Player.Money($PLAYER_CHAR) += compiling it doesnt matter if you use codes with opcodes or without opcodes Many codes must be used furthermore by applying their opcodes. The script is more slim, maybe more clear (but not for me)Įspecially 004D: jump_if_false will be now jfīut not all opcodes are disappeared. The opcodes are the real programm codes of the script functionsĪnd by showing them is like to see the name of the commandĠ04D: jump_if_false = player $PLAYER_CHAR moneyĠ109: player $PLAYER_CHAR money += jump Without Opcodes In option menu GENERAL you can find the feature to switch between 2 ways for decompiling Option: different view of the decompiled code Such like key_press numbers, weapon numbers, bodyparts etc. The line number is part of the editor, not of the scriptĬhoose HELP on menue, then Content to find informations, In option menu EDITOR you can find the feature to switch Line numbers off/on The foundings are allways existing lines of original main.scm Or type an opcode to find the description Type any keyword to find a codeline which include this word To read the x,y,z coordinate and the z-angle of the current player position if the game is runningĬhoose TOOLS on menue, then IDE Tools > Opcode Search = Cleo-Direktive, will be compiled to Name.CMĬhoose TOOLS on menue, then IDE Tools > Coords Manager Open a new blank page, copy the script below and insert it into the new page. Therefor youre promt to indicate your GTASA-Install dir. Install Sannybuilder and create a folder for your scripts First Steps in Cleo scripting with Sannybuilderĭownload newest version of Sannybuilder from Seemann at Script Exemble by using Special Global Cleo Variable/ Store a car at any place Placing cars by using parked_car_generator Option: different view of the decompiled code First Steps in Cleo scripting with Sannybuilder To thank you for your effort I post a tutorial which I´ve allready wrote.įeel free to post corrections if something is wrong
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