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  1. #571  
    Colt's Avatar
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    Quote Originally Posted by lorientoman View Post
    Colt can you maby upload the sco for evades v3 ? that would be awesome not the network.img tho just the sco for putting in my menu
    Ok, here it is:

    Evades Stuff.rar

    That contains the modscript, keyboard, chatpad and robot SCO files so it should all work properly. Enjoy.
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  2. #572  
    Colt's Avatar
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    Quote Originally Posted by tigritu View Post
    how do i install another scrip if i allready have one?
    You mean like another menu?

    If your current menu/loader can support "Modslots", then rename whatever SCO file you wish to use to whatever is needed for that trainer.

    Evilb's trainer would be modslot01.sco, modslot02.sco etc.
    Mine would be trainer1.sco, mapmod1.sco etc.

    What trainer/loader are you using?
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  3. #573  
    lorientoman is offline Member
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    Quote Originally Posted by Colt View Post
    Ok, here it is:

    Evades Stuff.rar

    That contains the modscript, keyboard, chatpad and robot SCO files so it should all work properly. Enjoy.
    thank you colt for this ! but one question i have always put one SCO file in my modmenu with open iv and renamed it. What do i do when i get like chatpad.sco, keyboard.sco, modscript.sco and robot.sco ? do i rename them all to modslot06.sco ? or will i have to get them all together in one .SCO ?
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  4. #574  
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    Quote Originally Posted by lorientoman View Post
    thank you colt for this ! but one question i have always put one SCO file in my modmenu with open iv and renamed it. What do i do when i get like chatpad.sco, keyboard.sco, modscript.sco and robot.sco ? do i rename them all to modslot06.sco ? or will i have to get them all together in one .SCO ?
    All you gotta do is rename the modscript.sco to modslot01.sco or whatever slot you are putting it in. Leave the rest of the SCO files as they are. Only rename modscript.

    If you rename the robot.sco and then try to load it, it won't work because the script will be loading "robot.sco" not whatever you renamed it.

    Lol, long story short, rename modscript
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  5. #575  
    creighton is online now OhManMyBad
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    I'm trying to delay something in my script while still running more code and without loading any extra scos to do it.

    I think what I need to use is SETTIMERA(uint value) and TIMERA(), but can anyone tell me or point me in the right direction as far as how exactly it works? Is the timer set for the max amount of time you want it to run, and TIMERA() returns the current time of the timer? Is the time in milliseconds?
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  6. #576  
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    Quote Originally Posted by creighton View Post
    I'm trying to delay something in my script while still running more code and without loading any extra scos to do it.

    I think what I need to use is SETTIMERA(uint value) and TIMERA(), but can anyone tell me or point me in the right direction as far as how exactly it works? Is the timer set for the max amount of time you want it to run, and TIMERA() returns the current time of the timer? Is the time in milliseconds?
    it depends what the delay is based on, in most cases for a looped function a simple if will suffice

    Code:
    void function1(void)
    {
       ....
       if (delay_condition_ is_met) { execute_delayed_code; }
       ....
    }
    
    void main(void)
    {
       ....
       while(true)
       {
         WAIT(0);
         function1();
       }
    }
    i think you know this anyway and hence would have used it if it would have sufficed, but i get the distinct impression the problem is a little more complex, so how about a bit more detail?
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    somebody knows how to display a string in two rows?
    i found this function PRINT_STRING_WITH_TWO_LITERAL_STRINGS_NOW("STRING" , "TEXT1", "TEXT2", 3000, 1);
    but only TEXt1 appears...
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    Quote Originally Posted by ICECOLDKILLAH View Post
    somebody knows how to display a string in two rows?
    i found this function PRINT_STRING_WITH_TWO_LITERAL_STRINGS_NOW("STRING" , "TEXT1", "TEXT2", 3000, 1);
    but only TEXt1 appears...
    I always get the same thing with that native, don't know why.

    If you only want to display one string on multiple lines, ~n~ acts like a line break. It only works good with PRINT type natives though, where the only input is your string and the game handles the rest, seems to work great on that.

    With DISPLAY type natives, like what makes up most menus, the 2nd line ends up on the far left of the screen no matter where the first line displays.
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    Quote Originally Posted by jumper View Post
    I always get the same thing with that native, don't know why.

    If you only want to display one string on multiple lines, ~n~ acts like a line break. It only works good with PRINT type natives though, where the only input is your string and the game handles the rest, seems to work great on that.

    With DISPLAY type natives, like what makes up most menus, the 2nd line ends up on the far left of the screen no matter where the first line displays.
    Wouldn't R* have made it so that if you have a line of text too long, it would automatically go to 2 or more lines? Seems like that's how they did it on some Single Player missions.
    Or maybe I'm being silly.
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    Quote Originally Posted by Colt View Post
    Wouldn't R* have made it so that if you have a line of text too long, it would automatically go to 2 or more lines? Seems like that's how they did it on some Single Player missions.
    Or maybe I'm being silly.
    I think it does already using PRINT natives. For DISPLAY natives everything has to be done manually, there is SET_TEXT_WRAP but I've never experimented with it.

    But sometimes you just want two lines and it doesn't have anything to do with length. Rockstar does this too and uses ~n~, this is from AMERICAN.GXT:
    AMMO_FAIL ~s~Press ~INPUT_FRONTEND_ACCEPT~ to buy ammo. ~n~~g~You don't have enough cash for that ammo.
    AMMO_FULL ~s~Press ~INPUT_FRONTEND_ACCEPT~ to buy ammo. ~n~~g~You can't carry any more of that type of ammo.

    I'm working on updating the string thread with more stuff like this. Here is a quick screenshot of "color has been~n~set" (menu library style is a WIP)
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