Вопросы по CLEO-скриптингу

itsLegend

Фонд борьбы за жуков 🐞
Администратор
2,695
1,448
Не так. В конец добавляешь %c, а в самый конец этой строки(после кавычек) - 0x0.
Вообще, не делай так. Используй связку: вставка hex..end, опкод 0AC6
CLEO:
0AC6: 0@ = label @dialog_text offset
// show dialog id 123 text 0@ button1 "btn1" button2 "btn2" style 0

//
:dialog_text
hex
"Паспорт\n"
"Мед.карта\n"
"Лицензии\n"
"Выписка\n"
"Передать деньги\n"
"Пожать руку\n"
"Подарить цветы\n"
"Узнать номер\n"
"История ников\n"
"Информация\0"
end
 

VADE

Новичок
36
1
Ебучее клео, тогда попробуй %c 0x0 в самый конец
Все сработало, от души))) Может ты еще и с этим поможешь?^^
Почему если в опкоде 0C0D ставить за место -90 любое другое число, то глубина погружения под землю не меняется?
CLEO:
{$CLEO}
{$INCLUDE SF}
0000: NOP

repeat
wait 400
until 0AFA: is_samp_available

cmd "invisible" @invisible
0BDE: pause_thread 0

:invisible
0B12: 20@ = 20@ XOR 1
if 20@ == 1
then
msg "Invisible - {00ff00}On!" -1
0BE2: raknet setup_outcoming_packet_hook @out_packet // Подготавливаем хук
end
if 20@ == 0
then
msg "Invisible - {00ff00}Off!" -1
end
cmd_ret

:out_packet
if 20@ == 1
then
0BE5: raknet 0@ = get_hook_param PARAM_PACKETID // Получаем ИД пакета
if 0@ == PACKET_PLAYER_SYNC // Сравниваем
then
0BE5: raknet 1@ = get_hook_param PARAM_BITSTREAM // Получаем битстрим

0AC8: alloc 2@ 69 // sizeof(onFootData) + packetId // выделяем память для хранения данных битстрима
0BE8: raknet bit_stream 1@ read_array 2@ size 69 // записываем в выделенную память(первый байт - ид пакета, всё остальное - синхронизация игрока(68 байт))

0C0D: struct 2@ offset 15 size 4 = -90.0 // в данные битстрима установим значение -90.0. Это будет координата Z в синхронизации.

0BEA: raknet bit_stream 1@ reset_write_pointer // сбрасываем указатель записи в битстриме
0B40: raknet bit_stream 1@ write 2@ type BS_TYPE_ARRAY size 69 // записываем новые данные

0AC9: free 2@ // освобождаем, т.к. выделенная память больше не нужна, все данные уже хранятся в перезаписанном битстриме
end
0BE0: raknet hook_ret 20@
end
cmd_ret
 

DarkP1xel

Сила воли наше всё.
BH Team
3,635
4,961
Потому что есть лимит, если сделаешь ниже, то тебя ТП на пути.
 

:notCoder:

Новичок
19
0
почему не работает?
CLEO:
{$CLEO .cs}

//Lab-182
0001: wait 0 ms
0AB4: 7@ = var 39
00D6: if and
0039:   7@ == 1
004D: jump_if_false {Lab}-182
00D6: if
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false {Lab}-182
00D6: if
84AB:   not actor $PLAYER_ACTOR driving_plane
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle
84A9:   not actor $PLAYER_ACTOR driving_heli
84A7:   not actor $PLAYER_ACTOR driving_boat
847A:   not actor $PLAYER_ACTOR driving_bike
004D: jump_if_false {Lab}-182
03C0: 25@ = actor $PLAYER_ACTOR car
0730: car 25@ damage_door 0
0730: car 25@ damage_door 1
0730: car 25@ damage_door 3
0689: set_car 25@ remove_door 1 removed_door_visible 1
0001: wait 100 ms
0A30: repair_car 25@
01C3: remove_references_to_car 25@
0002: jump {Lab}-182

//Lab-322
0001: wait 0 ms
00D6: if
0AE2: 9@ = random_vehicle_near_point 0@ 1@ 2@ in_radius 500.0 find_next 0 pass_wrecked 1 //IF and SET
004D: jump_if_false {Lab}-651
00D6: if
056E:   car 9@ defined
004D: jump_if_false {Lab}-651
00D6: if
003B:   25@ == 9@ // (int)
004D: jump_if_false {Lab}-569
0002: jump {Lab}-651

//Lab-402
0001: wait 0 ms
00D6: if and
8137:   not car 9@ model == 537
8137:   not car 9@ model == 538
8137:   not car 9@ model == 570
8137:   not car 9@ model == 449
8137:   not car 9@ model == 569
8137:   not car 9@ model == 590
004D: jump_if_false {Lab}-569
00D6: if and
8137:   not car 9@ model == 430
8137:   not car 9@ model == 446
8137:   not car 9@ model == 452
8137:   not car 9@ model == 453
8137:   not car 9@ model == 454
004D: jump_if_false {Lab}-569
00D6: if and
8137:   not car 9@ model == 472
8137:   not car 9@ model == 473
8137:   not car 9@ model == 484
8137:   not car 9@ model == 493
8137:   not car 9@ model == 595
004D: jump_if_false {Lab}-569
0051: return

//Lab-569
0001: wait 0 ms
00D6: if
0AE2: 9@ = random_vehicle_near_point 0@ 1@ 2@ in_radius 150.0 find_next 1 pass_wrecked 1 //IF and SET
004D: jump_if_false {Lab}-322
00D6: if
056E:   car 9@ defined
004D: jump_if_false {Lab}-322
00D6: if
003B:   25@ == 9@ // (int)
004D: jump_if_false {Lab}-402
0002: jump {Lab}-569
0051: return

//Lab-651
0001: wait 0 ms
0006: 9@ = -1
0051: return
0006: 16@ = 305868
0006: 17@ = -1178
0006: 20@ = 1988
0002: jump {Lab}-801
0006: 16@ = 305869
0006: 17@ = -1135
0006: 18@ = -1
0006: 20@ = 2584
0256:   player $PLAYER_CHAR defined
004D: jump_if_false {Lab}-801
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false {Lab}-801
03C0: 18@ = actor $PLAYER_ACTOR car
0002: jump {Lab}-801
0006: 16@ = 305871
0006: 17@ = -1221
0006: 20@ = 412

//Lab-801
0085: 4@ = 16@ // (int)
008B: 4@ = &0(4@,1i) // (int)
0085: 19@ = 4@ // (int)
000E: 19@ -= 10787160
0016: 19@ /= 4
008B: 19@ = &0(19@,1i) // (int)
000E: 4@ -= 10787168
0016: 4@ /= 4
008B: 4@ = &0(4@,1i) // (int)
0006: 9@ = -1
0085: 11@ = 4@ // (int)
0006: 10@ = 0

//Lab-909
000A: 4@ += 20
0050: gosub {Lab}-1444
0085: 4@ = 5@ // (int)
8039:   not  4@ == 0
004D: jump_if_false {Lab}-1255
000A: 4@ += 48
0050: gosub {Lab}-1444
0085: 12@ = 5@ // (int)
000A: 4@ += 4
0050: gosub {Lab}-1444
0085: 13@ = 5@ // (int)
000A: 4@ += 4
0050: gosub {Lab}-1444
0085: 14@ = 5@ // (int)
050A: 15@ = distance_between_XYZ 0@ 1@ 2@ and_XYZ 12@ 13@ 14@
0025:   3@ > 15@ // (float)
004D: jump_if_false {Lab}-1255
0085: 9@ = 10@ // (int)
0085: 4@ = 16@ // (int)
008B: 4@ = &0(4@,1i) // (int)
000A: 4@ += 4
0050: gosub {Lab}-1444
0085: 4@ = 5@ // (int)
005A: 4@ += 9@ // (int)
0050: gosub {Lab}-1295
0012: 9@ *= 256
005A: 9@ += 5@ // (int)
0002: jump 17@
056E:   car 9@ defined
004D: jump_if_false {Lab}-1233
00D6: if or
003B:   18@ == 9@ // (int)
0119:   car 9@ wrecked
004D: jump_if_false {Lab}-1247
0002: jump {Lab}-1233
056D:   actor 9@ defined
004D: jump_if_false {Lab}-1233
00D6: if or
003C:   $PLAYER_ACTOR == 9@ // (int)
0118:   actor 9@ dead
004D: jump_if_false {Lab}-1247
0002: jump {Lab}-1233
83CA:   not object 9@ exists
004D: jump_if_false {Lab}-1247

//Lab-1233
0006: 9@ = -1
0002: jump {Lab}-1255

//Lab-1247
0085: 3@ = 15@ // (int)

//Lab-1255
005A: 11@ += 20@ // (int)
0085: 4@ = 11@ // (int)
000A: 10@ += 1
002D:   10@ >= 19@ // (int)
004D: jump_if_false {Lab}-909
0051: return

//Lab-1295
0085: 6@ = 4@ // (int)
0085: 8@ = 4@ // (int)
0016: 4@ /= 4
0012: 4@ *= 4
0062: 8@ -= 4@ // (int)
0012: 8@ *= 8
000E: 4@ -= 10787168
0016: 4@ /= 4
008B: 7@ = &0(4@,1i) // (int)
0085: 4@ = 6@ // (int)
0006: 5@ = 0
0006: 6@ = 0

//Lab-1391
08B9:   test 7@ bit 8@
004D: jump_if_false {Lab}-1414
08BF: set 5@ bit 6@

//Lab-1414
000A: 6@ += 1
000A: 8@ += 1
0039:   6@ == 8
004D: jump_if_false {Lab}-1391
0051: return

//Lab-1444
0085: 6@ = 4@ // (int)
000E: 4@ -= 10787168
0016: 4@ /= 4
008B: 5@ = &0(4@,1i) // (int)
0085: 4@ = 6@ // (int)
0051: return
 

Gabriel__

Известный
Проверенный
411
181
почему не работает?
CLEO:
{$CLEO .cs}

//Lab-182
0001: wait 0 ms
0AB4: 7@ = var 39
00D6: if and
0039:   7@ == 1
004D: jump_if_false {Lab}-182
00D6: if
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false {Lab}-182
00D6: if
84AB:   not actor $PLAYER_ACTOR driving_plane
84C8:   not actor $PLAYER_ACTOR driving_flying_vehicle
84A9:   not actor $PLAYER_ACTOR driving_heli
84A7:   not actor $PLAYER_ACTOR driving_boat
847A:   not actor $PLAYER_ACTOR driving_bike
004D: jump_if_false {Lab}-182
03C0: 25@ = actor $PLAYER_ACTOR car
0730: car 25@ damage_door 0
0730: car 25@ damage_door 1
0730: car 25@ damage_door 3
0689: set_car 25@ remove_door 1 removed_door_visible 1
0001: wait 100 ms
0A30: repair_car 25@
01C3: remove_references_to_car 25@
0002: jump {Lab}-182

//Lab-322
0001: wait 0 ms
00D6: if
0AE2: 9@ = random_vehicle_near_point 0@ 1@ 2@ in_radius 500.0 find_next 0 pass_wrecked 1 //IF and SET
004D: jump_if_false {Lab}-651
00D6: if
056E:   car 9@ defined
004D: jump_if_false {Lab}-651
00D6: if
003B:   25@ == 9@ // (int)
004D: jump_if_false {Lab}-569
0002: jump {Lab}-651

//Lab-402
0001: wait 0 ms
00D6: if and
8137:   not car 9@ model == 537
8137:   not car 9@ model == 538
8137:   not car 9@ model == 570
8137:   not car 9@ model == 449
8137:   not car 9@ model == 569
8137:   not car 9@ model == 590
004D: jump_if_false {Lab}-569
00D6: if and
8137:   not car 9@ model == 430
8137:   not car 9@ model == 446
8137:   not car 9@ model == 452
8137:   not car 9@ model == 453
8137:   not car 9@ model == 454
004D: jump_if_false {Lab}-569
00D6: if and
8137:   not car 9@ model == 472
8137:   not car 9@ model == 473
8137:   not car 9@ model == 484
8137:   not car 9@ model == 493
8137:   not car 9@ model == 595
004D: jump_if_false {Lab}-569
0051: return

//Lab-569
0001: wait 0 ms
00D6: if
0AE2: 9@ = random_vehicle_near_point 0@ 1@ 2@ in_radius 150.0 find_next 1 pass_wrecked 1 //IF and SET
004D: jump_if_false {Lab}-322
00D6: if
056E:   car 9@ defined
004D: jump_if_false {Lab}-322
00D6: if
003B:   25@ == 9@ // (int)
004D: jump_if_false {Lab}-402
0002: jump {Lab}-569
0051: return

//Lab-651
0001: wait 0 ms
0006: 9@ = -1
0051: return
0006: 16@ = 305868
0006: 17@ = -1178
0006: 20@ = 1988
0002: jump {Lab}-801
0006: 16@ = 305869
0006: 17@ = -1135
0006: 18@ = -1
0006: 20@ = 2584
0256:   player $PLAYER_CHAR defined
004D: jump_if_false {Lab}-801
00DF:   actor $PLAYER_ACTOR driving
004D: jump_if_false {Lab}-801
03C0: 18@ = actor $PLAYER_ACTOR car
0002: jump {Lab}-801
0006: 16@ = 305871
0006: 17@ = -1221
0006: 20@ = 412

//Lab-801
0085: 4@ = 16@ // (int)
008B: 4@ = &0(4@,1i) // (int)
0085: 19@ = 4@ // (int)
000E: 19@ -= 10787160
0016: 19@ /= 4
008B: 19@ = &0(19@,1i) // (int)
000E: 4@ -= 10787168
0016: 4@ /= 4
008B: 4@ = &0(4@,1i) // (int)
0006: 9@ = -1
0085: 11@ = 4@ // (int)
0006: 10@ = 0

//Lab-909
000A: 4@ += 20
0050: gosub {Lab}-1444
0085: 4@ = 5@ // (int)
8039:   not  4@ == 0
004D: jump_if_false {Lab}-1255
000A: 4@ += 48
0050: gosub {Lab}-1444
0085: 12@ = 5@ // (int)
000A: 4@ += 4
0050: gosub {Lab}-1444
0085: 13@ = 5@ // (int)
000A: 4@ += 4
0050: gosub {Lab}-1444
0085: 14@ = 5@ // (int)
050A: 15@ = distance_between_XYZ 0@ 1@ 2@ and_XYZ 12@ 13@ 14@
0025:   3@ > 15@ // (float)
004D: jump_if_false {Lab}-1255
0085: 9@ = 10@ // (int)
0085: 4@ = 16@ // (int)
008B: 4@ = &0(4@,1i) // (int)
000A: 4@ += 4
0050: gosub {Lab}-1444
0085: 4@ = 5@ // (int)
005A: 4@ += 9@ // (int)
0050: gosub {Lab}-1295
0012: 9@ *= 256
005A: 9@ += 5@ // (int)
0002: jump 17@
056E:   car 9@ defined
004D: jump_if_false {Lab}-1233
00D6: if or
003B:   18@ == 9@ // (int)
0119:   car 9@ wrecked
004D: jump_if_false {Lab}-1247
0002: jump {Lab}-1233
056D:   actor 9@ defined
004D: jump_if_false {Lab}-1233
00D6: if or
003C:   $PLAYER_ACTOR == 9@ // (int)
0118:   actor 9@ dead
004D: jump_if_false {Lab}-1247
0002: jump {Lab}-1233
83CA:   not object 9@ exists
004D: jump_if_false {Lab}-1247

//Lab-1233
0006: 9@ = -1
0002: jump {Lab}-1255

//Lab-1247
0085: 3@ = 15@ // (int)

//Lab-1255
005A: 11@ += 20@ // (int)
0085: 4@ = 11@ // (int)
000A: 10@ += 1
002D:   10@ >= 19@ // (int)
004D: jump_if_false {Lab}-909
0051: return

//Lab-1295
0085: 6@ = 4@ // (int)
0085: 8@ = 4@ // (int)
0016: 4@ /= 4
0012: 4@ *= 4
0062: 8@ -= 4@ // (int)
0012: 8@ *= 8
000E: 4@ -= 10787168
0016: 4@ /= 4
008B: 7@ = &0(4@,1i) // (int)
0085: 4@ = 6@ // (int)
0006: 5@ = 0
0006: 6@ = 0

//Lab-1391
08B9:   test 7@ bit 8@
004D: jump_if_false {Lab}-1414
08BF: set 5@ bit 6@

//Lab-1414
000A: 6@ += 1
000A: 8@ += 1
0039:   6@ == 8
004D: jump_if_false {Lab}-1391
0051: return

//Lab-1444
0085: 6@ = 4@ // (int)
000E: 4@ -= 10787168
0016: 4@ /= 4
008B: 5@ = &0(4@,1i) // (int)
0085: 4@ = 6@ // (int)
0051: return
дал нам свою декомпилированную хуйню на миллион строк и еще спрашивает почему не работает даже не рассказал что этот скрипт дожен делать