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Support for Cleo+ Opcodes #71
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CLEO+ is an extension of NewOpcodes, so you should implement it too. I adapted some opcodes from both |
Is there access and documentation for the new opcodes that isn't locked behind an ad block blocker? If not, I'll cut the new opcodes out of the edit modes I'm working on. |
YES!!!! I have a package of tools as an installer that adds the files to the SB and to the root of your game without problem. link of pack
|
An EXE? Nah, I don't mod that way, but I'm sure the kids will appreciate the easy installation process. I think I'll wait for Seemann to make the first move on this. I just thought it would be good to bring up the issue since Sanny is currently in flux - best not to leave anything out. Is anyone working on translations? About the new opcodes; Still no way to delete_car_generator_now, so I can't hotswap whole sets of cargens based on town number or something. Also I always wondered what would happen if I set cargens to specific IPL areas instead of the last and unused entry. Would the cargens be removed automatically when CJ left SF, for example? I'm also not sure when the IPL flags flip, or how to associate a specific flag with a general area. I've been considering writing this as an SCM function but if someone is actively adding new opcodes... ReadStruct and WriteStruct would be very useful opcodes. Basically the same as the current memory opcodes but add an offset from the base to the start of the structure (or just the element if that's all that's required), the size of the records, a record index, and offset to the specific element. Cool thing about aDMA is that I can use the format in math and conditional statements directly. No need for reads and writes, but limited to always working with a full dword. There doesn't seem to be an easy opcode strategy to accomplish the same thing. |
I just wanted to warn that Junior_Djjr updated CLEO +, going from 104 opcodes, to 291. |
I'm well aware of the recent update. We are working closely to make a new CLEO release. @JuniorDjjr would you have any objections if I ship CLEO+ files with the next SB update? |
It would be great, my goal has always been to make this reach as many people as possible. But it was released recently, it's almost a beta, and I didn't pay much attention to the Sanny Builder data (even though I reviewed it by eye). So it’s good to be aware. My focus was completely on LINK/2012's gta3script, so the enums etc are there. |
@JuniorDjjr @MatiDragon-YT if you can contribute sanny builder files for cleo+ I'll be glad to include them. I can do that myself, but it would require extra time. |
I'm planning to release a new version sometime mid-November, so if that can be ready by that time it will be great. |
Okay, now I was about to add its opcodes to my classes.db with the enums I leave for gta3script. |
@MatiDragon-YT So just do it yourself, I'm very busy and if I'm going to work on something I would focus on gtamods.com documentation. |
Added in v3.6 |
I came across this link while checking for updates of fastman92's script command definitions:
Cleo+ by JuniorDjjr
But it's blocked by an ad block blocker and I'm not curious enough to whitelist, so I pulled these out of the SA files instead.
'''
0E01=7,create_object_no_save %1o% at %2d% %3d% %4d% offset %5d% ground %6d% to %7d%
0E02=1,set_car_generator %1d% no_save
0E04=1,get_next_weather_to %1d%
0E05=1,set_next_weather_to %1d%
0E06=1,get_rain_intensity %1d%
0E07=1,set_rain_intensity %1d%
0E08=1,is_car_script_controlled %1d%
0E09=1,mark_car_as_needed %1d%
0E0A=1,is_char_script_controlled %1d%
0E0B=1,mark_char_as_needed %1d%
0E0C=1,is_object_script_controlled %1d%
0E0D=1,mark_object_as_needed %1d%
0E0E=2,get_current_resolution_to %1d% %2d%
0E0F=4,get_fixed_xy_aspect_ratio %1d% %2d% to %3d% %4d%
0E10=0,is_mouse_wheel_up
0E11=0,is_mouse_wheel_down
0E12=2,get_vehicle %1d% subclass_to %2d%
0E13=2,get_entity %1d% type_to %2d%
0E14=3,init_extended_char_vars %1d% id %2d% new_vars %3d%
0E15=4,set_extended_char_var %1d% id %2d% var %3d% value %4d%
0E16=4,get_extended_char_var %1d% id %2d% var %3d% to %4d%
0E17=3,init_extended_car_vars %1d% id %2d% new_vars %3d%
0E18=4,set_extended_car_var %1d% id %2d% var %3d% value %4d%
0E19=4,get_extended_car_var %1d% id %2d% var %3d% to %4d%
0E1A=3,init_extended_object_vars %1d% id %2d% new_vars %3d%
0E1B=4,set_extended_object_var %1d% id %2d% var %3d% value %4d%
0E1C=4,get_extended_object_var %1d% id %2d% var %3d% to %4d%
0E1D=0,is_on_mission
0E1F=4,ease %1d% mode %2d% way %3d% to %4d%
0E20=0,is_on_samp
0E21=1,get_audio_sfx_volume %1d%
0E22=1,get_audio_radio_volume %1d%
0E23=1,get_mouse_sensibility_to %1d%
0E24=4,fix_char %1d% ground %2d% brightness %3d% and_fade_in %4d%
0E25=0,is_on_cutscene
0E26=2,is_weapon %1d% fire_type %2d%
0E27=5,get_angle_from_two_coords %1d% %2d% and %3d% %4d% to %5d%
0EA0=3,set_actor_second_player %1d% enable_camera %2d% separate_cars %3d%
0EA1=1,disable_second_player_restore_camera %1d%
0EA2=1,fix_two_players_separated_cars %1d%
'''
'''
0E01: create_object_no_save %1o% at 2@ 3@ 4@ offset 5@ ground 6@ to 7@
0E02: set_car_generator 1@ no_save
0E04: get_next_weather_to 1@
0E05: set_next_weather_to 1@
0E06: get_rain_intensity 1@
0E07: set_rain_intensity 1@
0E08: is_car_script_controlled 1@
0E09: mark_car_as_needed 1@
0E0A: is_char_script_controlled 1@
0E0B: mark_char_as_needed 1@
0E0C: is_object_script_controlled 1@
0E0D: mark_object_as_needed 1@
0E0E: get_current_resolution_to 1@ 2@
0E0F: get_fixed_xy_aspect_ratio 1@ 2@ to 3@ 4@
0E10: is_mouse_wheel_up
0E11: is_mouse_wheel_down
0E12: get_vehicle 1@ subclass_to 2@
0E13: get_entity 1@ type_to 2@
0E14: init_extended_char_vars 1@ id 2@ new_vars 3@
0E15: set_extended_char_var 1@ id 2@ var 3@ value 4@
0E16: get_extended_char_var 1@ id 2@ var 3@ to 4@
0E17: init_extended_car_vars 1@ id 2@ new_vars 3@
0E18: set_extended_car_var 1@ id 2@ var 3@ value 4@
0E19: get_extended_car_var 1@ id 2@ var 3@ to 4@
0E1A: init_extended_object_vars 1@ id 2@ new_vars 3@
0E1B: set_extended_object_var 1@ id 2@ var 3@ value 4@
0E1C: get_extended_object_var 1@ id 2@ var 3@ to 4@
0E1D: is_on_mission
0E1F: ease 1@ mode 2@ way 3@ to 4@
0E20: is_on_samp
0E21: get_audio_sfx_volume 1@
0E22: get_audio_radio_volume 1@
0E23: get_mouse_sensibility_to 1@
0E24: fix_char 1@ ground 2@ brightness 3@ and_fade_in 4@
0E25: is_on_cutscene
0E26: is_weapon 1@ fire_type 2@
0E27: get_angle_from_two_coords 1@ 2@ and 3@ 4@ to 5@
0EA0: set_actor_second_player 1@ enable_camera 2@ separate_cars 3@
0EA1: disable_second_player_restore_camera 1@
0EA2: fix_two_players_separated_cars 1@
'''
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