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    CLEO Help 0B49 doesn't work for dialog type 5

    0B49: samp set_current_dialog_list_item 1@ This opcode only seems to work for dialog type 2 (DIALOG_STYLE_LIST).  I need to select items from DIALOG_STYLE_TABLIST_HEADERS which is dialog type 5 and is a similar looking dialog. How would I do this?
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    Help Help me with AIM_AT_POS snippet

    {$CLEO .cs} 0000: WHILE TRUE     WAIT 0     IF 0AD2: 0@ = player $PLAYER_CHAR targeted_actor     THEN         Actor.StorePos(0@, 1@, 2@, 3@)         0AB1: @AIM_AT_POS 4 XYZ: 1@ 2@ 3@ ADD_CAMERA_OFFSET 0.04253     END END //0AB1: @AIM_AT_POS 3 XYZ: 1@ 2@ 3@ :AIM_AT_POS 0087: 8@ = 3@ 068D...
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    CLEO Help CLEO opcode shortcuts

    How do I get a list of the shortcuts for opcode? such as: key_down chatmsg format say etc
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    CLEO Help What's with with my NOT operator?

    {$CLEO .cs} 0000: NOP  thread "TEST"  :TEST_1 wait 0 if 044B: not actor $PLAYER_ACTOR on_foot then 00BA: show_text_styled GXT "BEEFY" time 1000 style 2 end jump @TEST_1 Basiclally, I'm using a NOT to display text when a player is not on foot. But it doesnt work. The text is being displayed...
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    CLEO Help If 3@ = "ABCDE", then blah blah

    Is it possible to check if a variable equals something that isn't an integer before carrying on with the script? Here's something I made to explain what I mean :FUCK wait 0 ms if and 0457:  player $PLAYER_CHAR aiming_at_actor 1@ 0AB0:  key_pressed 1 jf @FUCK 0B2B: samp 2@ =...
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    CLEO Help Opcode help

    05D3: AS_actor $PLAYER_ACTOR goto_point 681.8004 -474.1063 15.5363 mode 4 time 3000 ms // versionA It keeps teleporting me to the spot I'm trying to get to, how do I disable the ''time'' parameter on this or is there something else I can use that won't teleport me if the char doesn't get there...
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    CLEO Help Re: Get Target CAR

    { EXAMPLE:     if     0AB1: @GET_TARGET_CAR 0 _STORE_TO 0@     then         0186: 1@ = create_marker_above_car 0@         wait 500         0164: disable_marker 1@     end     by OpcodeXe }    :GET_TARGET_CAR 8@ = 0 {GOT_CAR?,FALSE} if 0AE2: 0@ = random_vehicle_near_point 0.0 0.0 0.0 in_radius...
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