CLEO supremeTroll(16-01-15) + objectFinder 1.3++

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monday

monday

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RE: supremeTroll(16-01-15) + objectFinder 1.3+

yes if you mean weapon pickups, no if you mean weapons carried by other players
 
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monday

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@xRaiin
make sure that you have Cleo 4.1, samp 0.3.7 version and sampfuncs 5.3. To download sampfuncs go to: http://ugbase.eu/Thread-ASI-SAMPFUNCS-5-3-0-3-7

Installation:
sf_5_X_X_bin.zip : contains the main mod.
- Copy "SAMPFUNCS.asi" into your San Andreas folder.
- Run the game once to allow it to create the necessary files(SAMPFUNCS folder and SAMPFUNCS.ini)
Then copy objectFinder.cs + objectFinderSettings.ini to your cleo folder, join a server and use command "/ohelp". Then use command "/oshowid" to see all object models around you. Pick one model number (let's say it's 999) and use command "/oy 999". You should be able to see all objects that have model id equal to 999 (they should marked with yellow squares). Then you can add more searches using commands like "/ob 123", "/ov 525".

You can also search for range of objects. Using "/or 1 50000" will find all the objects around you that have model id between 1 and 50000 (they should be marked with red squares)
 
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My game crashes when using the objectfinder, is it possible if you could add into the ini file the max distance we can choose. or the amount of objects(weapons) you can find.
Other than that it's pretty amazing. Only reason i crash is i use it on a Dayz server wich ofcourse there is tons of it laying around.
 
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This is actualy a beast script but can you make it where you can find for a certian distance or item limit lets say 15 - 20 items max because my game crashes. On a regular RP server it doesnt but playing on a Dayz server does crash your game.so i'd appreciate it. also if you can put it in the .ini file too the distance/limit we can choose that be AweFuckingSome.

PS: could you maybe change the 2d box highlight just into a yellow dot?
 
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Oh wow this is weird lol whenever i edit a post it dissapears.

Monday, this script is awesome. It's just too many objects on a DayZ server is it possible if you could set a limit to the distance/items? prefferably items. Also can you change the big 2d box highlight into a yellow small dot? oh and let's not forget please make it adjustable trough the .ini file.

on the side note; i tried making a cleo but.. it's just too complicated for me.
 
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monday

monday

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so here's an "eco" version which uses small squares instead (it draws 1 line instead of 4 per each object), there's also a "/olimit <num>" command to limit maximum objects found per each square (adjustable from .ini too)
http://www.mediafire.com/file/eqo9cijto1mr1io/objectFinder.rar

idk why but /olimit command sometimes rewrites the ini like it should but sometimes it doesn't and the previous value stays (only in ini, it always changes in game)

if you'd like to change the size of the squares you could change 10 into any other val in here:
Code:
[email protected] += 10 //this 10
0B68: render draw_line_point1 [email protected] [email protected] point2 [email protected] [email protected] width 10 color [email protected]  //and this 10

P.S.
I found a small bug, here's the original version of the mod with it fixed, if you'd like to test it and let me know if it fixed the problem it would be great
http://www.mediafire.com/file/6jhf0p15fqy6hma/objectFinder%5B2%5D.cs
 
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monday said:
so here's an "eco" version which uses small squares instead (it draws 1 line instead of 4 per each object), there's also a "/olimit <num>" command to limit maximum objects found per each square (adjustable from .ini too)
http://www.mediafire.com/file/eqo9cijto1mr1io/objectFinder.rar

idk why but /olimit command sometimes rewrites the ini like it should but sometimes it doesn't and the previous value stays (only in ini, it always changes in game)

if you'd like to change the size of the squares you could change 10 into any other val in here:
Code:
[email protected] += 10 //this 10
0B68: render draw_line_point1 [email protected] [email protected] point2 [email protected] [email protected] width 10 color [email protected]  //and this 10

P.S.
I found a small bug, here's the original version of the mod with it fixed, if you'd like to test it and let me know if it fixed the problem it would be great
http://www.mediafire.com/file/6jhf0p15fqy6hma/objectFinder%5B2%5D.cs
THANKS WORKS LIKE A CHARM NOW even on /limit 500 dont know if it's because of the highlight or if you have reduced the distance.

I also have another suggestion, Is it possible if the dots in the minimap wont go outside of the map? or make the dots a little smaller in the minimap so it fits in there instead of overflowing the minimap that would be great. Also is it possible to add yellow dot markers on the minimap too? other than that if these things do get added in this objectfinder is litteraly the best finder out there. dead serieus.

I havent tried the original fixed version yet i will soon. if it works ill post on here aigan.

PS: The yellow looks realy alike with the white maybe change it to a darker yellow and the red marker realy looks like orange ;pp if you also could fix that that be great too =)

Like i said this cleo is awesome.

 
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monday

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the distance is not limited, it's just maximum number of objects that you can limit

the dots may go out of the map because the script doesn't take resolution into account, I'm sorry but I can't be bothered to play with this...
You could change "MAX_DISTANCE 130.0" (it won't affect objects search, it's just about the displaying distance from the center of the radar) into smaller value in the following line:
Code:
//this line occurs twice (one for all objects and one for the closest one which turns red every 500ms or something) so it should be changed at both instances

0AB1: @POSITION_TO_RADAR 7 XYZ [email protected] [email protected] [email protected] RADAR_POS [email protected] [email protected] DISTANCE_MULTIPLIER [email protected] MAX_DISTANCE 130.0 _STORE_TO [email protected] [email protected]
here are the lines responsible for colours:
Code:
call @ReadArray 2 ARRAY index 0 _ret isactive [email protected] lower_bord [email protected] higher_bord [email protected]
if [email protected] == 1
then
0AB1: @Find_object 10 Object number [email protected] Display_offset [email protected] Color 0xF7F694 blinkingStatus [email protected] higher border [email protected] font [email protected] xy [email protected] [email protected] alignment [email protected] disp_off2 [email protected] 
005A: [email protected] += [email protected]  // (int)
//[email protected] += 43
end

call @ReadArray 2 ARRAY index 1 _ret isactive [email protected] lower_bord [email protected] higher_bord [email protected]
if [email protected] == 1
then
0AB1: @Find_object 10 Object number [email protected] Display_offset [email protected] Color 0xFF4800 blinkingStatus [email protected] [email protected] font [email protected] xy [email protected] [email protected] alignment [email protected] disp_off2 [email protected] 
005A: [email protected] += [email protected]  // (int)
//[email protected] += 43
end

call @ReadArray 2 ARRAY index 2 _ret isactive [email protected] lower_bord [email protected] higher_bord [email protected]
if [email protected] == 1
then
0AB1: @Find_object 10 Object number [email protected] Display_offset [email protected] Color 0x00C8FF blinkingStatus [email protected] [email protected] font [email protected] xy [email protected] [email protected] alignment [email protected] disp_off2 [email protected]
005A: [email protected] += [email protected]  // (int)
//[email protected] += 43
end

call @ReadArray 2 ARRAY index 3 _ret isactive [email protected] lower_bord [email protected] higher_bord [email protected]
if [email protected] == 1
then
0AB1: @Find_object 10 Object number [email protected] Display_offset [email protected] Color 0xD900FF blinkingStatus [email protected] [email protected] font [email protected] xy [email protected] [email protected] alignment [email protected] disp_off2 [email protected] 
005A: [email protected] += [email protected]  // (int)
//[email protected] += 43
end

call @ReadArray 2 ARRAY index 4 _ret isactive [email protected] lower_bord [email protected] higher_bord [email protected]
if [email protected] == 1
then
0AB1: @Find_object 10 Object number [email protected] Display_offset [email protected] Color 0x1EFF00 blinkingStatus [email protected] [email protected] font [email protected] xy [email protected] [email protected] alignment [email protected] disp_off2 [email protected]
005A: [email protected] += [email protected]  // (int)
//[email protected] += 43
end

call @ReadArray 2 ARRAY index 5 _ret isactive [email protected] lower_bord [email protected] higher_bord [email protected]
if [email protected] == 1
then
0AB1: @Find_object 10 Object number [email protected] Display_offset [email protected] Color 0xFFFFFF blinkingStatus [email protected] [email protected] font [email protected] xy [email protected] [email protected] alignment [email protected] disp_off2 [email protected] 
005A: [email protected] += [email protected]  // (int)
//[email protected] += 43
end
each "@Find_object" call has a different color as a parameter, the calls are in this order:
Code:
//yellow
//red
//blue
//violet
//green
//white
if you want to change yellow you'd have to change this "Color 0xF7F694" into any other value in the following line:
Code:
0AB1: @Find_object 10 Object number [email protected] Display_offset [email protected] Color 0xF7F694 blinkingStatus [email protected] higher border [email protected] font [email protected] xy [email protected] [email protected] alignment [email protected] disp_off2 [email protected]

btw
The reason i asked you the big map for if the dots in the minimap get revmoed that the yellow markers on the big map stay on.
what do you mean?



In certian areas of San Andreas the objects get desynced till you move out of that certian area.
This could be caused by limiting the maximum number of objects that can be found... When you limit them it doesn't scan through all + sort depending on closest distance + display the closest ones. Instead it scans through the memory for any objects at any distances and when you move around then the different objects get omitted due to the limit and it seems that some appear/disappear
 

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Object finder is very nice,but i wanna see objects that are very far away ,at 700m distance for example.Can you do something like this?
 
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monday

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@Fhs
impossibru I'm afraid
max distance of this mod depends on the server's streaming distance
 
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Very nice thing, a bit messy on smaller screens like mine but at least we can configure it from in game without the need to quit and edit cfg/ini files.
And by the way i have noticed one small thing, these cleo does not render (only) samp objects, it also renders gta objects, just keep that in mind when using it (maybe its good idea to put a note in a first post about these).
 
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monday

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@qICEp
it used to find only samp objects but it didn't detect pickups, so instead of looping through samp objects+pickups it just goes through all gta objects. I'd add a note but the forum is messed up little bit, every time you edit a post in cleo section it has to be approved by a moderator (even if it's just a comment)

@Tuziukas
the trolling mod is old, it was made for 0.3z version (object finder christmas edition too), also a lot of servers developed
 

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Does it still work ?  :surprised:
It's been long time since i play SAMP so i'm not sure.  :sadpepe:
 
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