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 The Modders Lounge

 Ideas/Feedback/Suggestions
 
arijitsen  
Posted: Saturday, Aug 11 2012, 15:50
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Ify24
QUOTE
Hy guys.
I was wondering how to make a in-game cursor

Just replace your cursor present in the fronten_pc with your own made cursor.
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Ashwin the new boy  
Posted: Saturday, Aug 11 2012, 16:28
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Replace the File that you have created with older one,
what to explain in it ?

@arijitsen
Stop double posting, & he mean a cursor on you game screen at play time, not in menu
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Mister X  
Posted: Thursday, Aug 16 2012, 16:58
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Square Civilian
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THIS is dedicated to:

- Fastman92
- Fireguy109
- Frank.s
- Jack Jones
- Ashwin the new boy
- Silent PL
- Deji
- X-Seti
- krasiejow
- Link2012
- MW_29
- Bad.boy!

THANKS for helping me,guys! happy.gif
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fastman92  
Posted: Thursday, Aug 16 2012, 18:01
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фастман92 | ف
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About in-game cursor.

Take a look into source of [url=In-game Timecyc Editor 1.7

Include functions at the beginning:
CODE

{$INCLUDE functions/Detect_EXE_version.txt}

Include at the ending:
{$INCLUDE general/Addresses.txt}
{$INCLUDE functions/ArrayGetValueByIndex.txt}
{$INCLUDE functions/MouseSupport.txt}

You need to have two variables to store size of cursor:
0AB1: call_scm_func @MouseSupport_getCursorSize 0 store_XY_size 5@ 6@


Next step:
load texture of cursor, take it from timecyc.txd which comes with the In-game Timecyc Editor[/url]
CODE
0390: load_txd_dictionary 'timecyc'
038F: load_texture "cursor" as 1       // Load dictionary with 0390 first


Next step:
put in "wait 0" loop this code to draw:
CODE
0AB1: call_scm_func @MouseSupport_process 6 cursor_texID 3 current_cursor_pos_XY 1@ 2@ cursor_size_xy 5@ 6@ IsCursorLocked false store_updated_cursor_pos_XY 1@ 2@


Remember 1@ and 2@ (both float type) current X and Y cursor position in dimensions 640.0 x 448.0

This post has been edited by fastman92 on Thursday, Aug 16 2012, 18:05
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DK22Pac  
Posted: Thursday, Aug 16 2012, 20:08
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Assembly. / Acceмбли.
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CODE
0x5B64E0     CreateCarColorTexture

lol, it's a function from GTA3. It's strange why R* didn't delete this stuff.
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Yezz007  
Posted: Wednesday, Aug 22 2012, 07:14
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Hey guys, i wanna ask how to use these codes? I want to make 'randomize' things
CODE
0209: 100@ = random_int_in_ranges 0 to 7
//or
0@ = random(1@, 2@)


Random things like...spawn a car; infernus or turismo(random)
for CLEO 3 GTA SA
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Michael-Knight1  
Posted: Wednesday, Aug 22 2012, 14:18
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QUOTE (fastman92 @ Thursday, Aug 16 2012, 18:01)
About in-game cursor.

Take a look into source of [url=In-game Timecyc Editor 1.7

Include functions at the beginning:
CODE

{$INCLUDE functions/Detect_EXE_version.txt}

Include at the ending:
{$INCLUDE general/Addresses.txt}
{$INCLUDE functions/ArrayGetValueByIndex.txt}
{$INCLUDE functions/MouseSupport.txt}

You need to have two variables to store size of cursor:
0AB1: call_scm_func @MouseSupport_getCursorSize 0 store_XY_size 5@ 6@


Next step:
load texture of cursor, take it from timecyc.txd which comes with the In-game Timecyc Editor[/url]
CODE
0390: load_txd_dictionary 'timecyc'
038F: load_texture "cursor" as 1       // Load dictionary with 0390 first


Next step:
put in "wait 0" loop this code to draw:
CODE
0AB1: call_scm_func @MouseSupport_process 6 cursor_texID 3 current_cursor_pos_XY 1@ 2@ cursor_size_xy 5@ 6@ IsCursorLocked false store_updated_cursor_pos_XY 1@ 2@


Remember 1@ and 2@ (both float type) current X and Y cursor position in dimensions 640.0 x 448.0

Fastman we can to use the directives for the preprocessor on sanny builder ??
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fastman92  
Posted: Wednesday, Aug 22 2012, 14:28
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фастман92 | ف
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MK, yes, you can, but have to pay five bucks at least. This answer should satisfy yourself.
It's pretty straightforward how {$INCLUDE ...} is used, path is relative to the main compiled CLEO txt source file, but your English skill may degrade understanding of given information in this post. In Sanny Builder {$INCLUDE another.txt} simply puts whole content of included file into compiled project on the fly in place of directive as it was placed here. There's not much to explain.

This post has been edited by fastman92 on Wednesday, Aug 22 2012, 14:37
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Link2012  
Posted: Wednesday, Aug 22 2012, 15:54
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Wut?
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QUOTE (Yezz007 @ Wednesday, Aug 22 2012, 04:14)
Hey guys, i wanna ask how to use these codes? I want to make 'randomize' things
CODE
0209: 100@ = random_int_in_ranges 0 to 7
//or
0@ = random(1@, 2@)


Random things like...spawn a car; infernus or turismo(random)
for CLEO 3 GTA SA

This code will randomize a number from 0 to 7 (0,1~6) and put the result at 0@.
Same in second case, but the randomization will be from 1@ to 2@

These opcodes are original from the game.

This post has been edited by Link2012 on Wednesday, Aug 22 2012, 17:24
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Yezz007  
Posted: Thursday, Aug 23 2012, 03:30
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QUOTE (Link2012 @ Wednesday, Aug 22 2012, 22:54)
This code will randomize a number from 0 to 7 (0,1~6) and put the result at 0@.
Same in second case, but the randomization will be from 1@ to 2@

These opcodes are original from the game.

Thats clear, thanks.
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SilentPL  
Posted: Thursday, Aug 23 2012, 10:47
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QUOTE (Yezz007 @ Thursday, Aug 23 2012, 05:30)
QUOTE (Link2012 @ Wednesday, Aug 22 2012, 22:54)
This code will randomize a number from 0 to 7 (0,1~6) and put the result at 0@.
Same in second case, but the randomization will be from 1@ to 2@

These opcodes are original from the game.

Thats clear, thanks.

The fact is, 0209 will never generate the highest value (in this case, 7). It works as a modulo operation.
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Deji  
Posted: Thursday, Aug 23 2012, 12:20
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I think it works that way for good reason. With floats, for example:
CODE
GENERATE_RANDOM_FLOAT_IN_RANGE 0.0 10.0 0@


Will generate from 0.0 to 9.(9). Much better than writing the actual maximum, which would require a lot of try-failing. And 9.9 recurring, technically, is equivalent to 10. So thinking about it this way, it works perfectly. Both float/int generating use the same function (flooring the value, same as SA's convert to int opcodes work), except the int one typecasts to int. So perhaps it's just laziness...
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SilentPL  
Posted: Thursday, Aug 23 2012, 12:27
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QUOTE (Deji @ Thursday, Aug 23 2012, 14:20)
I think it works that way for good reason. With floats, for example:
CODE
GENERATE_RANDOM_FLOAT_IN_RANGE 0.0 10.0 0@


Will generate from 0.0 to 9.(9). Much better than writing the actual maximum, which would require a lot of try-failing. And 9.9 recurring, technically, is equivalent to 10. So thinking about it this way, it works perfectly. Both float/int generating use the same function (flooring the value, same as SA's convert to int opcodes work), except the int one typecasts to int. So perhaps it's just laziness...

With ints it's even more obivious.

CODE
GENERATE_RANDOM_FLOAT_IN_RANGE 0 ARRAY_SIZE 0@


No need for additional math.
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Link2012  
Posted: Thursday, Aug 23 2012, 16:30
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Wut?
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QUOTE (SilentPL @ Thursday, Aug 23 2012, 09:27)
With ints it's even more obivious.

CODE
GENERATE_RANDOM_FLOAT_IN_RANGE 0 ARRAY_SIZE 0@


No need for additional math.

Yes, Our index will be a float tounge2.gif
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SilentPL  
Posted: Thursday, Aug 23 2012, 16:36
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Yezz007  
Posted: Monday, Aug 27 2012, 08:39
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I have a question, how to get the SA ped path? I mean how i know the path is going to?(the coords)
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ZAZ  
Posted: Monday, Aug 27 2012, 11:47
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QUOTE (Yezz007 @ Monday, Aug 27 2012, 09:39)
I have a question, how to get the SA ped path? I mean how i know the path is going to?(the coords)

For Carpaths can you get path point coords and it's angle near specified coords, then calculate coords by the angle and an specified radius to get again path point coords near these coords
but it's unknown if the the founded coords are from the same path
test the script below to show marker at pathpoints, drive around the map

CODE
{$CLEO .cs}
:SHOW_CAR_PATHS
thread 'SCPATH'
8@ = 1

while true
wait 0
   if
       0256:   player $PLAYER_CHAR defined
   then
       gosub @create_SUB
       wait 1000
       gosub @remove_SUB
       if
           8@ == 1
       then    
           8@ = 2
       else
           8@ = 1
       end
   end
end

:create_SUB
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
for 0@ = 0 to 20
06F8: get_nearest_route_for 1@ 2@ 3@ in_direction 8@ store_to 4@ 5@ 6@ Z_angle_to 7@
018A: 10@(0@,24i) = create_checkpoint_at 4@ 5@ 6@
0087: 1@ = 4@ // (float)
0087: 2@ = 5@ // (float)
02F6: 4@ = cosine 7@  // sinus swapped with cosine
02F7: 5@ = sinus 7@ // cosine swapped with sinus
4@ *= 50.0
5@ *= 50.0
005B: 1@ += 4@  // floating-point values
005B: 2@ += 5@  // floating-point values
end
return

:remove_SUB
for 0@ = 0 to 20
0164: disable_marker 10@(0@,24i)
end
return



The opcode for pedpaths don't returns an angle, so you can just search around
CODE
{$CLEO .cs}
:SHOW_PED_PATHS
thread 'SPPATH'

while true
wait 0
   if
       0256:   player $PLAYER_CHAR defined
   then
       gosub @create_SUB
       wait 1000
       gosub @remove_SUB
   end
end

:create_SUB
04C4: store_coords_to 1@ 2@ 3@ from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
7@ = 0.0
8@ = 20.0
for 0@ = 0 to 20
02C0: store_to 4@ 5@ 6@ ped_path_coords_closest_to 1@ 2@ 3@
018A: 10@(0@,24i) = create_checkpoint_at 4@ 5@ 6@
0087: 1@ = 4@ // (float)
0087: 2@ = 5@ // (float)
02F6: 4@ = cosine 7@  // sinus swapped with cosine
02F7: 5@ = sinus 7@ // cosine swapped with sinus
006B: 4@ *= 8@  // floating-point values
006B: 5@ *= 8@  // floating-point values
005B: 1@ += 4@  // floating-point values
005B: 2@ += 5@  // floating-point values
7@ += 15.0
8@ += 1.0
end
return

:remove_SUB
for 0@ = 0 to 20
0164: disable_marker 10@(0@,24i)
end
return
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Wesser  
Posted: Monday, Aug 27 2012, 12:47
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The complexity simplifier, the efficiency optimizer
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If anybody cares, I've just created the III-Era SCM Sintax article at GTAModding. wink.gif
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arijitsen  
Posted: Monday, Aug 27 2012, 12:50
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It's show time
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I care .Good work DUDE.
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SilentPL  
Posted: Monday, Aug 27 2012, 13:17
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QUOTE (Wesser @ Monday, Aug 27 2012, 14:47)
If anybody cares, I've just created the III-Era SCM Sintax article at GTAModding. wink.gif

Modules? What are these? tounge.gif
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