ  
Posted: Sunday, Mar 20 2011, 08:00
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Interactive MENUE

I can't explain everything, there are a lot of codes depending to the menue and you can do it with different methods.

The essential codes:

1. opcode 08D4: defines the menue with a var handle,
with title entry, x/y-positions entries, width, amount of tables, if interactiv or not, with or without background, alignment
CODE
08D4: 1@ = create_panel_with_title 'CHEAT7' position  340.0  120.0 width  240.0 columns  1 interactive  1 background  1 alignment  0

ignore at moment the parameters of amount of tables, if interactiv or not, with or without background, alignment
and use just the values of the example above

2. opcode 08DB: adds the true content to the menue
CODE
08DB: set_panel 1@ column  0 header 'PLA_19' data 'DEBW1' 'DEBW4' 'DEBW5' 'DEBW8' 'DEBW9' 'DEBW10' 'DEBW12' 'DEBW14' 'DEBW16' 'DEBW17' 'DEBW18' 'WEATH0'

column 0 is the first table, use this also like in example above
at header string parameter is it possible to show one more title or a description
then there are 12 string parameter to insert gxt entries, these are the names for the buttons

Important: all parameters must have an entry, also the gxt entries for the names of the buttons

If you wanna use only 3 buttons, then insert "dummy" in all other string parameter
CODE
08DB: set_panel 1@ column  0 header 'PLA_19' data 'DEBW1' 'DEBW4' 'DEBW5' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy' 'dummy'

then the buttons will not be shown
same for the header
(also if wrong gxt entries are inserted, the buttons will not be shown)

Important: the function to skip from button to button, later ingame, is working automatically with the keys UP/DOWN as well with W/S and also G/H
But nothing else
To let something happen, when a button is selected needs to press another key to confirm the selection and this requires to script a keypress-check
therefor we need the button ID

3. opcode 08D7: submits the button number of selected button into a variable
CODE
08D7: 2@ = panel 1@ active_row


4.The menue must be removed with opcode 08DA: before the user continues playing or before another menue should be shown.
CODE
08DA: remove_panel 1@

If it happens because of any reason, that 2 interactiv menues should be shown, will you get a heavy bug and needs to terminate the game to fix that bug.




Recommanded script construct:
CODE
Loop 1 with keypress-check, to show menue


08D4: 1@ = create_panel_with_title 'CHEAT7' position  340.0  120.0 width  240.0 columns  1 interactive  1 background  1 alignment  0
08DB: set_panel 1@ column  0 header 'PLA_19' data 'DEBW1' 'DEBW4' 'DEBW5' 'DEBW8' 'DEBW9' 'DEBW10' 'DEBW12' 'DEBW14' 'DEBW16' 'DEBW17' 'DEBW18' 'WEATH0'

Loop 2 , while menue is shown including every neccesary checks

08DA: remove_panel 1@
back to Loop 1


To let something happen, when a button is selected needs to press another key to confirm the selection
So we need a keypress-check
and if the keypress-check is passed, it should get the button ID
then you have a variable and it's value must be checked to select into several scriptparts, each what you wanna do
Example below let you set the weather
CODE
{$CLEO .cs}
:WETHERMENUE
03A4: name_thread 'WHELP'

:MenueTempW_01
wait  0
if
0256:   player $PLAYER_CHAR defined
jf @MenueTempW_01
if
0AB0:   key_pressed 8//--- key = Backspace  
jf @MenueTempW_01

08D4: 1@ = create_panel_with_title 'CHEAT7' position  340.0  120.0 width  240.0 columns  1 interactive  1 background  1 alignment  0
08DB: set_panel 1@ column  0 header 'PLA_19' data 'DEBW1' 'DEBW4' 'DEBW5' 'DEBW8' 'DEBW9' 'DEBW10' 'DEBW12' 'DEBW14' 'DEBW16' 'DEBW17' 'DEBW18' 'WEATH0'
090E: set_panel 1@ active_row  0

:MenueTempW_1
wait  0
if
0256:   player $PLAYER_CHAR defined
jf @MenueTempW_21
if
00E1:   key_pressed  0  15//--- key = Enter/Exit
jf @MenueTempW_2
jump @MenueTempW_21//--jump to menue exit

:MenueTempW_2
if
00E1:   key_pressed  0  16//--- key = Ped SPRINT
jf @MenueTempW_1
03E6: remove_text_box
08D7: 2@ = panel 1@ active_row//-- submit number of the highlighted button into variable
if
0039:   2@ ==  0  // integer values
jf @MenueTempW_3
01B6: set_weather  1// = SUNNY_LA
jump @MenueTempW_1

:MenueTempW_3
if
0039:   2@ ==  1  // integer values
jf @MenueTempW_4
01B6: set_weather  4// = CLOUDY_LA
jump @MenueTempW_1

:MenueTempW_4
if
0039:   2@ ==  2  // integer values
jf @MenueTempW_5
01B6: set_weather  5// = SUNNY_SF
jump @MenueTempW_1

:MenueTempW_5
if
0039:   2@ ==  3  // integer values
jf @MenueTempW_6
01B6: set_weather  8// = RAINY_SF
jump @MenueTempW_1

:MenueTempW_6
if
0039:   2@ ==  4  // integer values
jf @MenueTempW_7
01B6: set_weather  9// = FOGGY_SF
jump @MenueTempW_1

:MenueTempW_7
if
0039:   2@ ==  5  // integer values
jf @MenueTempW_8
01B6: set_weather  10// = SUNNY_VEGAS
jump @MenueTempW_1

:MenueTempW_8
if
0039:   2@ ==  6  // integer values
jf @MenueTempW_9
01B6: set_weather  12// = CLOUDY_VEGAS
jump @MenueTempW_1

:MenueTempW_9
if
0039:   2@ ==  7  // integer values
jf @MenueTempW_10
01B6: set_weather  14// = SUNNY_COUNTRYSIDE
jump @MenueTempW_1

:MenueTempW_10
if
0039:   2@ ==  8  // integer values
jf @MenueTempW_11
01B6: set_weather  16// = RAINY_COUNTRYSIDE
jump @MenueTempW_1

:MenueTempW_11
if
0039:   2@ ==  9  // integer values
jf @MenueTempW_12
01B6: set_weather  17// = EXTRASUNNY_DESERT
jump @MenueTempW_1

:MenueTempW_12
if
0039:   2@ ==  10  // integer values
jf @MenueTempW_13
01B6: set_weather  19// = SANDSTORM_DESERT
jump @MenueTempW_1

:MenueTempW_13
if
0039:   2@ ==  11  // integer values
jf @MenueTempW_1
01B7: release_weather
jump @MenueTempW_21

:MenueTempW_21
08DA: remove_panel 1@
jump @MenueTempW_01


The script have one more keypress-check to remove the menue:
CODE
if
00E1:   key_pressed  0  15//--- key = Enter/Exit
jf @MenueTempW_2
jump @MenueTempW_21//--jump to menue exit



and then there's this code:
CODE
090E: set_panel 1@ active_row  0

It selects a button when the menue is shown.







Another script construct:
CODE
Only 1 Loop with var value check to select script blocks

if  and
0AB0:   key_pressed 8//--- key = Backspace  
5@ == 0
jf @Menue_1
08D4: 1@ = create_panel_with_title 'CHEAT7' position  340.0  120.0 width  240.0 columns  1 interactive  1 background  1 alignment  0
08DB: set_panel 1@ column  0 header 'PLA_19' data 'DEBW1' 'DEBW4' 'DEBW5' 'DEBW8' 'DEBW9' 'DEBW10' 'DEBW12' 'DEBW14' 'DEBW16' 'DEBW17' 'DEBW18' 'WEATH0'
090E: set_panel 1@ active_row  0
5@ = 1

if
5@ == 1
jf @Menue_01
get button ID while menue is shown to let something happen


:Menue_21
if
5@ == 1
jf @Menue_01
08DA: remove_panel 1@
5@ = 0
jump @Menue_01



Example:
CODE
{$CLEO .cs}
:Menue
03A4: name_thread 'Menue'
5@ = 0

:Menue_01
wait  0
if
0256:   player $PLAYER_CHAR defined
jf @Menue_21
if  and
0AB0:   key_pressed 8//--- key = Backspace  
5@ == 0
jf @Menue_1

08D4: 1@ = create_panel_with_title 'CHEAT7' position  340.0  120.0 width  240.0 columns  1 interactive  1 background  1 alignment  0
08DB: set_panel 1@ column  0 header 'PLA_19' data 'DEBW1' 'DEBW4' 'DEBW5' 'DEBW8' 'DEBW9' 'DEBW10' 'DEBW12' 'DEBW14' 'DEBW16' 'DEBW17' 'DEBW18' 'WEATH0'
090E: set_panel 1@ active_row  0
5@ = 1

:Menue_1
wait  0
if
5@ == 1
jf @Menue_01
if
00E1:   key_pressed  0  15//--- key = Enter/Exit
jf @Menue_2
jump @Menue_21//--jump to menue exit

:Menue_2
if
00E1:   key_pressed  0  16//--- key = Ped SPRINT
jf @Menue_1
03E6: remove_text_box
08D7: 2@ = panel 1@ active_row//-- submit number of the highlighted button into variable
if
0039:   2@ ==  0  // integer values
jf @Menue_3
01B6: set_weather  1// = SUNNY_LA
jump @Menue_1

:Menue_3
if
0039:   2@ ==  1  // integer values
jf @Menue_1
01B6: set_weather  4// = CLOUDY_LA
jump @Menue_1



:Menue_21
if
5@ == 1
jf @Menue_01
08DA: remove_panel 1@
5@ = 0
jump @Menue_01







High Level script construct with var value check, menue subscripts and jumptables:
(R* menues are mostly done in that way)
CODE
{$CLEO .cs}
:MENUE_AND_JUMPTABLE_TEMPLATE
03A4: name_thread 'MENUEJP'

const  
L_PANEL_VAR = 0@
L_ACTIVE_ROW_VAR = 1@
L_PANEL_IS_SHOWN_VAR = 2@
end

while true
wait 0
   if
       0256:   player $PLAYER_CHAR defined
   then
           if
               L_PANEL_IS_SHOWN_VAR  == 0
           then    
                   if  and
                       00E1:   key_pressed  0  9//--- key = GROUP_CONTROL_BWD
                       80DF:   not actor $PLAYER_ACTOR driving
                   then
                       gosub @MENU_1
                   end
           else// if menue is shown, if L_PANEL_IS_SHOWN_VAR  == 1
                   if
                       00E1:   key_pressed  0  16//--- key = Ped SPRINT
                   then
                       gosub @Selection_1
                   end
                   if
                       00E1:   key_pressed  0  15//--- key = Enter/Exit
                   then
                       gosub @Remove_panel
                   end
           end
   else//if player dies or gets arrested
           if
               L_PANEL_IS_SHOWN_VAR  == 1
           then
               gosub @Remove_panel//if player dies or gets arrested while meue is shown
           end    
   end
end

:MENU_1
08D4: L_PANEL_VAR = create_panel_with_title 'CHEAT7' position  340.0  120.0 width  240.0 columns  1 interactive  1 background  1 alignment  0
08DB: set_panel L_PANEL_VAR column 0 header 'PLA_19' data 'DEBW1' 'DEBW2' 'DEBW3' 'DEBW4' 'DEBW5' 'DEBW6' 'DEBW7' 'DEBW8' 'DEBW9' 'DEBW10' 'DEBW11' 'DEBW12'
L_PANEL_IS_SHOWN_VAR = 1
return

:Remove_panel
08DA: remove_panel L_PANEL_VAR
L_PANEL_IS_SHOWN_VAR = 0  
return


:Selection_1
08D7: L_ACTIVE_ROW_VAR = panel L_PANEL_VAR active_row
0871: init_jump_table L_ACTIVE_ROW_VAR total_jumps  12  0 @Sel_T00 jumps  0 @Sel_T01  1 @Sel_T11  2 @Sel_T22  3 @Sel_T33  4 @Sel_T44  5 @Sel_T55 6 @Sel_T66
0872: jump_table_jumps  7 @Sel_T77  8 @Sel_T88  9 @Sel_T99  10 @Sel_T101  11 @Sel_T111  -1 @Sel_T00  -1 @Sel_T00  -1 @Sel_T00  -1 @Sel_T00

:Sel_T00// here goes the code if the value of the variable not exist in the jumptable
00BA: text_styled 'fem_off'  1000 ms  4
wait 1000
jump @Sel_EXIT

:Sel_T01
set_weather  0// = Extra Sunny LA
jump @Sel_EXIT

:Sel_T11
set_weather  1// = Sunny LA
jump @Sel_EXIT

:Sel_T22
set_weather  2// = Sunny LA
jump @Sel_EXIT

:Sel_T33
set_weather  3// = Sunny Smog LA
jump @Sel_EXIT

:Sel_T44
set_weather  4// = Cloudy LA
jump @Sel_EXIT

:Sel_T55
set_weather  5// = Sunny SF
jump @Sel_EXIT

:Sel_T66
set_weather  6// = Extra Sunny SF
jump @Sel_EXIT

:Sel_T77
set_weather  7// = Cloudy SF
jump @Sel_EXIT

:Sel_T88
set_weather  8// = Rainy SF
jump @Sel_EXIT

:Sel_T99
set_weather  9// = Foggy SF
jump @Sel_EXIT

:Sel_T101
set_weather  10// = Sunny LV
jump @Sel_EXIT

:Sel_T111
set_weather  11// Extra Sunny LV
jump @Sel_EXIT

:Sel_EXIT
return



This post has been edited by ZAZ on Saturday, Aug 11 2012, 20:49
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gtasite1  
Posted: Monday, Mar 28 2011, 16:15
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How to use opcodes:
CODE
0494: get_joystick 0 data_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y
0871: init_jump_table $VIDEO_GAME total_jumps 8 default_jump 0 @END_CASE_VIDEO_GAME jumps 0 @MS_GAME_THEYCRAWLEDFROMURANUS 1 @MS_GAME_DUALITY 2 @MS_GAME_GOGOSPACEMONKEY 3 @MS_GAME_LETSGETREADYTOBUMBLE 4 @MS_GAME_TRACKBETTING 5 @MS_GAME_POOL 6 @MS_GAME_LOWRIDER

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ZAZ  
Posted: Tuesday, Mar 29 2011, 18:07
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JumpTable

define a variable
CODE
1@ = 3

the value of the variable decides where the code should jump to
CODE
0871: init_jump_table 1@ total_jumps  7  0 @JPTABL_T00 jumps  0 @JPTABL_T01  1 @JPTABL_T11  2 @JPTABL_T22  3 @JPTABL_T33  4 @JPTABL_T44  5 @JPTABL_T55 6 @JPTABL_T66

the meaning:
<opcode> <description> <jumpvariable> <description> <total-amount-of-jumpinstructions> <description> <jumpinstruction to exit if the value of the variable not exist in the jumptable> <7 x jumpinstruction>

again, let's remove the opcode and description
1. parameter2. parameter3.+4.parameter5.-14.parameter
jumpvariable
total-amount-of-jumpinstructions
jumpinstruction to exit if the value of the variable not exist in the jumptable
7 x jumpinstruction
total-amount-of-jumpinstructions:
the table of opcode 0871: can have max 7 jumps
the table of opcode 0872: can have max 9 jumps

the exit-jumpinstruction(3.+4.parameter) don't counts for the total-amount-of-jumpinstructions

adding more lines of opcode 0872: to the opcode 0871:-line can increase the total-amount-of-jumpinstructions
max. 75 jumps

CODE
0871: init_jump_table 1@ total_jumps  23  0 @JPTABL_T00 jumps  0 @JPTABL_T01  1 @JPTABL_T11  2 @JPTABL_T22  3 @JPTABL_T33  4 @JPTABL_T44  5 @JPTABL_T55 6 @JPTABL_T66

0872: jump_table_jumps  7 @JPTABL_T77  8 @JPTABL_T88  9 @JPTABL_T99  10 @JPTABL_T101  11 @JPTABL_T111  12 @JPTABL_T122  13 @JPTABL_T133  14 @JPTABL_T144  15 @JPTABL_T155

0872: jump_table_jumps  16 @JPTABL_T166  17 @JPTABL_T177  18 @JPTABL_T188  19 @JPTABL_T199  20 @JPTABL_T201  21 @JPTABL_T211  22 @JPTABL_T222  -1 @JPTABL_T00  -1 @JPTABL_T00



7 x jumpinstruction
0 @JPTABL_T01 1 @JPTABL_T11 2 @JPTABL_T22 3 @JPTABL_T33 4 @JPTABL_T44 5 @JPTABL_T55 6 @JPTABL_T66

a jumpinstruction have 2 parameter
0 @JPTABL_T01
first the value which must be equal with the value of the jumpvariable to allocate the jump adress
second the allocated jump adress if the value infront is equal to the jumpvariable

Examplescript below:
change the weather by keypress SHIFT
the variable 1@ decides where the code should jump to
1@ will be changed at the end of the table by adding 1
if 1@ is bigger than 6 then it jumps to the
<"jumpinstruction to exit if the value of the variable not exist in the jumptable">,
to @JPTABL_T00

CODE
{$CLEO .cs}
:JUMPTABLE
03A4: name_thread 'JPTABL'
1@ = 0

:JPTABL_1
0001: wait  0 ms
if
0256:   player $PLAYER_CHAR defined
jf @JPTABL_1
03F0: enable_text_draw 1
045A: text_draw_1number  400.0  50.0 'NUMBER' 1@    // value
if
0AB0:   key_pressed 16 // -- shift
jf @JPTABL_1

:JPTABL_Table
0871: init_jump_table 1@ total_jumps  7  0 @JPTABL_T00 jumps  0 @JPTABL_T01  1 @JPTABL_T11  2 @JPTABL_T22  3 @JPTABL_T33  4 @JPTABL_T44  5 @JPTABL_T55 6 @JPTABL_T66

:JPTABL_T00// here goes the code if the value of the variable not exist in the jumptable
00BA: text_styled 'fem_off'  1000 ms  4
wait 1000
0002: jump @JPTABL_1

:JPTABL_T01
01B6: set_weather  0// = Extra Sunny LA
0002: jump @JPTABL_EXIT

:JPTABL_T11
01B6: set_weather  1// = Sunny LA
0002: jump @JPTABL_EXIT

:JPTABL_T22
01B6: set_weather  2// = Sunny LA
0002: jump @JPTABL_EXIT

:JPTABL_T33
01B6: set_weather  3// = Sunny Smog LA
0002: jump @JPTABL_EXIT

:JPTABL_T44
01B6: set_weather  4// = Cloudy LA
0002: jump @JPTABL_EXIT

:JPTABL_T55
01B6: set_weather  5// = Sunny SF
0002: jump @JPTABL_EXIT

:JPTABL_T66
01B6: set_weather  6// = Extra Sunny SF
0002: jump @JPTABL_EXIT

:JPTABL_EXIT
1@ +=  1
0001: wait  1000 ms
0002: jump @JPTABL_1


Examplescript below is the extended version of script above
by adding 16 jumps with opcode 0872:
CODE
{$CLEO .cs}
:JUMPTABLE
03A4: name_thread 'JPTABL'
1@ = 0

:JPTABL_1
0001: wait  0 ms
if
0256:   player $PLAYER_CHAR defined
jf @JPTABL_1
03F0: enable_text_draw 1
045A: text_draw_1number  400.0  50.0 'NUMBER' 1@    // value
if
0AB0:   key_pressed 16 // -- shift
jf @JPTABL_1

:JPTABL_Table
0871: init_jump_table 1@ total_jumps  23  0 @JPTABL_T00 jumps  0 @JPTABL_T01  1 @JPTABL_T11  2 @JPTABL_T22  3 @JPTABL_T33  4 @JPTABL_T44  5 @JPTABL_T55 6 @JPTABL_T66
0872: jump_table_jumps  7 @JPTABL_T77  8 @JPTABL_T88  9 @JPTABL_T99  10 @JPTABL_T101  11 @JPTABL_T111  12 @JPTABL_T122  13 @JPTABL_T133  14 @JPTABL_T144  15 @JPTABL_T155
0872: jump_table_jumps  16 @JPTABL_T166  17 @JPTABL_T177  18 @JPTABL_T188  19 @JPTABL_T199  20 @JPTABL_T201  21 @JPTABL_T211  22 @JPTABL_T222  -1 @JPTABL_T00  -1 @JPTABL_T00


:JPTABL_T00// here goes the code if the value of the variable not exist in the jumptable
00BA: text_styled 'fem_off'  1000 ms  4
wait 1000
0002: jump @JPTABL_1

:JPTABL_T01
01B6: set_weather  0// = Extra Sunny LA
0002: jump @JPTABL_EXIT

:JPTABL_T11
01B6: set_weather  1// = Sunny LA
0002: jump @JPTABL_EXIT

:JPTABL_T22
01B6: set_weather  2// = Sunny LA
0002: jump @JPTABL_EXIT

:JPTABL_T33
01B6: set_weather  3// = Sunny Smog LA
0002: jump @JPTABL_EXIT

:JPTABL_T44
01B6: set_weather  4// = Cloudy LA
0002: jump @JPTABL_EXIT

:JPTABL_T55
01B6: set_weather  5// = Sunny SF
0002: jump @JPTABL_EXIT

:JPTABL_T66
01B6: set_weather  6// = Extra Sunny SF
0002: jump @JPTABL_EXIT

:JPTABL_T77
01B6: set_weather  7// = Cloudy SF
0002: jump @JPTABL_EXIT

:JPTABL_T88
01B6: set_weather  8// = Rainy SF
0002: jump @JPTABL_EXIT

:JPTABL_T99
01B6: set_weather  9// = Foggy SF
0002: jump @JPTABL_EXIT

:JPTABL_T101
01B6: set_weather  10// = Sunny LV
0002: jump @JPTABL_EXIT

:JPTABL_T111
01B6: set_weather  11// Extra Sunny LV
0002: jump @JPTABL_EXIT

:JPTABL_T122
01B6: set_weather  12// Cloudy LV
0002: jump @JPTABL_EXIT

:JPTABL_T133
01B6: set_weather  13// Extra Sunny Country
0002: jump @JPTABL_EXIT

:JPTABL_T144
01B6: set_weather  14// Sunny Country
0002: jump @JPTABL_EXIT

:JPTABL_T155
01B6: set_weather  15// Cloudy Country
0002: jump @JPTABL_EXIT

:JPTABL_T166
01B6: set_weather  16// Rainy Country
0002: jump @JPTABL_EXIT

:JPTABL_T177
01B6: set_weather  17// Extra Sunny Desert
0002: jump @JPTABL_EXIT

:JPTABL_T188
01B6: set_weather  18// Sunny Desert
0002: jump @JPTABL_EXIT

:JPTABL_T199
01B6: set_weather  19// Sandstorm Desert
0002: jump @JPTABL_EXIT

:JPTABL_T201
01B6: set_weather  20// Underwater
0002: jump @JPTABL_EXIT

:JPTABL_T211
01B6: set_weather  21// Extracolours 1
0002: jump @JPTABL_EXIT

:JPTABL_T222
01B6: set_weather  22// Extracolours 2
0002: jump @JPTABL_EXIT


:JPTABL_EXIT
1@ +=  1
0001: wait  1000 ms
0002: jump @JPTABL_1




______________________________________________________________


0494: get_joystick_data 0 1@ 2@ 3@ 4@

this opcode reads values of the presetted movement controle of keyboard, joystick or gamepad
depending to the settings which are done in Pause menue>options>controler settings
of <left/right> <forward/backward>

1.param: playervalue, player 1 = 0, player 2 = 1
2.param: values of <left/right>
3.param: values of <forward/backward>
4.param: unknown
5.param: unknown

2. and 3. param returns either negativ or positiv values each which button is pressed
so you need to check if the value is smaller or bigger than 0 to differ if the player use forward or backward
left or right

script below shows the values which opcode 0494: returns by pressing left or right or forward or backward
CODE
{$CLEO .cs}
:Joystick_data
03A4: name_thread 'JOYDATA'

:JOYDATA_1
wait 0
0494: get_joystick_data  0 1@ 2@ 3@ 4@
if
1@ >  0
004D: jump_if_false @JOYDATA_04
03F0: enable_text_draw 1
045A: text_draw_1number  250.0  250.0 'NUMBER' 1@    // value
0002: jump @JOYDATA_07

:JOYDATA_04
if
0 > 1@
004D: jump_if_false @JOYDATA_07
03F0: enable_text_draw 1
045A: text_draw_1number  350.0  250.0 'NUMBER' 1@    // value
0002: jump @JOYDATA_07

:JOYDATA_07
if
2@ >  0
004D: jump_if_false @JOYDATA_09
03F0: enable_text_draw 1
045A: text_draw_1number  300.0  200.0 'NUMBER' 2@    // value
0002: jump @JOYDATA_10

:JOYDATA_09
if
0 > 2@
004D: jump_if_false @JOYDATA_10
03F0: enable_text_draw 1
045A: text_draw_1number  300.0  300.0 'NUMBER' 2@    // value
0002: jump @JOYDATA_10

:JOYDATA_10
0002: jump @JOYDATA_1






______________________________________________________________


0A4A: store_joystick_X_offset_to 1@ Y_offset_to 2@


opcode 0A4A: gives also the mouse movement
try this script to see which values this opcode returns
CODE
{$CLEO .cs}
:Mousecontrole
03A4: name_thread 'MOUSXY'

:MControl_01
wait 0
0A4A: store_joystick_X_offset_to 1@ Y_offset_to 2@
0092: 4@ = float_to_integer 1@  
0092: 5@ = float_to_integer 2@
03F0: enable_text_draw 1
045A: text_draw_1number  200.0  50.0 'NUMBER' 4@    // value
045A: text_draw_1number  350.0  50.0 'NUMBER' 5@    // value
0002: jump @MControl_01


This post has been edited by ZAZ on Saturday, Aug 11 2012, 20:25
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gtasite1  
Posted: Thursday, Mar 31 2011, 09:26
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I have never used this opcode
CODE
0494: get_joystick 0 data_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y

so I do not know how to use the arrows on the screen to be able to scroll right to the left
http://img848.imageshack.us/i/99130826.jpg/
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ZAZ  
Posted: Thursday, Mar 31 2011, 15:13
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Kernlochbohrer
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QUOTE (gtasite1 @ Mar 31 2011, 09:26)
I have never used this opcode
CODE
0494: get_joystick 0 data_to $MOVE_AXIS_X $MOVE_AXIS_Y $SPECIAL_AXIS_X $SPECIAL_AXIS_Y

so I do not know how to use the arrows on the screen to be able to scroll right to the left
http://img848.imageshack.us/i/99130826.jpg/

I explained 0494 above
the arrows in your screenshot are just a grafic help to press left/right
left/right means the left/right controle which can be changed in the controler setup
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kal-el5676  
Posted: Wednesday, Apr 13 2011, 18:59
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A quick question if you would be so kind Zaz. A friend and i have been trying to implement the tlaser2 effect done by funtion x to a cleo laser vision mod as a superman add on. I suggested this in Funtion x's effect topic as well. I'd like it to have a masterspark effect, but without the coronas or animation. At first we tried editing the masterspark code to no avail. Now we have just this simple code my friend did, and i fine tuned the placement of the particle. The code works, but the damage it inflicts seems to be all around the player and not focusable, nor aimable. Any suggestions of assisting in this would be amazing.
Also, the particle is attached to the player, can it be attached to the head bone?

Also if you happen to know what value in the effects.fxp defines the distance between the two lasers that would also be helpful. Here's a video and some pics of the effect, and also the code.

CODE
// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007

{$VERSION 3.1.0027}
{$CLEO .cs}

//-------------MAIN---------------
thread 'SUPERMAAAAAAN'

:SUPERMAAAAAAN_19
wait 0
if and
0AB0:   key_pressed 101
  not Actor.Driving($PLAYER_ACTOR)
else_jump @SUPERMAAAAAAN_19
0669: 11@ = attach_particle "TLASER2" to_actor $PLAYER_ACTOR with_offset 0.25 12.1 0.8 flag 1
0669: 12@ = attach_particle "TLASER2" to_actor $PLAYER_ACTOR with_offset -0.25 12.1 0.8 flag 1
064C: make_particle 11@ visible
064C: make_particle 12@ visible
wait 500
Actor.StorePos($PLAYER_ACTOR, 1@, 2@, 3@)
Actor.StorePos($PLAYER_ACTOR, 4@, 5@, 6@)
7@ = Actor.Angle($PLAYER_ACTOR)
7@ += 180.0
02F6: 8@ = sine 7@ // (float)
02F7: 9@ = cosine 7@ // (float)
10@ = 50

:SUPERMAAAAAAN_195
 10@ >= 0
else_jump @SUPERMAAAAAAN_291
wait 1
005B: 4@ += 8@ // (float)
005B: 5@ += 9@ // (float)
if
86BD:   not no_obstacles_between 1@ 2@ 3@ and 4@ 5@ 6@ solid 1 car 1 actor 1 object 1 particle 0
else_jump @SUPERMAAAAAAN_277
jump @SUPERMAAAAAAN_291

:SUPERMAAAAAAN_277
10@ -= 1
jump @SUPERMAAAAAAN_195

:SUPERMAAAAAAN_291
0565: create_soundless_explosion_at 4@ 5@ 6@ type 7
0565: create_soundless_explosion_at 4@ 5@ 6@ type 7
0565: create_soundless_explosion_at 4@ 5@ 6@ type 7
wait 1000
jump @SUPERMAAAAAAN_19
0A93: end_custom_thread



user posted image

Need to move the lasers closer together.
user posted image

Also not sure why, but after using it about a dozen times, the particles switches to only 1 laser o_O
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ZAZ  
Posted: Wednesday, Apr 13 2011, 21:21
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QUOTE (kal-el5676 @ Apr 13 2011, 18:59)
A quick question if you would be so kind Zaz. A friend and i have been trying to implement the tlaser2 effect done by funtion x to a cleo laser vision mod as a superman add on. I suggested this in Funtion x's effect topic as well. I'd like it to have a masterspark effect, but without the coronas or animation. At first we tried editing the masterspark code to no avail. Now we have just this simple code my friend did, and i fine tuned the placement of the particle. The code works, but the damage it inflicts seems to be all around the player and not focusable, nor aimable. Any suggestions of assisting in this would be amazing.
Also, the particle is attached to the player, can it be attached to the head bone?

Also if you happen to know what value in the effects.fxp defines the distance between the two lasers that would also be helpful. Here's a video and some pics of the effect, and also the code.


The effect havn't a source or target. It have only a size because it's a stretched image.
And the spawnpoint in the script is the center of the image. The values of the size are written in the size part of the effect.

The most exactly method to find the target where the laser could hit anything is Wessers method, integrated in his Laser sight script
But it's depending to the camera view, it's means it works fine by aiming because the player will have the same orientation like the camera if he aims with a weapon.

If the script should ignore the camera view and work without aiming like in your vid there is only one chance:
It needs to throw an object which collide on the way of the laserbeam
read Object - COLLISION - check

To attach an effect to actor bone needs the supportive opcode 0883:
CODE
066A: 0@ = attach_particle "spraycan" to_actor $PLAYER_ACTOR with_offset -0.301  -0.2  0.17 rotation -5.5  -3.5  0.0 flag 1  
0883: attach_particle 0@ to_actor $PLAYER_ACTOR on_bone 26
064C: make_particle 0@ visible

You must find out yourself the number for the head
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Sasukers  
Posted: Monday, Apr 18 2011, 16:50
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What are the bones to particles?

what is the number of the:

left hand

right hand

left foot

right foot

i want to attach a particle in that zones

can you help me?
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SilentPL  
Posted: Monday, Apr 18 2011, 16:55
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See Coding Bible II. It's here.
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ZAZ  
Posted: Thursday, Apr 21 2011, 21:44
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QUOTE (SilentPL @ Apr 18 2011, 16:55)
See Coding Bible II. It's here.

the numbers for hands are not listed



QUOTE (Sasukers @ Apr 18 2011, 16:50)
What are the bones to particles?

what is the number of the:

left hand

right hand

left foot

right foot

i want to attach a particle in that zones

can you help me?

test this:
CODE
{$CLEO .cs}
:Spraycan_at_Actor_bone
03A4: name_thread 'SPRAYWP'

:SPRAYWP_01
0001: wait  0 ms
if
0256: player $PLAYER_CHAR defined
004D: jump_if_false @SPRAYWP_01
if
0AB0:   key_pressed 48//-----------------------press 0
004D: jump_if_false @SPRAYWP_01



066A: 0@ = attach_particle "spraycan" to_actor $PLAYER_ACTOR with_offset -0.1  -0.22  0.13 rotation -1.5  -3.5  0.0 flag 1  
0883: attach_particle 0@ to_actor $PLAYER_ACTOR mode 26// right hand
064C: make_particle 0@ visible
0001: wait  2000 ms

{
066A: 0@ = attach_particle "spraycan" to_actor $PLAYER_ACTOR with_offset 0.0  -0.5  0.0 rotation 0.0  -3.5  0.0 flag 1  
0883: attach_particle 0@ to_actor $PLAYER_ACTOR mode 23// right hand
064C: make_particle 0@ visible
0001: wait  2000 ms

066A: 0@ = attach_particle "spraycan" to_actor $PLAYER_ACTOR with_offset 0.0  0.5  0.0 rotation 0.0  3.5  0.0 flag 1  
0883: attach_particle 0@ to_actor $PLAYER_ACTOR mode 24//left Hand
064C: make_particle 0@ visible
0001: wait  2000 ms

066A: 0@ = attach_particle "spraycan" to_actor $PLAYER_ACTOR with_offset 0.0  0.5  0.0 rotation 0.0  3.5  0.0 flag 1  
0883: attach_particle 0@ to_actor $PLAYER_ACTOR mode 25//?
064C: make_particle 0@ visible
0001: wait  2000 ms
}



:SPRAYWP_03
0001: wait  0 ms
if
0256: player $PLAYER_CHAR defined
004D: jump_if_false @SPRAYWP_03
if
0AB0:   key_pressed 48//-----------------------press 0
004D: jump_if_false @SPRAYWP_03
0976: destroy_particle 0@  
0001: wait  1000 ms
0002: jump @SPRAYWP_01
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SilentPL  
Posted: Friday, Apr 22 2011, 10:13
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This list is better than Coding Bible one, I think.

http://gtag.gtagaming.com/forums/index.php?showtopic=383
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ZAZ  
Posted: Friday, Apr 22 2011, 15:03
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Kernlochbohrer
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QUOTE (SilentPL @ Apr 22 2011, 10:13)
This list is better than Coding Bible one, I think.

http://gtag.gtagaming.com/forums/index.php?showtopic=383

Silent my dear, it belongs to objects
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SilentPL  
Posted: Friday, Apr 22 2011, 15:56
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Okay, I didn't know what these IDs are different.
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