CLEO Help 0AF9 Opcode bug?

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Zin

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I made this cleo script so when i draw guns  on roleplay's i dont get in trouble for AP so when i arm a gun like a shotgun it does a /me but when i compile it the

"0AF9 samp say_msg "Whatever i put" "

Just turns into

"0AF9"

My compiler might be bugged here are the 2 codes.


Bugged one :

Code:
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}

//-------------MAIN---------------
thread 'RPBINDS' 

:RPBINDS_11
wait 0 
if 
02D8:   actor $PLAYER_ACTOR current_weapon == 22 
else_jump @RPBINDS_44 
0AF9: 
0AF9: 
jump @RPBINDS_11 

:RPBINDS_44
wait 0 
if 
02D8:   actor $PLAYER_ACTOR current_weapon == 25 
else_jump @RPBINDS_77 
0AF9: 
0AF9: 
jump @RPBINDS_44 

:RPBINDS_77
wait 0 
if 
02D8:   actor $PLAYER_ACTOR current_weapon == 30 
else_jump @RPBINDS_110 
0AF9: 
0AF9: 
jump @RPBINDS_77 

:RPBINDS_110
wait 0 
if 
02D8:   actor $PLAYER_ACTOR current_weapon == 31 
else_jump @RPBINDS_143 
0AF9: 
0AF9: 
jump @RPBINDS_110 

:RPBINDS_143
wait 0 
if 
02D8:   actor $PLAYER_ACTOR current_weapon == 24 
else_jump @RPBINDS_176 
0AF9: 
0AF9: 
jump @RPBINDS_143 

:RPBINDS_176
wait 0 
if 
02D8:   actor $PLAYER_ACTOR current_weapon == 29 
else_jump @RPBINDS_176 
0AF9: 
0AF9: 
jump @RPBINDS_176 

:RPBINDS_209
wait 0 
if 
02D8:   actor $PLAYER_ACTOR current_weapon == 23 
else_jump @RPBINDS_11 
0AF9: 
0AF9: 
jump @RPBINDS_209


Not bugged :

Code:
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}

//-------------MAIN---------------
thread 'RPBINDS' 

:RPBINDS_11
wait 0 
if 
02D8:   actor $PLAYER_ACTOR current_weapon == 22 
else_jump @RPBINDS_44 
0AF9: samp say_msg "Takes out a Colt45 from his pants and turns the safety [OFF]"
0AF9: samp say_msg "**Click Clack**" 
jump @RPBINDS_11 

:RPBINDS_44
wait 0 
if 
02D8:   actor $PLAYER_ACTOR current_weapon == 25 
else_jump @RPBINDS_77 
0AF9: samp say_msg "Slings out a shotgun from inside his jacket flipping the safety [OFF]" 
0AF9: samp say_msg "**Click Clack**" 
jump @RPBINDS_44 

:RPBINDS_77
wait 0 
if 
02D8:   actor $PLAYER_ACTOR current_weapon == 30 
else_jump @RPBINDS_110 
0AF9: samp say_msg "Slings out an Ak47 from inside his jacket flipping the safety [OFF]" 
0AF9: samp say_msg "**Click Clack**" 
jump @RPBINDS_77 

:RPBINDS_110
wait 0 
if 
02D8:   actor $PLAYER_ACTOR current_weapon == 31 
else_jump @RPBINDS_143 
0AF9: samp say_msg "Slings out an M4 from inside his jacket flipping the safety [OFF]" 
0AF9: samp say_msg "**Click Clack**" 
jump @RPBINDS_110 

:RPBINDS_143
wait 0 
if 
02D8:   actor $PLAYER_ACTOR current_weapon == 24 
else_jump @RPBINDS_176 
0AF9: samp say_msg "Takes out an Desert Eagle from his pants flipping the safety [OFF]" 
0AF9: samp say_msg "**Click Clack**" 
jump @RPBINDS_143 

:RPBINDS_176
wait 0 
if 
02D8:   actor $PLAYER_ACTOR current_weapon == 29 
else_jump @RPBINDS_176 
0AF9: samp say_msg "Takes out an MP5 from his pants flipping the safety [OFF]" 
0AF9: samp say_msg "**Click Clack**" 
jump @RPBINDS_176 

:RPBINDS_209
wait 0 
if 
02D8:   actor $PLAYER_ACTOR current_weapon == 23 
else_jump @RPBINDS_11 
0AF9: samp say_msg "Takes out a silenced pistol from his pants flipping the safety [OFF]" 
0AF9: samp say_msg "**Click Clack**" 
jump @RPBINDS_209
 

pepeelpubero

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Try with that compiled cleo. Also try going to sanny builder options (f10) - formats tab - Case converting - choose as is - ok - compile and try it.
 
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