So, After 20 years trying to compile this cleo scrip with a modifyed shit,(MOVED PLAYERNAME POSTIONS) and compiling it when i test it on a server DOESN'T WORK, WHY?
1.- I'm compiling this cleo script with no modifications except 2 lines(20 and 225 player list position)
2.- I have CLEO 4.1
3.- Samp 0.3.7
4.- SampFuncs 5.3+
5.- SannyBuilder 3.2.2
6.- sampfuns additional data in sannybuilder3->data->sa.
When i compile this script it DOESN'T work, EVEN if i change commands to enable/disable it stills fucks itself and doesn't work after compiling.
The only way i get it working is donwloading from popandaul link and don't modify. but why i can't modify if isn't encryped?
i don't get any erros when compiling, so there is a problem.. someone help me ASAP!!!!!! OR I DIEEE!!!!
Here's my copy of this script
Code:
{$CLEO .cs}
0000: NOP
0662: "popandaul"
thread "popandaul"
if
8AF7: get_samp_base_to 33@
then
0A93: end_custom_thread
end
repeat
wait 400
until 0AFA: is_samp_structures_available
wait 0
26@ = 0
0B6D: render 0@ = create_font "Arial" height 9 flags 0x04
0B34: samp register_client_command "togpl" to_label @toggle
0B34: samp register_client_command "fstop" to_label @endthread
while true
wait 0
if and
26@ == 1
Player.Defined($PLAYER_ACTOR)
02CB: actor $PLAYER_ACTOR bounding_sphere_visible
then
1@ = 325
16@ = 0
for 30@ = 0 to 1000
if
0B23: samp is_player_connected 30@
then
if
0B20: samp 31@ = actor_handle_by_samp_player_id 30@
then
if
803C: $PLAYER_ACTOR == 31@
then
16@ += 1
15@ = 45
0085: 17@ = 16@
17@ /= 10
17@ *= 125
005A: 15@ += 17@
if or
16@ == 20
16@ == 40
16@ == 60
16@ == 80
16@ == 100
16@ == 120
then
1@ = 325
end
1@ += 14
if 120 >= 16@
then
04C4: store_coords_to 9@ 10@ 11@ from_actor $PLAYER_ACTOR with offset 0.0 0.0 0.0
04C4: store_coords_to 12@ 13@ 14@ from_actor 31@ with offset 0.0 0.0 0.0
050A: 17@ = distance_between_XYZ 9@ 10@ 11@ and_XYZ 12@ 13@ 14@
0B55: convert_3D_coords 9@ 10@ 11@ to_screen 5@ 6@
0B55: convert_3D_coords 12@ 13@ 14@ to_screen 7@ 8@
0B2B: samp 2@ = get_player_id_by_actor_handle 31@
0B36: samp 3@ = get_player_nickname 2@
0B37: samp 4@ = get_player_color 2@
0AC8: 20@ = 256
0AD3: 20@ = "(%d)%s[%0.2f]" 2@ 3@ 17@
0B6F: render font 0@ draw_text 20@ post 15@ 1@ color 4@
0AC9: 20@
end
if and
02CB: actor 31@ bounding_sphere_visible
803C: $PLAYER_ACTOR == 31@
8118: actor 31@ dead
then
0B68: render draw_line_point1 5@ 6@ point2 7@ 8@ width 1 color 4@
end
end
end
end
end
end
end
:toggle
wait 0
0B12: 26@ = 26@ XOR 1
if 26@ == 1
then
0AD1: show_formatted_text_highpriority "~w~Player List ~g~Activated~w~" time 1200
else
0AD1: show_formatted_text_highpriority "~w~Player List ~r~Deactivated~w~" time 1200
end
Samp.CmdRet()
:endthread
wait 0
0A93: end_custom_thread
Samp.CmdRet()
When i go in game i can activate/deactivate but where it should draw players names gets bugged and shows something like ->(D)[]