CLEO Help Marker Help

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Husnain

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Code:
{$CLEO .cs}

0000:

:Check
wait 0
0A8D: 5@ = read_memory 0xC7DEEA size 1 virtual_protect 0
if 
  5@ == 1
jf @Check
0ACD: "~g~Checkpoint Active" 2000
call @get_cp_pos 0 X 1@ Y 2@ Z 3@
02A8: 6@ = create_marker 56 2@ 3@ 4@


:get_cp_pos
IF 0AA2: 0@ = loadlib "samp.dll"
THEN 0A8E: 1@ = 0@ + 0x212A94
    0A8D: 1@ = readMem 1@ sz 4 vp 0
    1@ += 0xC
    0A8D: 2@ = readMem 1@ sz 4 vp 0
    1@ += 0x4
    0A8D: 3@ = readMem 1@ sz 4 vp 0
    1@ += 0x4
    0A8D: 4@ = readMem 1@ sz 4 vp 0
    0AA3: freelib 0@
END
0AB2: ret 3 2@ 3@ 4@
It creates a marker at the active checkpoint but it crashes every time. Please help me.
 

Parazitas

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@Husnain  What this memory do?.:
0xC7DEEA


@Husnain

[shcode=cpp]
{$CLEO .cs}

0000:

wait 10000

while true
wait 0

if
call @is_cp_active 0
then
printf "~g~Checkpoint Active" 2000
call @get_cp_pos 0 X 1@ Y 2@ Z 3@
0167: 4@ = create_marker_at 1@ 2@ 3@ color 0 flag 2
if or
00EC: actor $PLAYER_ACTOR sphere 0 near_point 1@ 2@ radius 1.0 1.0
00ED: actor $PLAYER_ACTOR sphere 0 near_point 1@ 2@ radius 1.0 1.0 on_foot
then
0164: disable_marker 4@
end
end



:is_cp_active
0AA2: 0@ = loadlib "samp.dll"
0A8E: 1@ = 0@ + 0x21A10C
0A8D: 1@ = readMem 1@ sz 4 vp 0
1@ += 0x24
0A8D: 1@ = readMem 1@ sz 4 vp 0
IF 1@ == TRUE
THEN 0485: return_true
ELSE 059A: return_false
END
0AA3: freelib 0@
0AB2: ret 0

:get_cp_pos
0AA2: 0@ = loadlib "samp.dll"
0A8E: 1@ = 0@ + 0x21A10C
0A8D: 1@ = readMem 1@ sz 4 vp 0
1@ += 0xC
0A8D: 2@ = readMem 1@ sz 4 vp 0
1@ += 0x4
0A8D: 3@ = readMem 1@ sz 4 vp 0
1@ += 0x4
0A8D: 4@ = readMem 1@ sz 4 vp 0
0AA3: freelib 0@
0AB2: ret 3 2@ 3@ 4@
[/shcode]
 

Parazitas

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[shcode=cpp]
{$CLEO .cs}

0000:

wait 10000

while true
wait 0

if
call @is_cp_active 0
then
printf "~g~Checkpoint Active" 2000
call @get_cp_pos 0 X 1@ Y 2@ Z 3@
22@ = Marker.CreateIconAndSphere(41, 1@,2@,3@)
end

if or
00EC: actor $PLAYER_ACTOR sphere 0 near_point 1@ 2@ radius 1.0 1.0
00ED: actor $PLAYER_ACTOR sphere 0 near_point 1@ 2@ radius 1.0 1.0 on_foot
then
Marker.Disable(22@)
end

end



:is_cp_active
0AA2: 0@ = loadlib "samp.dll"
0A8E: 1@ = 0@ + 0x21A10C
0A8D: 1@ = readMem 1@ sz 4 vp 0
1@ += 0x24
0A8D: 1@ = readMem 1@ sz 4 vp 0
IF 1@ == TRUE
THEN 0485: return_true
ELSE 059A: return_false
END
0AA3: freelib 0@
0AB2: ret 0

:get_cp_pos
0AA2: 0@ = loadlib "samp.dll"
0A8E: 1@ = 0@ + 0x21A10C
0A8D: 1@ = readMem 1@ sz 4 vp 0
1@ += 0xC
0A8D: 2@ = readMem 1@ sz 4 vp 0
1@ += 0x4
0A8D: 3@ = readMem 1@ sz 4 vp 0
1@ += 0x4
0A8D: 4@ = readMem 1@ sz 4 vp 0
0AA3: freelib 0@
0AB2: ret 3 2@ 3@ 4@
[/shcode]
 

Husnain

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Alright after doing more your above script (first one) works but ^^ one does not and it is not removing the marker. Maybe because he keeps looping and creating markers on markers until the condition won't get true and when I come near to the point it does not remove. why? because it will remove the first marker not all so because of that loop. Can you fix it?
 

Krc

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Husnain said:
Alright after doing more your above script (first one) works but ^^ one does not and it is not removing the marker. Maybe because he keeps looping and creating markers on markers until the condition won't get true and when I come near to the point it does not remove. why? because it will remove the first marker not all so because of that loop. Can you fix it?

If marker not removing do it with const
Soo, if u using Parazitas code try this

Code:
 {$CLEO .cs}
  
0000:
  
wait 10000

const
MarkerOn = 1
MarkerOff = 2
end 
  
while true
wait 0
  
if   
call @is_cp_active 0
then
    printf "~g~Checkpoint Active" 2000
    call @get_cp_pos 0 X 1@ Y 2@ Z 3@
    22@ = Marker.CreateIconAndSphere(41, 1@,2@,3@)
    7@ = MarkerOn
end
 
if and
7@ = MarkerOn
00EC:   actor $PLAYER_ACTOR sphere 0 near_point 1@ 2@ radius 1.0 1.0
then
    Marker.Disable(22@)
    7@ = MarkerOff
end
 
end
  
  
  
:is_cp_active
0AA2: 0@ = loadlib "samp.dll"
0A8E: 1@ = 0@ + 0x21A10C
0A8D: 1@ = readMem 1@ sz 4 vp 0
1@ += 0x24
0A8D: 1@ = readMem 1@ sz 4 vp 0
IF 1@ == TRUE
THEN 0485:  return_true
ELSE 059A:  return_false
END
0AA3: freelib 0@
0AB2: ret 0
  
:get_cp_pos
0AA2: 0@ = loadlib "samp.dll"
0A8E: 1@ = 0@ + 0x21A10C
0A8D: 1@ = readMem 1@ sz 4 vp 0
1@ += 0xC
0A8D: 2@ = readMem 1@ sz 4 vp 0
1@ += 0x4
0A8D: 3@ = readMem 1@ sz 4 vp 0
1@ += 0x4
0A8D: 4@ = readMem 1@ sz 4 vp 0
0AA3: freelib 0@
0AB2: ret 3 2@ 3@ 4@
 

monday

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in the condition is_cp_active you could add 7@== marker_off, otherwise it will spam the same way making countless markers
 

Parazitas

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Ech... what so hard create imitate with enable / disable?

[shcode=cpp]
{$CLEO .cs}

0000:

wait 10000

const
CreateMaker = 1
StopCreateMaker = 2
end

31@ = CreateMaker

while true
wait 0

if and
31@ == CreateMaker
call @is_cp_active 0
then
printf "~g~Checkpoint Active" 2000
call @get_cp_pos 0 X 1@ Y 2@ Z 3@
22@ = Marker.CreateIconAndSphere(41, 1@,2@,3@)
31@ = StopCreateMaker
end

if or
00EC: actor $PLAYER_ACTOR sphere 0 near_point 1@ 2@ radius 1.0 1.0
00ED: actor $PLAYER_ACTOR sphere 0 near_point 1@ 2@ radius 1.0 1.0 on_foot
then
if
31@ == StopCreateMaker
then
Marker.Disable(22@)
31@ = CreateMaker
end
end

end



:is_cp_active
0AA2: 0@ = loadlib "samp.dll"
0A8E: 1@ = 0@ + 0x21A10C
0A8D: 1@ = readMem 1@ sz 4 vp 0
1@ += 0x24
0A8D: 1@ = readMem 1@ sz 4 vp 0
IF 1@ == TRUE
THEN 0485: return_true
ELSE 059A: return_false
END
0AA3: freelib 0@
0AB2: ret 0

:get_cp_pos
0AA2: 0@ = loadlib "samp.dll"
0A8E: 1@ = 0@ + 0x21A10C
0A8D: 1@ = readMem 1@ sz 4 vp 0
1@ += 0xC
0A8D: 2@ = readMem 1@ sz 4 vp 0
1@ += 0x4
0A8D: 3@ = readMem 1@ sz 4 vp 0
1@ += 0x4
0A8D: 4@ = readMem 1@ sz 4 vp 0
0AA3: freelib 0@
0AB2: ret 3 2@ 3@ 4@
[/shcode]
 
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