Convoy Trucking

Hyde Park => GTA & SA-MP => Mods => Topic started by: nyolc8 on February 08, 2015, 13:59

Title: [Update 1.0 - 2015.03.13] Emergency Lights CLEO script by nyolc8
Post by: nyolc8 on February 08, 2015, 13:59
My latest script, this version contains config for stock vehicles (copcar LA,copcar SF,copcar LV,copcar ranger, ambulance,firetruck,towtruck, etc...) It will look bad with car mods (for different/modded car models, light coordinates are need to be tweaked/repositioned in the vehicles.ini file)

Changes in the ini file are applied by just turning off and on the main/strobe/advisor lights in the game, so you can edit the ini file while the game running.

Keys:
G -> main lights
J -> strobe all lights
U -> strobe 1 lights
I -> strobe 2 lights
O -> strobe 3 lights
K -> advisor lights
L -> lights mode
B -> spotlight
RMB -> hold to move spotlight

(note: not all type of lights configured to all vehicles, so for example: towtruck doesn't have advisor lights)

1.0:


Video:



(the game speed got weird because of fraps, so the lights blinking speed are not actual on this video)


0.9.1:
- fixed the crash/opcode on exploding vehicle (and if /rm used)
0.9.2:
- fixed the light problem when User Track Player Radio used
0.9.3:
- new method for blinking the lights, no more flickering lights, more stable blinking
- added 3 new advisor mode (9 total)
- changed advisor to 8 lights (instead of 5 lights)
- added new random mode for advisor light (configurable in .ini file)
- added enforcer, hpv1000, firetruckLS (also updated all vehicle config for new 8 light advisor)
0.9.4:
- fixed again the damn bug of opcode/crash when "/rm" or exploding vehicle.

0.9.5:
- L key to change advisor mode, K key just to turn on/off
- default mode for advisor light can be configured in emergency.ini (which will be the first when you start the game)
- blocked default siren lights, so H key only enables sound (can be configured in emergency.ini, to leave default siren lights enabled if you want)
- if you have two same vehicles, then you won't need to use many config lines for both, you can just tell the script to use another model config. (Example to use copcarla config: copy.model.cfg = 596)
- removed some left-in ini value reading which was used only with old blinkling method (alpha.60 and things like that), also removed these from default vehicles.ini
- small mode (half size) option for icon
- new icon for random advsior (shuffle icon)
- seperate ini files for settings (emergency.ini) and for vehicle configs (vehicles.ini)

1.0:
- totally new, many things has been re-wrote
- 3 strobe light sets
- beam light (B key to turn on/off, hold mouse right button while moving the camera to control it)
- L key change all lights mode, by holding it, while pressing a light key
- U,I,O to control strobe light sets seperatelly
- new OSD (realtime, advisor, new compact mode, new textures, etc...)
- new config ini files
- easily editable light shadows (in EL/textures/shadows/ folder)
- new options for more coronas, etc...

DOWNLOAD 1.0 (http://speedy.sh/WJynP/Emergency-by-nyolc8.zip)
Title: Re: [Release] Emergency Lights CLEO script by nyolc8
Post by: Rahail on February 08, 2015, 14:27
My game crashes after copying the files to Cleo folder. EL(foder) and emergency.cs
Title: Re: [Release] Emergency Lights CLEO script by nyolc8
Post by: nyolc8 on February 08, 2015, 14:51
Where is the game crashes? At loading screen?
Title: Re: [Release] Emergency Lights CLEO script by nyolc8
Post by: Rahail on February 08, 2015, 14:59

After SAMP loads

SA-MP 0.3z
Exception At Address: 0x00000000
Base: 0x02CB0000


Registers:
EAX: 0x00000000   EBX: 0x00000001   ECX: 0x02B62A38   EDX: 0x00001D4C
ESI: 0x02B62A38   EDI: 0x02B62938   EBP: 0x0022FD94   ESP: 0x0022FD18
EFLAGS: 0x00010246


Stack:
+0000: 0x00469FF7   0x02B62A38   0x02B62A38   0x00000000
+0010: 0x0046A220   0x14BE95FC   0x00000065   0x0022FD94
+0020: 0x00000000   0x00000010   0x0022FD84   0x0083C528
+0030: 0xFFFFFFFF   0x0053BFCC   0x0000001A   0x14BE9583
+0040: 0x00000000   0x0000001A   0x14BE9583   0x01900990
+0050: 0x02D15B5D   0x0000001A   0x14BE9583   0x00000000
+0060: 0x773D80E0   0x0022FD6C   0x0022F924   0x0022FF78
+0070: 0x02D60AA4   0x02D82EB0   0x00000001   0x773D80E0
+0080: 0x0053E986   0x00000001   0x00000003   0x00000064
+0090: 0x0053ECC2   0x00000001   0x00619B71   0x0000001A
+00A0: 0x00000001   0x00000001   0x0000000A   0x00748DA0
+00B0: 0x0000001A   0x00000001   0x75E8D9A3   0x00000000
+00C0: 0x0022FF88   0x7FFDF000   0x018A0000   0x4DA5F49E
+00D0: 0x028A1D78   0x00000008   0x00000100   0x00000008
+00E0: 0x00000102   0x44340000   0x43E10000   0x00000000
+00F0: 0x00000000   0x000005A0   0x00000384   0x00000000
+0100: 0x00000001   0x00190250   0x00000200   0x00000000
+0110: 0x01C102C9   0x002BA573   0x000002C9   0x000001C1
+0120: 0x0000002C   0x0022FE2C   0x00825EA4   0x75E8D9A3
+0130: 0x00000000   0x7FFDF000   0xFFFFFFFF   0x00821D17
+0140: 0x00000065   0x00000065   0x0022FF88   0x008246F1
+0150: 0x00400000   0x00000000   0x0193216C   0x0000000A
+0160: 0x00000094   0x00000006   0x00000001   0x00001DB1
+0170: 0x00000002   0x76726553   0x20656369   0x6B636150
+0180: 0x00003120   0x00000000   0x00000000   0x00000000
+0190: 0x00000000   0x00000000   0x00000000   0x00000000
+01A0: 0x00000000   0x00000000   0x00000000   0x00000000
+01B0: 0x00000000   0x00000000   0x00000000   0x00000000
+01C0: 0x00000000   0x00000000   0x00000000   0x00000000
+01D0: 0x00000000   0x0022FDFE   0x69726373   0x5C737470
+01E0: 0x5F617467   0x735C6173   0x69747465   0x2E73676E
+01F0: 0x00824588   0x00000000   0x00000000   0x7FFDF000
+0200: 0xC0000005   0x00000000   0x0193216C   0x00000044
+0210: 0x019653F8   0x019651E0   0x01963680   0x00000000
+0220: 0x00000000   0x00000000   0x00000000   0x00000000
+0230: 0x00000000   0x00000000   0x00000000   0x00000000
+0240: 0x00000000   0xFFFFFFFF   0xFFFFFFFF   0xFFFFFFFF
+0250: 0x00000000   0x00000000   0x0022FE78   0x0022F924
+0260: 0x0022FFC4   0x00825EA4   0x00888078   0x00000000
+0270: 0x0022FF94   0x75E8EE1C   0x7FFDF000   0x0022FFD4


SCM Op: 0x446, lDbg: 0 LastRendObj: 0


Game Version: US 1.0
Title: Re: [Release] Emergency Lights CLEO script by nyolc8
Post by: nyolc8 on February 08, 2015, 15:06
Do you have newOpcodes.cleo in the CLEO folder?


(video added)
Title: Re: [Release] Emergency Lights CLEO script by nyolc8
Post by: Rahail on February 08, 2015, 15:11
Quote from: nyolc8 on February 08, 2015, 15:06
Do you have newOpcodes.cleo in the CLEO folder?


(video added)
No i dont have it
Title: Re: [Release] Emergency Lights CLEO script by nyolc8
Post by: nyolc8 on February 08, 2015, 15:24
then here are some extra files to get it to work:
http://speedy.sh/BVEw5/cleo-extras.zip (http://speedy.sh/BVEw5/cleo-extras.zip)
Title: Re: [Release] Emergency Lights CLEO script by nyolc8
Post by: Rahail on February 08, 2015, 15:29
Thanks man, working now.
Title: Re: [Release] Emergency Lights CLEO script by nyolc8
Post by: Somebody. on February 08, 2015, 16:15
its allowed use server ?
Title: Re: [Release] Emergency Lights CLEO script by nyolc8
Post by: nyolc8 on February 08, 2015, 16:16
it's not synced through samp, so yes.
Title: Re: [Release] Emergency Lights CLEO script by nyolc8
Post by: Kake on February 08, 2015, 16:19
Mine crashed too same as Rahail  :o  but that extra settings solved it although

anyway i luv u nyolc8  :3 <3 :3 <3 :3 <3  :like: :like:
Thnkx
Title: Re: [Release] Emergency Lights CLEO script by nyolc8
Post by: Recoil on February 08, 2015, 18:32
_DK no longer uses the library plugin.dll
Not compatible with the latest plugins such as IMFX, ImVehFt, imCamAim

newOpcodes.cleo generates endless crashes and bugs, it is absolutely not necessary for the library Cleo 4.3.16-18
Title: Re: [Release] Emergency Lights CLEO script by nyolc8
Post by: sardarji on February 08, 2015, 19:14
Its freaking awesome! I am in love with it, Cant wait for it to work on other vehicles too. Great job! Cookie for you:)
Title: Re: [Release] Emergency Lights CLEO script by nyolc8
Post by: nyolc8 on February 08, 2015, 19:21
Thanks all! :)

Quote from: Recoil on February 08, 2015, 18:32
_DK no longer uses the library plugin.dll
Not compatible with the latest plugins such as IMFX, ImVehFt, imCamAim

newOpcodes.cleo generates endless crashes and bugs, it is absolutely not necessary for the library Cleo 4.3.16-18
For me the new cleo versions having some audio playing issues, and that's why I didn't update to that.

Btw I never experienced any newopcodes.cleo related crashes. And I use imfx, imvehft, gta5hud without any problem.

Quote from: sardarji on February 08, 2015, 19:14
Its freaking awesome! I am in love with it, Cant wait for it to work on other vehicles too. Great job! Cookie for you:)
Thanks! Well you can make it for any vehicles, just edit the emergency.ini file and add these features with desired light positions if you want :P (okay I know there is no proper readme for that yet, but you can find out how to make it by looking the existing vehicle configs)
Title: Re: [Release] Emergency Lights CLEO script by nyolc8
Post by: sardarji on February 08, 2015, 19:35
Quote from: nyolc8 on February 08, 2015, 19:21
Quote from: sardarji on February 08, 2015, 19:14
Its freaking awesome! I am in love with it, Cant wait for it to work on other vehicles too. Great job! Cookie for you:)
Thanks! Well you can make it for any vehicles, just edit the emergency.ini file and add these features with desired light positions if you want :P (okay I know there is no proper readme for that yet, but you can find out how to make it by looking the existing vehicle configs)
Yeah but its way to much complicated and hard, i'll just wait for instructions/readme :P
btw how do you set the position of lights by changing value one by one or you have some idea?
Title: Re: [Release] Emergency Lights CLEO script by nyolc8
Post by: nyolc8 on February 08, 2015, 20:02
I created the default configs by changing each property one by one. Literally opened game, enabled main light on vehicle, then looked where the lights is, then turned it off, alt+tab, edited coordinate in emergency.ini file in notepad, saved it, alt+tab back to the game, and enabled main light again on vehicle to check where is it now... then if it was wrong, I edited it again... and did this with all properties, for all lights (and for strobe and advisor lights). But it was done faster than I thought it will be :D
Title: Re: [Release] Emergency Lights CLEO script by nyolc8
Post by: sardarji on February 08, 2015, 20:10
Whoa, Sounds too much work. Once again Thank you :)
Title: Re: [Release] Emergency Lights CLEO script by nyolc8
Post by: nyolc8 on February 08, 2015, 20:15
It's not the fastest and easiest thing I know, but the good side is you can apply lights to any vehicle, doesn't need modded cars. :)
Title: Re: [Release] Emergency Lights CLEO script by nyolc8
Post by: Wizzer on February 08, 2015, 20:37
Great mod :like:

@ nyolc: I don't know if you already noticed but if the lights are on and the vehicle explodes then you will get opcodes and mostly you will crash :P
Title: Re: [Release] Emergency Lights CLEO script by nyolc8
Post by: Hobo on February 08, 2015, 21:01
Quote from: sardarji on February 08, 2015, 20:10
Whoa, Sounds too much work. Once again Thank you :)
It's actually pretty quick once you get the hang of it :like:
Title: Re: [Release] Emergency Lights CLEO script by nyolc8
Post by: nyolc8 on February 08, 2015, 21:13
Quote from: Wizzer on February 08, 2015, 20:37
Great mod :like:

@ nyolc: I don't know if you already noticed but if the lights are on and the vehicle explodes then you will get opcodes and mostly you will crash :P
Thanks, I'll look into this. :)
Title: Re: [Release] Emergency Lights CLEO script by nyolc8
Post by: SpazzBucket. on February 08, 2015, 23:31
I've also noticed that once you turn the lights on, I can't get the icon abvoe the map to go away, even when I get out of the car it is still there
Title: Re: [Release] Emergency Lights CLEO script by nyolc8
Post by: nyolc8 on February 09, 2015, 00:16
Quote from: SpazzBucket. on February 08, 2015, 23:31
I've also noticed that once you turn the lights on, I can't get the icon abvoe the map to go away, even when I get out of the car it is still there
Hm that's strange, it should dissappear if you get out of the car. (it dissapears for me if I get out of the car)
If you turn off all lights in the vehicle, the icon is still there?
Title: Re: [Release] Emergency Lights CLEO script by nyolc8
Post by: SpazzBucket. on February 09, 2015, 00:42
Quote from: nyolc8 on February 09, 2015, 00:16
Quote from: SpazzBucket. on February 08, 2015, 23:31
I've also noticed that once you turn the lights on, I can't get the icon abvoe the map to go away, even when I get out of the car it is still there
Hm that's strange, it should dissappear if you get out of the car. (it dissapears for me if I get out of the car)
If you turn off all lights in the vehicle, the icon is still there?
No it wouldnt turn off, I know the orange lights have different settings so that wasn't the problem cause I made sure they were off, it was on a modded police car if that helps but all the lights were visibly off when the icon was on.

Is G, J and K the only controls for the mod or are there some I'm missing?
Title: Re: [Release] Emergency Lights CLEO script by nyolc8
Post by: bazingashane0 on February 09, 2015, 11:09
I know this sounds dumb but where can i download CLEO for this ?
Title: Re: [Release] Emergency Lights CLEO script by nyolc8
Post by: TheSandman on February 09, 2015, 11:51
http://cleo.li/ = hit download.
Title: Re: [Release] Emergency Lights CLEO script by nyolc8
Post by: Kake on February 09, 2015, 12:19
nyolc8 idk wat happened ..The first time i installed this cleo it ran fine but now my samp is crashing at the load screen :/ can u plz help me?
Title: Re: [Release] Emergency Lights CLEO script by nyolc8
Post by: nyolc8 on February 09, 2015, 13:16
Quote from: SpazzBucket. on February 09, 2015, 00:42
Quote from: nyolc8 on February 09, 2015, 00:16
Quote from: SpazzBucket. on February 08, 2015, 23:31
I've also noticed that once you turn the lights on, I can't get the icon abvoe the map to go away, even when I get out of the car it is still there
Hm that's strange, it should dissappear if you get out of the car. (it dissapears for me if I get out of the car)
If you turn off all lights in the vehicle, the icon is still there?
No it wouldnt turn off, I know the orange lights have different settings so that wasn't the problem cause I made sure they were off, it was on a modded police car if that helps but all the lights were visibly off when the icon was on.

Is G, J and K the only controls for the mod or are there some I'm missing?
Can you show a screenshot to see what the icon shows exactly?

Quote from: Kakeshi on February 09, 2015, 12:19
nyolc8 idk wat happened ..The first time i installed this cleo it ran fine but now my samp is crashing at the load screen :/ can u plz help me?
Try to use the files from here: http://speedy.sh/BVEw5/cleo-extras.zip (http://speedy.sh/BVEw5/cleo-extras.zip)
Title: Re: [Release] Emergency Lights CLEO script by nyolc8
Post by: GeneralLee on February 09, 2015, 15:41
I can't get my siren working at the same time with Emergency Lights :D
Title: Re: [Release] Emergency Lights CLEO script by nyolc8
Post by: nyolc8 on February 09, 2015, 16:30
Quote from: GeneralLee on February 09, 2015, 15:41
I can't get my siren working at the same time with Emergency Lights :D
If you enable the default siren, it blocks the main emergency lights (the lights on the roof)
Title: Re: [Release] Emergency Lights CLEO script by nyolc8
Post by: nyolc8 on February 09, 2015, 16:50
Quote from: nyolc8 on February 08, 2015, 21:13
Quote from: Wizzer on February 08, 2015, 20:37
Great mod :like:

@ nyolc: I don't know if you already noticed but if the lights are on and the vehicle explodes then you will get opcodes and mostly you will crash :P
Thanks, I'll look into this. :)
Can anyone else confirm this bug? Because for me the lights blinking on an exploded vehicle too without any opcode.

edit: okay I get this too... strange... I get opcode and crash in samp, but works fine in samp debug... so... how the f*ck to fix this lol...  :|
Title: Re: [Release] Emergency Lights CLEO script by nyolc8
Post by: Kake on February 09, 2015, 18:17
Quote from: nyolc8 on February 09, 2015, 13:16

Quote from: Kakeshi on February 09, 2015, 12:19
nyolc8 idk wat happened ..The first time i installed this cleo it ran fine but now my samp is crashing at the load screen :/ can u plz help me?
Try to use the files from here: http://speedy.sh/BVEw5/cleo-extras.zip (http://speedy.sh/BVEw5/cleo-extras.zip)
yeah,i had them and its still crashing  :'(
Title: Re: [Release] Emergency Lights CLEO script by nyolc8
Post by: SpazzBucket. on February 09, 2015, 19:13
alright so whatever light is turned on first thats the icon that will remain, here you can see the icon says I have the orange lights on, but I only have main lights on
(http://i.imgur.com/4zGD19c.png)
Title: Re: [Release] Emergency Lights CLEO script by nyolc8
Post by: GeneralLee on February 09, 2015, 19:44
I don't have that problem,even if I left the vehicle with lights turned on that icon will dissapear.
Title: Re: [Release] Emergency Lights CLEO script by nyolc8
Post by: nyolc8 on February 09, 2015, 19:49
Spazz, did you change the coordinates of the yellow(advisor) lights to position them near to the rear window? Because if they are too "deep" in the car, they won't be visible even when they are enabled. So maybe they are really enabled, you just don't see them (?)

to reposition them:
advisorEL.pos.Y = -1.8
amber lights position (minus value means it's moved to the rear from the vehicle center point)

advisorEL.pos.Z = 0.35
amber lights vertical position


advisorEL.space.X = 0.18
space between each yellow light

edit: you mean if you only enable main lights or strobe lights, that "3" icon appears? :|
Title: Re: [Release] Emergency Lights CLEO script by nyolc8
Post by: SpazzBucket. on February 09, 2015, 20:33
No when I turn on the the advisor lights they are clearly visible. And whatever light gets turned on when I first get into the car is the light icon that remains on the whole time. so if I turned on main lights first, the main light icon would remain on no matter what series of lights were on. I never changed any coordinates in the files, just dragged, dropped and played, it just happens to be where they ended up
Title: Re: [Release] Emergency Lights CLEO script by nyolc8
Post by: nyolc8 on February 09, 2015, 21:23
I have no idea why the "screen icon thread" stucks for you... Can you tell me your CLEO version and the newopcodes.cleo exact file size?

edit: btw if the first enabled light icon stuck for you, then how did you get the "3" icon stuck (on the screenshot)?
Title: Re: [Release] Emergency Lights CLEO script by nyolc8
Post by: BeastyBill88 on February 09, 2015, 22:15
I tried this out and I get no problems at all in SAMP, the icons appear and disappear when I turn the lights on and off, it looks great on the default vehicles. But I did notice that the main lights turn off if you activate the sirens. I'm assuming that is to do with the problem you was having in the other topic?

When I try using it in SP it instantly crashes my game, I don't have any other ELM/ELS mods installed for single player. So I have no idea what is causing the problem. Hopefully your scripting magic can get things sorted Nyolc8.
Title: Re: [Release] Emergency Lights CLEO script by nyolc8
Post by: SpazzBucket. on February 09, 2015, 22:17
Quote from: nyolc8 on February 09, 2015, 21:23
I have no idea why the "screen icon thread" stucks for you... Can you tell me your CLEO version and the newopcodes.cleo exact file size?

edit: btw if the first enabled light icon stuck for you, then how did you get the "3" icon stuck (on the screenshot)?
Cause when I first got in I can change the icon, so its like after logging in, for the first 3 seconds of getting into a police car the icons will change but WONT disappear if lights are off. icons ONLY change if you /q and relog, if you /kill the icon is still there.

I have cleo 4 I believe, newopcodes file is 157kb (160kb on disk)

EDIT:When I get back I will try redownloading the mod and using a non modded cop car
Title: Re: [Release] Emergency Lights CLEO script by nyolc8
Post by: nyolc8 on February 09, 2015, 22:26
The crash bug (opcodes & crash when car explodes) will get fixed soon (already fixed it for main lights, just need to copy-paste the fix for all lights) ;)

Quote from: BeastyBill88 on February 09, 2015, 22:15
I tried this out and I get no problems at all in SAMP, the icons appear and disappear when I turn the lights on and off, it looks great on the default vehicles. But I did notice that the main lights turn off if you activate the sirens. I'm assuming that is to do with the problem you was having in the other topic?

When I try using it in SP it instantly crashes my game, I don't have any other ELM/ELS mods installed for single player. So I have no idea what is causing the problem. Hopefully your scripting magic can get things sorted Nyolc8.
Yes, I made it like this, because both of them visible at the same time looked weird.
And for the SP issue: to be honest, I didn't even tested this on SP. But I'll look into that.

Quote from: SpazzBucket. on February 09, 2015, 22:17
Quote from: nyolc8 on February 09, 2015, 21:23
I have no idea why the "screen icon thread" stucks for you... Can you tell me your CLEO version and the newopcodes.cleo exact file size?

edit: btw if the first enabled light icon stuck for you, then how did you get the "3" icon stuck (on the screenshot)?
Cause when I first got in I can change the icon, so its like after logging in, for the first 3 seconds of getting into a police car the icons will change but WONT disappear if lights are off. icons ONLY change if you /q and relog, if you /kill the icon is still there.

I have cleo 4 I believe, newopcodes file is 157kb (160kb on disk)

EDIT:When I get back I will try redownloading the mod and using a non modded cop car
This happens with all vehicles which have these lights? Or only with copcar sf? I still don't have any idea why that thing gets stuck for you...

but for now until I figure it out, you can disable the icon at all by editing CLEO\EL\emergency.ini "onScreenStatus.mode = 1" to 0(disable) or 2(text shows up for a few sec when you switch modes)
Title: Re: [Updated - 10.02.15] Emergency Lights CLEO script 0.9.1 by nyolc8
Post by: nyolc8 on February 09, 2015, 23:10
Update 0.9.1:
- fixed the crash/opcode on exploding vehicle (and if /rm used)

Download: http://speedy.sh/yKjWZ/Emergency-by-nyolc8.zip (http://speedy.sh/yKjWZ/Emergency-by-nyolc8.zip)
Title: Re: [Updated - 10.02.15] Emergency Lights CLEO script 0.9.1 by nyolc8
Post by: nyolc8 on February 11, 2015, 15:21
Can someone confirm this bug for me?
I playing for a few minutes and after that if I enable a light, the light coronas getting positioned to the center of the car instead of the configured coordinates. And it only gets fixed when I restart the game. Anyone else have this? I have no idea why this happens...

edit: if I set my radio to User Track Player, then the coronas appear in the center of the car... wtf o.o How the hell is User Track Player related to light coronas position? lol I just love this game... xd

edit2: So user track player causing some un-understandable issue with the ini file reading. (tried coordinates set into the script itself, and then this bug didn't happen) Have no idea how to fix this...

edit3: so an example what exactly happens after setting the radio to user track player:
there is a number in the ini file, let say "6.352". After changing the radio to user track player, this number getting read from the ini file as "6.000". So the value after the dot vanishes... I have no idea why... There is no logic in this game... ::)

edit4: Found a way to "hack-fix" this strange bug in the ini file reading, so next update will fix this. ;D
Title: Re: [Updated - 11.02.15] Emergency Lights CLEO script 0.9.2 by nyolc8
Post by: nyolc8 on February 11, 2015, 19:12
0.9.2:
- fixed the light problem when User Track Player Radio used
DOWNLOAD (http://speedy.sh/Ffgt2/Emergency-by-nyolc8.zip)
Title: Re: [Updated - 11.02.15] Emergency Lights CLEO script 0.9.2 by nyolc8
Post by: nyolc8 on February 12, 2015, 01:08
next version (0.9.3) plans:
- more light "bulb" for advisor - wip
- advisor feature only reads ini values when it gets turned on from off state, and not everytime you change it's mode (between 1-6) - done
- sampcs_helper.cs included in package (the "plugin" script I made for my "extra_doors" script which prevents keystroke registering when chatting in samp chat) - done
Title: Re: [Updated - 11.02.15] Emergency Lights CLEO script 0.9.2 by nyolc8
Post by: Petar on February 13, 2015, 09:52
nyolc8, you're really an awesome guy when it comes to mods. I'm following your work for quite some time. I have every truck mod in my GTA from you. I just wanted to ask you if there's a place where I can follow your work?
Title: Re: [Updated - 11.02.15] Emergency Lights CLEO script 0.9.2 by nyolc8
Post by: nyolc8 on February 13, 2015, 10:58
Thanks:) Well, I only published my gtasa mods on this forum only, but I planning to make a webpage for them.
Title: Re: [Updated - 11.02.15] Emergency Lights CLEO script 0.9.2 by nyolc8
Post by: nyolc8 on February 13, 2015, 13:30
The coming new advisor light with more bulb and with tweaked (1 and 2) and completely changed (3 and 4) functions:


Sorry for bad video quality, made with phone.

edit: for some stupid reason, the different lights (strobe,mainEL,advior) interfere eachother... and getting flickery. Stupid.... game.... :|
Title: Re: [Updated - 11.02.15] Emergency Lights CLEO script 0.9.2 by nyolc8
Post by: Petar on February 16, 2015, 11:37
This is amazing. This is not synced in SAMP? If not, is it possible in the future to replace it with EML?
Title: Re: [Updated - 11.02.15] Emergency Lights CLEO script 0.9.2 by nyolc8
Post by: nyolc8 on February 16, 2015, 14:14
Thanks. It's not synced. How do you mean replace it with ELM? ELM is synced because ELM basically doesn't do anything, just blinking (by damaging and repairing them constantly) the headlights and rear lights (of course these are snyced in samp). The other extra emergency lights in ELM are using the headlights and rear lights as "source". And because those are synced, all ELM light is synced. This is why I did something totally different.

Now my problem with it btw (why I hasn't release the new advisor yet), is that the "corona creator" opcode somehow interfere with other "corona creator" opcode from another thread. And then it creates the coronas slowly somehow and make the lights flicker.

Maybe I'll try to seperate them into different files... maybe that will help.
Title: Re: [Updated - 11.02.15] Emergency Lights CLEO script 0.9.2 by nyolc8
Post by: nyolc8 on February 16, 2015, 23:59
seperating threads into different files didn't help... f*ck this shit...
Title: Re: [Updated - 11.02.15] Emergency Lights CLEO script 0.9.2 by nyolc8
Post by: SpazzBucket. on February 17, 2015, 03:28
Take it easy :P modifying things to make them different than original will always cause problems, no matter what it is, there will be errors and conflicting and frustration, keep trying!  :like:
Title: Re: [Updated - 11.02.15] Emergency Lights CLEO script 0.9.2 by nyolc8
Post by: nyolc8 on February 17, 2015, 09:48
The problem is that the game simply can't handle coronas properly if I just draw them for a few frame.  ::)

edit: I have an idea how to make it different way (draw coronas all the time just dynamically change their alpha - this is similar how the stock emergency light works in the game) but for that I need to rewrite the half of the code :| And I'm not sure if this would even fix the flickering or not.
Title: Re: [Updated - 11.02.15] Emergency Lights CLEO script 0.9.2 by nyolc8
Post by: nyolc8 on February 17, 2015, 17:10
you know it's too much when gtasa shows you this:
(http://i.imgur.com/XxFHp6p.png)
:D

edit: good news, I got it working by changing the alpha value, I adapted the strobe and main lights to this new method and they doesn't interfere with each other like in all released versions :like: Also now the blinking is time based and not frame based (which should prevent /or less noticable/ the blinkingspeed changing based on actual framerate)

edit2: more good news, adopted advisor full blinking function for test, and no flickering at all :like: also the script will be (I hope) smaller and faster :)
Title: Re: [Updated - 11.02.15] Emergency Lights CLEO script 0.9.2 by nyolc8
Post by: nyolc8 on February 17, 2015, 21:17
So:

- all lights adopted to new mechanism > no flickering at all when multiple lights enabled! Lights blinking without any strange "double-blinking" like before.

- script size is almost half as before lol (was ~22000 byte, now ~13000)

- NEW random mode for advisor: you just put it into that random mode (advisor status number turns red on screen after mode "6", also number shows what is the actual mode in random mode too) and it changes advisor lights mode in every 4 seconds (between 1 and 4 modes), still only one key (default - K) for it, so you disable it with pressing K again.

Maybe I'll make the 4 second configurable in .ini :) edit: done, also random mode feature can be turned off completely in .ini

So, update will come soon :P
Title: Re: [Updated - 11.02.15] Emergency Lights CLEO script 0.9.2 by nyolc8
Post by: nyolc8 on February 17, 2015, 21:59
Video from the coming new (0.9.3) version:



(sorry for mobile record)
Title: Re: [Updated - 11.02.15] Emergency Lights CLEO script 0.9.2 by nyolc8
Post by: nyolc8 on February 18, 2015, 15:41
more new thing done: 9 mode for advisor (instead of 6), two new blinking, and a "center-fill" (similar to the side fills but it starts from center) mode. Random mode will choose from 1-7 modes (I exclude left and right fill modes from this).

I have to recreate the numbers for onscreen status, and after that I'll release 0.9.3.
Title: Re: [Updated - 11.02.15] Emergency Lights CLEO script 0.9.2 by nyolc8
Post by: Marccc on February 18, 2015, 19:17
I just installed CLEO4.
Replaced the files: FileSystemOperations.cleo, IniFiles.cleo and newOpcodes.cleo from the download cleo_extra.
Added plugin.dll into my SA folder.
Added EL and emergency.cs into the cleo folder.


When i start now SAMP i get error:
Error loading plugin cleo/newOpcodes.cleo
and some seconds later i get an error:
I can't determine your GTA version.
SA-MP only supports GTA:SA v1.0 USA/EU


Whats the problem?
Title: Re: [Updated - 11.02.15] Emergency Lights CLEO script 0.9.2 by nyolc8
Post by: nyolc8 on February 18, 2015, 19:56
Are you sure you have newOpcodes.cleo in CLEO folder? I got that error once when I accidentally deleted that file.
Title: Re: [Updated - 11.02.15] Emergency Lights CLEO script 0.9.2 by nyolc8
Post by: Marccc on February 18, 2015, 21:18
Quote from: nyolc8 on February 18, 2015, 19:56
Are you sure you have newOpcodes.cleo in CLEO folder? I got that error once when I accidentally deleted that file.


Yes im sure, i have tried with the one that get installed when you install CLEO and i tried the one from cleo_extra download that you posted here.
Title: Re: [Updated - 18.02.15] Emergency Lights CLEO script 0.9.3 by nyolc8
Post by: nyolc8 on February 18, 2015, 22:58
New version 0.9.3
- new method for blinking the lights, no more flickering lights, more stable blinking
- added 3 new advisor mode (9 total)
- changed advisor to 8 lights (instead of 5 lights)
- added new random mode for advisor light (configurable in .ini file)
- added enforcer, hpv1000, firetruckLS (also updated all vehicle config for new 8 light advisor)

DOWNLOAD (http://speedy.sh/7aEyk/Emergency-by-nyolc8.zip)

EDIT: just realized that I forgot to make the fix for opcodes and crashes (/rm, exploding vehicle, etc...) for new blinkling method... >< so 0.9.4 coming soon...
Title: Re: [Updated - 19.02.15] Emergency Lights CLEO script 0.9.4 by nyolc8
Post by: nyolc8 on February 19, 2015, 01:01
New version 0.9.4
- fixed again the damn bug of opcode/crash when "/rm" or exploding vehicle.

DOWNLOAD (http://speedy.sh/AXGh7/Emergency-by-nyolc8.zip)
Title: Re: [Updated - 19.02.15] Emergency Lights CLEO script 0.9.4 by nyolc8
Post by: bazingashane0 on February 19, 2015, 03:54
Have you fixed the chat bug yet ? When your typing while in a vehicle that is not configured to the script it throughs up opcodes for when your press the keys for the lights
Title: Re: [Updated - 19.02.15] Emergency Lights CLEO script 0.9.4 by nyolc8
Post by: nyolc8 on February 19, 2015, 10:39
I didn't even know there is a bug with this, I'll look into it.

edit: I don't get that bug, also there is no code in the script which would related to non-configured vehicles there. The SAMP chat checking in the script is before any vehicle checking. So I don't know why you getting opcode on non-configured vehicles. :-\
Title: Re: [Updated - 19.02.15] Emergency Lights CLEO script 0.9.4 by nyolc8
Post by: SpazzBucket. on February 20, 2015, 01:46
I don't have that either Shane, its probably one of the per person bugs, like my icon not going away xD
Title: Re: [Updated - 19.02.15] Emergency Lights CLEO script 0.9.4 by nyolc8
Post by: Hobo on February 20, 2015, 06:12
I'm using the most up to date version but when I cycle the advisory lights, they get stuck on the last one. They don't turn off. Wat do.
Title: Re: [Updated - 19.02.15] Emergency Lights CLEO script 0.9.4 by nyolc8
Post by: bazingashane0 on February 20, 2015, 10:06
Quote from: nyolc8 on February 19, 2015, 10:39
I didn't even know there is a bug with this, I'll look into it.

edit: I don't get that bug, also there is no code in the script which would related to non-configured vehicles there. The SAMP chat checking in the script is before any vehicle checking. So I don't know why you getting opcode on non-configured vehicles. :-\
I will try your latest version then and see what happens :)
Title: Re: [Updated - 19.02.15] Emergency Lights CLEO script 0.9.4 by nyolc8
Post by: nyolc8 on February 20, 2015, 11:06
Quote from: Hobo on February 20, 2015, 06:12
I'm using the most up to date version but when I cycle the advisory lights, they get stuck on the last one. They don't turn off. Wat do.
If you set randomAdvisor.enable = 1 to 0 inside of CLEO\EL\emergency.ini then what happens? Maybe the random mode gets bugged....(?)

Quote from: bazingashane0 on February 20, 2015, 10:06
Quote from: nyolc8 on February 19, 2015, 10:39
I didn't even know there is a bug with this, I'll look into it.

edit: I don't get that bug, also there is no code in the script which would related to non-configured vehicles there. The SAMP chat checking in the script is before any vehicle checking. So I don't know why you getting opcode on non-configured vehicles. :-\
I will try your latest version then and see what happens :)
I think these bugs related to the used cleo version itself.
Title: Re: [Updated - 19.02.15] Emergency Lights CLEO script 0.9.4 by nyolc8
Post by: nyolc8 on February 20, 2015, 20:34
People who have problems with this (or with my other scripts), try these files, I use these, all files which related to cleo: http://speedy.sh/JNrtS/mycleo.zip (http://speedy.sh/JNrtS/mycleo.zip)

Of course, MAKE BACKUP first!
Title: Re: [Updated - 19.02.15] Emergency Lights CLEO script 0.9.4 by nyolc8
Post by: Marccc on February 20, 2015, 20:40
I reinstalled the whole game, patched my game to v1.0, installed SAMP.
I can now join a samp server.


Then...


... I installed only CLEO4 and when i want to join a server i get this error:
Version Error
I can't determine your GTA version.
SA-MP only supports GTA:SA v1.0 USA/EU


When i add the file newOpcodes.cleo to the CLEO folder i get the error:
CLEO warning
Error loading plugin cleo/newOpcodes.cleo
and some seconds later i get again the error:

Version Error
I can't determine your GTA version.
SA-MP only supports GTA:SA v1.0 USA/EU


What is this for shit?
Title: Re: [Updated - 19.02.15] Emergency Lights CLEO script 0.9.4 by nyolc8
Post by: MikeMan on February 20, 2015, 20:42
Does this add working blinkers or no?
Title: Re: [Updated - 19.02.15] Emergency Lights CLEO script 0.9.4 by nyolc8
Post by: Marccc on February 20, 2015, 20:43
Quote from: nyolc8 on February 20, 2015, 20:34
People who have problems with this (or with my other scripts), try these files, I use these, all files which related to cleo: http://speedy.sh/JNrtS/mycleo.zip (http://speedy.sh/JNrtS/mycleo.zip)

Of course, MAKE BACKUP first!


I used your files and when i try to join a server i get the error:
Error loading plugin NewOpcodes.cleo
Title: Re: [Updated - 19.02.15] Emergency Lights CLEO script 0.9.4 by nyolc8
Post by: nyolc8 on February 20, 2015, 20:58
Marccc: Try to use hoodlum gta_sa.exe (almost every mod made for that). Exe is important because the memory addresses are different across different exe versions.

MikeMan: No, use imvehft for that.
Title: Re: [Updated - 19.02.15] Emergency Lights CLEO script 0.9.4 by nyolc8
Post by: Marccc on February 20, 2015, 21:20
Quote from: nyolc8 on February 20, 2015, 20:58
Marccc: Try to use hoodlum gta_sa.exe (almost every mod made for that). Exe is important because the memory addresses are different across different exe versions.

MikeMan: No, use imvehft for that.


Thanks it works now!!!
Title: Re: [Updated - 19.02.15] Emergency Lights CLEO script 0.9.4 by nyolc8
Post by: Miss101 on February 21, 2015, 15:37
Man, you got no idea how thankful I am for this mod.Over the years I always changed vehicle mods or added colormods or timecync mods just to have a different siren flash.All other mods like EVLS crashed my game but this one works PERFECTLY even with the cool user interface.And pretty pretty lights!  :3

Man, if people made mods like this on daily basis.
Title: Re: [Updated - 19.02.15] Emergency Lights CLEO script 0.9.4 by nyolc8
Post by: nyolc8 on February 21, 2015, 16:38
Thanks  :D

edit: I have another idea to remove siren lights, not blocking siren but somehow tell the game to use the swat truck siren instead of copcar siren (swat truck only have sound)

I even found where the siren light types stored in memory, and I looking at it right now, but I just can't figure out how this works, so how it could be called into action or something... ><

edit: just messing with the code and managed to make siren sound play in every cop car always, even when siren is not enabled xd
Title: Re: [Updated - 19.02.15] Emergency Lights CLEO script 0.9.4 by nyolc8
Post by: sardarji on February 21, 2015, 19:58
<3 You are Awesome <3 Your work is Awesome <3
You made San andreas a lot better and far more enjoyable. Appreciate all your work. Thanks a million:)
Title: Re: [Updated - 19.02.15] Emergency Lights CLEO script 0.9.4 by nyolc8
Post by: nyolc8 on February 21, 2015, 20:04
Thanks  :D
Title: Re: [Updated - 19.02.15] Emergency Lights CLEO script 0.9.4 by nyolc8
Post by: Marccc on February 21, 2015, 21:38
Im in love with this mod, so i made a video why i love it!  :3


[xfire]http://social.xfire.com/videos/632f5d[/xfire]



Title: Re: [Updated - 19.02.15] Emergency Lights CLEO script 0.9.4 by nyolc8
Post by: nyolc8 on February 21, 2015, 22:00
nice! :like:

also clever idea to use advisor there :D
this also made me thinking to bring option for which advisor functions to be enabled per vehicle (not sure how to do it yet)
Title: Re: [Updated - 19.02.15] Emergency Lights CLEO script 0.9.4 by nyolc8
Post by: Marccc on February 21, 2015, 22:08
(How) Can we change the size of the Icon on the left side of your screen?
What is: onScreenStatus.alpha = 200    // 0-255
What is: mainEL.alpha = 155
And about the advisor, we need a key for ON/OFF and a key for changing mode because its stupid to go through all the modes to get it off, maybe use L-key ?



Title: Re: [Updated - 19.02.15] Emergency Lights CLEO script 0.9.4 by nyolc8
Post by: nyolc8 on February 21, 2015, 22:14
1.: it's not possible yet, only moving it possible (but you can disable it, or change it to text with onScreenStatus.mode)

2.: it changes the icon transparency (0 = invisible, 255 = no transparency)

3.: it changes the main emergency lights (which is at the top of the copcar by default, controlled by G key) light corona transparency

4.: next update will work like that


edit: finally, blocked default siren lights without any bug!!! :D (well only for the four police cars, other vehicle pointers need to be found out)

edit2: also for ambulance and firetruck:P
Title: Re: [Updated - 19.02.15] Emergency Lights CLEO script 0.9.4 by nyolc8
Post by: nyolc8 on February 21, 2015, 23:55
What's done and tested for the next version:

- NEW: L key to change advisor mode, K key just to turn on/off

- NEW: default mode for advisor light can be configured in .ini (which will be the first when you start the game)

- NEW: blocked default siren lights (not for all emergency cars yet), so H key only enables sound (can be configured in .ini, to leave default siren lights enabled if you want)

- NEW: if you have two same vehicles, then you won't need to use many config lines for both, you can just tell the script to use another model config. Example for model 597:
[597]
copy.model.cfg = 596


- removed some left-in ini value reading which was used only with old blinkling method (alpha.60 and things like that), also removed these from default ini

What's planned:
- small mode option for icon

- configure allowed advisor modes by vehicle - not yet, it would be f*cking hard to make it

- somehow show the selected advisor mode in icon mode even when advisor light not enabled

- seperate ini files for settings and for vehicle configs to make easier for you to keep your vehicle settings when I add a new option to settings ini
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on February 22, 2015, 17:09
0.9.5:
- L key to change advisor mode, K key just to turn on/off
- default mode for advisor light can be configured in emergency.ini (which will be the first when you start the game)
- blocked default siren lights, so H key only enables sound (can be configured in emergency.ini, to leave default siren lights enabled if you want)
- if you have two same vehicles, then you won't need to use many config lines for both, you can just tell the script to use another model config. (Example to use copcarla config: copy.model.cfg = 596)
- removed some left-in ini value reading which was used only with old blinkling method (alpha.60 and things like that), also removed these from default vehicles.ini
- small mode (half size) option for icon
- new icon for random advsior (shuffle icon)
- seperate ini files for settings (emergency.ini) and for vehicle configs (vehicles.ini)

DOWNLOAD 0.9.5 (http://speedy.sh/TvNDG/Emergency-by-nyolc8.zip)
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: Marccc on February 22, 2015, 19:14
When i enter the police car and press G i get number 1 on my screen, it goes away after some seconds and when i enter any other car and press G i get alot of numbers see the screenshots.


(http://i.imgur.com/PXihdYJ.jpg)
(http://i.imgur.com/xN2R6Uj.jpg)
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on February 22, 2015, 19:27
Sh*t, I forgot that inside xd I just used that to see a returning value to see if it works xd I'll update in a minute

edit: here it is: http://speedy.sh/TvNDG/Emergency-by-nyolc8.zip (http://speedy.sh/TvNDG/Emergency-by-nyolc8.zip)

edit2: updated all links to the fixed one
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: BeastyBill88 on February 23, 2015, 15:03
I have been playing around with it in the SAMP Debug and I have to say its surprising easy to config the lights on the vehicles when you get used to it and it makes the EL look so much better. I was wondering is it possible to add more lights other then the ones you have provided Nyolc8? As some of the vehicles I am using have 4 lights on the front and 2-4 on the rear. That would be awesome if you can :D
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on February 23, 2015, 16:08
I'll look into that, I want more strobe lights too. But I don't know how it will work (performance wise) if it checks for custom lights in each frame... ::)

I think I'll just add two more strobe lights with two more keys for them.
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: Marccc on February 23, 2015, 20:43
Some new video's of this mod.


Giving some support to a convoy.
[xfire]http://social.xfire.com/videos/63304f[/xfire]
[xfire]http://social.xfire.com/videos/633050[/xfire]


CVTM waiting for some staff help because he was stucked into the bridge.
[xfire]http://social.xfire.com/videos/633051[/xfire]
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: BeastyBill88 on February 23, 2015, 21:26
Loving the videos Marccc!

Nyolc8 - would it not be possible to put in the script so that when the strobe key is pressed all secondary lights are turned on? Then just add more to the ini file if and when needed? Otherwise there will be alot of buttons to press lol.
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on February 23, 2015, 21:39
Nice vids there  :like:

@BeastyBill88: I already made two additional strobe lights, they working, tested them in game. Just need to figure out how to show them on the onscreen status icon. (to know which ones are enabled) I'll make a key for all strobe lights, and seperate keys for the three strobe lights. So if you want to enable all 3 strobe, then you just press J, if you want them switch seperately, then U,I,O :) Of course these keys will be able to modify too.
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: BeastyBill88 on February 23, 2015, 23:10
I like that idea,  but what about having the strobe lights set up like you have the advisor? Press it once for strobe 1, then again for 1 & 2 and a third time for all three? If that is possible though.
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on February 23, 2015, 23:36
Advisor not working like what you described anymore. Are you using latest version?

I'l upload a new video about the current progress in a few minutes.
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: BeastyBill88 on February 23, 2015, 23:39
Yeah I have the newest version, you press K to turn it on, then L to change the pattern. That's what I meant with the strobe, but have it so you just press the J button x amount of times to enable the amount of strobes if that makes sense. But I'll have a look at your video and that will probably show it better then trying to explain it lol. I'm tired and things aren't making alot of sense lol.
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on February 23, 2015, 23:51
I get what you said, for now I show how I improved the status icon thing (visually), also all 3 strobe lights used for example:


(colors looks strange because of mobile phone camera recording)

I still have to make fully the "all strobe on/off" feature (it works in video) because it doesn't support vehicles yet which have a strobe light but not all 3 of them.
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: BeastyBill88 on February 24, 2015, 00:04
Wow! Ok that is actually really good! so you can select the extra strobes with U,I,O? (or assigned keys) and turn all the strobe lights off with the J key yes?
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on February 24, 2015, 00:22
Yes, J switches all strobe together on/off, but you can switch the three strobe lights on/off seperately with U,I,O. :)
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: BeastyBill88 on February 24, 2015, 00:37
Excellent :D can I just ask what did you mean by supporting vehicles?

Also because this EL mod is so awesome... Have another cookie lol.
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on February 24, 2015, 00:40
I mean, if you set a vehicle for example to have strobe 1 and strobe 3 but not strobe 2, then the J key gets messed up. I'm working to fix this in this moment too.
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: BeastyBill88 on February 24, 2015, 00:57
Ah ok, I got you. It is amazing what you come up with Nyolc8! I think 80% of the mods I use for SAMP are yours lol.
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on February 24, 2015, 01:01
Thanks :D btw I just successfully fixed the issue with the J (switch all strobe) :P
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: BeastyBill88 on February 24, 2015, 01:08
Your welcome :D Damn you work quick lol
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on February 24, 2015, 01:31
dat amount of lights:

Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: BeastyBill88 on February 24, 2015, 01:39
Spotlight, strobes, Main EL, advisor, front and rear flashers...

(http://i66.photobucket.com/albums/h257/ayyu3m/mother-of-god-meme2.png)
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on February 24, 2015, 12:14
well, the spotlight is just imvehft foglight :D (and I also turned on he imvehft blinkers)

what I want to do:
- try to find out how to make coronas to be visible from just specified angles (just like how the game and imvehft does)
- somehow make custom emergency lights for all visible copcars
- fix the light-shadow "lagg" on the ground (if you go fast, the shadow being "left behind"), also change it from round, to beam-like

but I have no idea how to make these yet...
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: BeastyBill88 on February 24, 2015, 13:17
Ah ok, still looks cool though :D

The 1st & 2nd ones I don't even know how they work lol.

The lag though, I fixed that by simply increasing the size of the shadow and it makes it more realistic to have a bigger reflection area for the main EL's.
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on February 24, 2015, 16:00
Some light shadow progress:
bad news - I have no idea how the original headlight shadow being draw in front of the vehicle because there is only one shadow creator opcode exist in the game... and that one is lagging :| but the stock headlight shadow i not lagging... don't know how that made.

good news - finally know how the rotation works for the shadow opcode (I never understood why the shadow spins like crazy if I set the vehicle Zangle to it) so now I can make beam-like shadows instead of round shadows for lights  :P If I got some luck, then maybe I can make custom light shadows too (this would be the best)
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: BeastyBill88 on February 24, 2015, 16:18
Quote from: nyolc8 on February 24, 2015, 16:00
Some light shadow progress:
bad news - I have no idea how the original headlight shadow being draw in front of the vehicle because there is only one shadow creator opcode exist in the game... and that one is lagging :| but the stock headlight shadow i not lagging... don't know how that made.

good news - finally know how the rotation works for the shadow opcode (I never understood why the shadow spins like crazy if I set the vehicle Zangle to it) so now I can make beam-like shadows instead of round shadows for lights  :P If I got some luck, then maybe I can make custom light shadows too (this would be the best)

Very nice! So the lights won't spin around when moving the camera? Custom light shadows would be cool to see in action :D
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on February 24, 2015, 16:26
I speak about the shadows (the spots on the ground) now, not the lights

but succesfully made draw custom light shadow texture from staticons.txd file:
(http://i.imgur.com/RzXNzTY.jpg)
:))

btw I read on gtaforums that there is a fix for the lag... but the link which point to that is broken  :'(

edit: PM'd the guy there... wish me luck :D

edit2: LAGG FIXED! :D
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: BeastyBill88 on February 24, 2015, 16:41
That is awesome :D haha good luck, hopefully the guy replies to you.
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on February 24, 2015, 16:42
he didn't but I already found the fix,applied, no more lagging shadow :like:
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: BeastyBill88 on February 24, 2015, 16:57
Damn that was quick lol. Can we see the results when you have set it up?
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on February 24, 2015, 17:03
Yeah, now I'm creating the custom shadows
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on February 24, 2015, 17:37
main emergency light shadow is done, it's a simple bmp file in CLEO\EL\shadows\ folder so it will be easily modifiable ;)

BUT now the status icon gets bugged and it freezes out. Basically now I have this bug:
Quote from: SpazzBucket. on February 08, 2015, 23:31
I've also noticed that once you turn the lights on, I can't get the icon abvoe the map to go away, even when I get out of the car it is still there

I have no idea why... I didn't touched the status icon thread at all... :ukiddn:



edit: the shadow lagg fix f*cks up the opcode which draws icon on th screen(http://z4.ifrm.com/30011/104/0/e5015859//e5015859.gif)
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on February 24, 2015, 18:24
The only way is have laggy shadows AND non-laggy shadows too and then the onscreen status works good... ::)

Somehow the onscreen draw opcode uses the same memory address which makes the laggy shadow. So turning off laggy shadow = making draw onscreen opcode permanent.
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: BeastyBill88 on February 24, 2015, 19:02
So its either fix the laggy shadow or have the status icon working properly... :S
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on February 24, 2015, 19:16
yes(http://z4.ifrm.com/30011/104/0/e5015859//e5015859.gif)
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: BeastyBill88 on February 24, 2015, 19:23
I personally would go for the status icon working properly, as its going to look laggy when at high speed anyways, because of the camera and FOV moving.
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on February 24, 2015, 19:42
well, for me, the fixed shadows have more priority, because the lag is much more visible with beam-like (not round) shadows

I'm thinking some text-based status showing like on these cameras:
(http://kulturekritic.com/wp-content/uploads/2012/05/24/dashboard-camera.jpg)

I think it would be authentic :D

btw first I need to test if textdraw works with fixed shadows or not

and I'm looking now to see if the used opcode can be used somehow or not
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: Wizzer on February 24, 2015, 19:50
Quote from: nyolc8 on February 24, 2015, 19:42
well, for me, the fixed shadows have more priority, because the lag is much more visible with beam-like (not round) shadows

I'm thinking some text-based status showing like on these cameras:
(http://kulturekritic.com/wp-content/uploads/2012/05/24/dashboard-camera.jpg)

I think it would be authentic :D

btw first I need to test if textdraw works with fixed shadows or not

and I'm looking now to see if the used opcode can be used somehow or not
Good luck :like:
Waiting forward for it :)
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: BeastyBill88 on February 24, 2015, 20:44
Quote from: nyolc8 on February 24, 2015, 19:42
well, for me, the fixed shadows have more priority, because the lag is much more visible with beam-like (not round) shadows

I'm thinking some text-based status showing like on these cameras:
(http://kulturekritic.com/wp-content/uploads/2012/05/24/dashboard-camera.jpg)

I think it would be authentic :D

btw first I need to test if textdraw works with fixed shadows or not

and I'm looking now to see if the used opcode can be used somehow or not

Like a dashcam :D nice, looking forward to seeing what you come up with.
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on February 24, 2015, 21:22
Well I think I'll leave laggy shadows + non laggy shadows aswell for now. This makes coronas brighter too. And also the status icon works.
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: BeastyBill88 on February 24, 2015, 22:14
So you managed to fix it? Good job! Looking forward to what it will look like with the new shadows and coronas etc.
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on February 24, 2015, 22:17
No, not fixed, just left the laggy shadow in too, so status icon works and coronas brighter too (with only the non-laggy shadows, coronas got darker)

So basically now the coronas and shadows getting draw twice, one laggy and one nonlaggy

Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: BeastyBill88 on February 24, 2015, 22:25
I see, well we can see what its like in the video.
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on February 24, 2015, 22:27
you can see it :P
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: BeastyBill88 on February 24, 2015, 22:43
That looks really nice! :D so the shadows are in the txd file with the icon? That way we can customize it yes?
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on February 24, 2015, 22:49
The shadows are just simple bmp files in the EL\shadows folder. They're not in txd. :)

But I still not fully satisfied with this, because the double shadow drawing makes a slight sharp border around the shadows... :/ I'll try to lower the alpha of them

edit: okay, lower alpha fixed this

now I want to make an option for rear shadows too, and I got the camera view Z angle now, I'll try to compare it with the car Z angle in the script somehow to get coronas visible from specific angles (example: front coronas visible only when you look the car from front)
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: BeastyBill88 on February 24, 2015, 23:01
:) even better.

So you want to have it so that (like you said) you can only see the front strobes from the front and the rear ones won't "leak" through the car, basically blocking the rear coronas from that angle and vica versa for the other lights.
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on February 24, 2015, 23:17
yes but I don't really know how to do it... ::)
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on February 25, 2015, 18:35
I have a working code which writes on screen "front" and "rear" when I look at the car from specified angles...  :P So... I just need to implement it into my script.

(I'll try to adjust corona size based on view angle, like how the game does with the headlight coronas)

As for shadows: the "dual" shadow thing looks very strange for me... :/ I still don't know how to make that. (but I asked this on gtaforums, maybe I'll get some solution)
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: BeastyBill88 on February 25, 2015, 19:11
Well good luck, hopefully they are able to help you out.

I have been tinkering some more and have made a similar setup with the lights that Marccc showed us, I have done it by using the main EL and advisor for the beacons/lightbar and using the strobes for the front grill on the roadtrain perfect for when I'm doing heavy haulage ;) Thanks for the idea Marccc.

Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: Marccc on February 25, 2015, 19:57
You can always add more lights if you want... :))


Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on February 25, 2015, 20:06
oh gawd... :))
First I have to fix the shadows (while keeping the icon working), and I want to make coronas work similar like the original headlight coronas working (getting smaller when you view it from sideways).

And after that, adding more lights will be only performance question. :)
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: BeastyBill88 on February 25, 2015, 20:51
Just a quick question... When you release the next version will we still be able to use the settings from this version? As I've configured lights to fit my vehicles :S I just don't want to have to do it all again lol.
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on February 25, 2015, 22:04
it will, but a few lines getting added/changed (to specify how many strobe light a car have)

BUT coordinate values will stay the same (these are what takes time to configure)

I don't know when will I release it, because the current state of the script have broken status icon, and only text mode works (so: onScreenStatus.mode = 2 ).

I just finished the sizing script part a few minutes ago which gives two 0.0-1.0 value based on view for both rear and front. I just need to multiply the lightcorona sizes with these returned values and lightcoronas will be sized based on view angle :P
The hard part in this is to seperate rear/front lightcoronas from each other. (this might be need an extra line for all light in vehicles.ini to be able to specify lightcorona mode - front/rear)
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: BeastyBill88 on February 25, 2015, 22:13
That's good then, I can just copy the coordinates from this version to the vehicles and then just add the extra lights.

It is still the lag fix causing the status icon to break? So the coronas will work like the headlights? Would you be able to show us a video at a later date to show this? Would be great if you could.

And don't worry about when your going to release it, we can wait ;) lol
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on February 25, 2015, 22:19
Yes, the shadow lag fix breaks all draw-on-screen opcodes, making all of them permanently being drawn on each other. Basically it doesn't get removed at the end of the frame.

The angle script is now in a seperate file which is just draws a text on screen with the multiplier so not much to show yet... :D
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: BeastyBill88 on February 25, 2015, 23:34
Well that sucks lol. Is the fix like an ASI file, Cleo script or something like that?

Ah fair enough :) either way its looking great, definitely makes it alot better then the standard lights and ELM just because you can add it to any car and customize it were as with ELM you have to do it in 3DS or something lol.
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on February 26, 2015, 00:33
the fix is built into my emergency.cs file.

now strobe1 and strobe2 works with dynamically changed corona sizes (relative to what you configure in the ini file), and there is a switch for pair of lights to set it front/rear/old style. This option also modifies the shadow direction(front/rear).

edit: now all lights supporting front/rear option (strobe1-2-3 & advisor) so now advisor can be moved to the roof behind the siren and it won't be visible from front view.
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on February 26, 2015, 01:24
check how the coronas changing their sizes, also visible from only one angle:



(not the best video but the effect can be clearly seen on the reverse light blinkers)
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on February 26, 2015, 15:13
I have no idea how I'll make the shadows... because the guy who made the fix, said that isn't a fix, it just blocks a function which prevents draw things too fast. Now I sent a pm to DK and asked how he did it with imvehft light shadows... (because that works without messing up anything) maybe I can get some help from there...

edit: DK responded and I have no idea what he meant xd so I don't know how I'll make this :/

edit2: I had a stupid idea, also DK said it won't work. :D But I started to do it... and... well I got it to work :D So the shadow not crawls away but jumps a bit as you move(but because of the blinking light, it won't be much noticable)... I think this is the best solution because this not changes anything render-wise, so everything will be the same as before(icon will work and such) just shadow won't crawl away. :D
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: BeastyBill88 on February 26, 2015, 18:54
Great news Nyolc8 :D the improvements are looking brilliant, is there anything else you will be adding? I was thinking, maybe a sound can play like a beep or click noise when you change the light pattern or turn lights on/off etc.

Also will it be possible to add lights and setup lights which are not flashing? Like a spotlight? That would be a good add to have :D
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on February 26, 2015, 19:37
I don't know if sound needed or not... The cript getting really heavy because of all the angle math things and such... and now the shadow position correction math...

With the angle corona sizing thing, I can add spotlight. Maybe I'll make it with a searchlight too, and it will light where the camera is looking :P Just an idea...

Btw the shadow position correcting is so complex, I can't follow what I'm doing... xd So it's only works properly when the car moves on X axis and the car is inside a positive coordinate.... my brain exploded already lol
But I'll make it... :D

edit: all four direction works now, shadow position being corrected
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: BeastyBill88 on February 26, 2015, 19:52
QuoteI can add spotlight. Maybe I'll make it with a searchlight too, and it will light where the camera is looking :P Just an idea...

That would be awesome! :D Also if your brain explodes please can someone clean up the mess? Lol
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on February 26, 2015, 20:46
strobelight1 has got the "shadow corrector" fully, tested, works nicely :P, now 3 other lights to go... :D

edit: shadow correction implemented for all lights :P

edit2: here's my current setup for my "copcarla", just to see what's new in the vehicles.ini parameters:

[596] //copcarla
mainLights.enable = 1
strobeLights.1.enable = 1
strobeLights.2.enable = 1
strobeLights.3.enable = 1
advisorLights.enable = 1

strobeLights.enable became 1-2-3 to be configure which one you want enabled on the car.
***


mainEL.pos1.X = 0.3
mainEL.pos2.X = 0.8
mainEL.pos.Y = -0.35
mainEL.pos.Z = 0.95
mainEL.rgb1.R = 0
mainEL.rgb1.G = 0
mainEL.rgb1.B = 255
mainEL.rgb2.R = 255
mainEL.rgb2.G = 0
mainEL.rgb2.B = 0
mainEL.alpha = 190
mainEL.size = 0.8
mainEL.shadow.pos.X = 7.0
mainEL.shadow.pos.Y = -0.35
mainEL.shadow.size = 6.0
mainEL.shadow.rgb1.R = 0
mainEL.shadow.rgb1.G = 0
mainEL.shadow.rgb1.B = 60
mainEL.shadow.rgb2.R = 60
mainEL.shadow.rgb2.G = 0
mainEL.shadow.rgb2.B = 0

no change here
***


strobeEL.1.posF.X = 0.4
strobeEL.1.posF.Y = 2.45
strobeEL.1.posF.Z = -0.03
strobeEL.1.posF.dir = 1 //1 = front, 2 = rear, 0 = both
strobeEL.1.posR.X = -0.54
strobeEL.1.posR.Y = -1.77
strobeEL.1.posR.Z = 0.38
strobeEL.1.posR.dir = 2 //1 = front, 2 = rear, 0 = both
strobeEL.1.rgb1.R = 255
strobeEL.1.rgb1.G = 0
strobeEL.1.rgb1.B = 0
strobeEL.1.rgb2.R = 0
strobeEL.1.rgb2.G = 0
strobeEL.1.rgb2.B = 255
strobeEL.1.size = 0.1
strobeEL.1.alpha = 255
strobeEL.1.shadowF.enable = 1
strobeEL.1.shadowF.pos.X = 0.4
strobeEL.1.shadowF.pos.Y = 4.4
strobeEL.1.shadowR.enable = 1
strobeEL.1.shadowR.pos.X = -0.7
strobeEL.1.shadowR.pos.Y = -5.5
strobeEL.1.shadow.rgb1.R = 80
strobeEL.1.shadow.rgb1.G = 0
strobeEL.1.shadow.rgb1.B = 0
strobeEL.1.shadow.rgb2.R = 0
strobeEL.1.shadow.rgb2.G = 0
strobeEL.1.shadow.rgb2.B = 80
strobeEL.1.shadow.size = 1.8

here you can see the new .dir option and the shadow enable/disable lines for front and rear.
***


strobeEL.2.posF.X = 0.06
strobeEL.2.posF.Y = 0.4
strobeEL.2.posF.Z = 0.68
strobeEL.2.posF.dir = 1 //1 = front, 2 = rear, 0 = both
strobeEL.2.posR.X = 0.62
strobeEL.2.posR.Y = -1.4
strobeEL.2.posR.Z = 0.6
strobeEL.2.posR.dir = 2 //1 = front, 2 = rear, 0 = both
strobeEL.2.rgb1.R = 255
strobeEL.2.rgb1.G = 0
strobeEL.2.rgb1.B = 0
strobeEL.2.rgb2.R = 0
strobeEL.2.rgb2.G = 0
strobeEL.2.rgb2.B = 255
strobeEL.2.size = 0.1
strobeEL.2.alpha = 255

here you can see the new .dir option too. Also you can see I left out shadow lines because I didn't wanted light shadows for this light
***


strobeEL.3.posF.X = -0.7
strobeEL.3.posF.Y = 2.43
strobeEL.3.posF.Z = -0.04
strobeEL.3.posF.dir = 1 //1 = front, 2 = rear, 0 = both
strobeEL.3.posR.X = 0.75
strobeEL.3.posR.Y = -2.8
strobeEL.3.posR.Z = 0.03
strobeEL.3.posR.dir = 2 //1 = front, 2 = rear, 0 = both
strobeEL.3.rgb1.R = 255
strobeEL.3.rgb1.G = 255
strobeEL.3.rgb1.B = 255
strobeEL.3.rgb2.R = 255
strobeEL.3.rgb2.G = 255
strobeEL.3.rgb2.B = 255
strobeEL.3.size = 0.5
strobeEL.3.alpha = 150
strobeEL.3.shadowF.enable = 1
strobeEL.3.shadowF.pos.X = -0.7
strobeEL.3.shadowF.pos.Y = 4.0
strobeEL.3.shadowR.enable = 1
strobeEL.3.shadowR.pos.X = 0.7
strobeEL.3.shadowR.pos.Y = -4.0
strobeEL.3.shadow.rgb1.R = 40
strobeEL.3.shadow.rgb1.G = 40
strobeEL.3.shadow.rgb1.B = 40
strobeEL.3.shadow.rgb2.R = 40
strobeEL.3.shadow.rgb2.G = 40
strobeEL.3.shadow.rgb2.B = 40
strobeEL.3.shadow.size = 1.1

same as strobe 1
***


advisorEL.pos.Y = -1.77
advisorEL.pos.Z = 0.38
advisorEL.dir = 2 //1 = front, 2 = rear, 0 = both
advisorEL.space.X = 0.12
advisorEL.alpha = 255
advisorEL.rgb.R = 255
advisorEL.rgb.G = 166
advisorEL.rgb.B = 0
advisorEL.size = 0.06

you can specify the advisor direction, so it will not visible from all view if you want (good if you want the advisor on the roof)

also I removed all shadow Z values, they don't need anymore.
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: Wizzer on February 26, 2015, 21:21
Quote from: nyolc8 on February 26, 2015, 20:46
strobelight1 has got the "shadow corrector" fully, tested, works nicely :P, now 3 other lights to go... :D

edit: shadow correction implemented for all lights :P
Can't wait to see more progress :like:
Keep up the great work!
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: BeastyBill88 on February 26, 2015, 21:44
Quote from: Wizzer on February 26, 2015, 21:21
Quote from: nyolc8 on February 26, 2015, 20:46
strobelight1 has got the "shadow corrector" fully, tested, works nicely :P, now 3 other lights to go... :D

edit: shadow correction implemented for all lights :P
Can't wait to see more progress :like:
Keep up the great work!

Agreed! The progress, Nyolc8 has made on this is fantastic! I can't wait to see what else you have up your sleeves.
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on February 26, 2015, 21:51
coronas size changing preview again, shadows staying with car when going, also made custom shadow texture for strobe lights too (in the previous video, I just used the texture from imvehft as placeholder), changed corona for strobe3 (uses the same corona as headlight, useful for "fake" headlight blinker as I did in the example)
Oh and status icon working as before :P



Now the keys are like this:
G = main EL
H = siren (sound)
J = strobe lights (U = 1st, I = 2nd, O = 3rd  - to control them seperately)
K = advisor lights
L = advisor mode

I'll look into the spotlight thing, and after that, new version coming... :)
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: BeastyBill88 on February 26, 2015, 23:26
Fantastic work Nyolc8! So with the direction for the strobe lights. If we have it set to 1 (front) we can only see the lights from the front of the car? and the likewise for the rear? Also I'm assuming we can still edit it as we can now? by tabbing out, changing a setting, saving and going back into the game.

I was wondering will there be a limit on how many lights we can add? Also in future versions will be able to change the speed of the lights or make our own flash patterns maybe?

I am very impressed with what you have managed to do with this mod. I really am! I can't wait for the next version to be released so I can put many many lights on my vehicles ;) lol.

Thanks for all the hard work you have been putting into your mods Nyolc8, not to blow smoke up your arse, but your definitely at the top of my list of SA mods.

PS. The spotlight would be amazing if you are able to make the light illuminate where the camera is looking. I think I might need to start using the keypad for all of the light buttons ;) lol.
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on February 26, 2015, 23:54
Yes if you set it to 1 then it will be visible only when viewing the car from front. And yes, you can change it while game running.

The numbers of lights are static, there is the main emergency light set, 3 strobe sets (4 light corona for each set) and the advisor light set.


Some test with spotlight:
[imgur]http://imgur.com/a/erFRy#0[/imgur]

problems with it:
- samp only allows one searchlight to be moving, so lighthouse script blocks it out
- very, I mean VERY buggy when I move it with mouse, it glitches at some angles
- it's have that huge lightcorona when you look into the lights which can't be lowered

so don't expect spotlight soon... atleast not with this method.
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on February 27, 2015, 01:40
random testing, those "light objects" (billboard object scaled down lol) are made there with script only:



this is not a thing I'll implement soon, but maybe someday...
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on February 27, 2015, 18:26
This is a spotlight method I can implement (today's work :D):



I'll try to find a better object in the game for the light object back side (I'll need a half-sphere object), currently I used the area69 object there.

Problems:
- the object(the light object model) would appear only when you're in the car or you enabled an emergency light (or the spotlight itself) on the car
- it's only rotatable on Z (in this game, this is the vertical - stupid game :d) axis (well maybe it's possible to make tiltable - then lightshadow would change size and distance from light to make a realistic effect, but it will be hard to do it. this thing needs many math in it's current state too :D)
- light can only bright up vehicles or players (better than nothing :P)

PS.: I'll implement this corona visibility thing into my lighthouse light script, so there will be not only the beam but a corona as well, from far away too
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: BeastyBill88 on February 27, 2015, 20:54
Great work yet again! And thanks for answering my questions earlier :) well the spotlight could be worked on in a later version. The EL,Strobe & advisor lights are the main reason for the mod.
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: Marccc on February 27, 2015, 21:39
I found a nice car mod and i want to show you it with the light mod.  C:-)

[xfire]http://social.xfire.com/videos/63323b[/xfire]

Car is from here: http://www.ikey07.com/?page=download&item=17 (http://www.ikey07.com/?page=download&item=17)
Here the  coordinates i use on this car.
[spoiler][597]             //copcarsf
mainLights.enable = 1
strobeLights.enable = 1
advisorLights.enable = 1


mainEL.pos1.X = 0.65
mainEL.pos2.X = 0.65
mainEL.pos.Y = 0.05
mainEL.pos.Z = 0.95
mainEL.rgb1.R = 0
mainEL.rgb1.G = 0
mainEL.rgb1.B = 0
mainEL.rgb2.R = 0
mainEL.rgb2.G = 0
mainEL.rgb2.B = 255
mainEL.alpha = 255
mainEL.size = 0.35
mainEL.shadow.pos.X = 1.5
mainEL.shadow.pos.Y = -0.35
mainEL.shadow.pos.Z = 0.9
mainEL.shadow.size = 0
mainEL.shadow.rgb1.R = 0
mainEL.shadow.rgb1.G = 0
mainEL.shadow.rgb1.B = 0
mainEL.shadow.rgb2.R = 0
mainEL.shadow.rgb2.G = 0
mainEL.shadow.rgb2.B = 0


strobeEL.posF.X = -0.12
strobeEL.posF.Y = 1
strobeEL.posF.Z = 0.37
strobeEL.posR.X = -0.60
strobeEL.posR.Y = -1.7
strobeEL.posR.Z = 0.35
strobeEL.rgb1.R = 0
strobeEL.rgb1.G = 0
strobeEL.rgb1.B = 255
strobeEL.rgb2.R = 0
strobeEL.rgb2.G = 0
strobeEL.rgb2.B = 255
strobeEL.size = 0.12
strobeEL.alpha = 255
strobeEL.shadow.pos.X = 0.4
strobeEL.shadow.pos.Y = 3.5
strobeEL.shadow.pos.Z = -0.03
strobeEL.shadow.rgb1.R = 70
strobeEL.shadow.rgb1.G = 0
strobeEL.shadow.rgb1.B = 0
strobeEL.shadow.rgb2.R = 0
strobeEL.shadow.rgb2.G = 0
strobeEL.shadow.rgb2.B = 70
strobeEL.shadow.size = 0


advisorEL.pos.Y = -1.4
advisorEL.pos.Z = 0.64
advisorEL.space.X = 0.12
advisorEL.alpha = 255
advisorEL.rgb.R = 0
advisorEL.rgb.G = 0
advisorEL.rgb.B = 255
advisorEL.size = 0.07[/spoiler]
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on February 27, 2015, 22:12
Nice :P

***

Made the spotlight to actually work like a light (works the same as vehicle headlights, it was a nightmare to do - cosine & sinus math all day along... :D) so now it brights up charaters and vehicles, and even the car itself (which contains the spotlight) too if you point the light to it (can be seen on video). Also now the lights shadow scales and becomes less visible based on camera tilt (it also changes the light distance) so it works more real now. The light model itself does not tilting yet (But I don't know if I'll make that model even visible or there will be only the light as for other lights).

Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: Petar on February 28, 2015, 10:49
Omg, you are a GOD!!! That spotlight is freaking amazing. I guess it's not synced, just visible on your own screen?

nyolc8 I suggest you to come on a RP server where I'm from and show them your work, they will love it. ;)
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on February 28, 2015, 11:05
Thanks :)) yes, it's not synced. :)

Now I'm cleaning repetitive code from the script, then I'll implement this spotlight into it (without the light model for now). Just need a key switch for it.... Is B key used for anything?:D
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: BeastyBill88 on February 28, 2015, 12:38
To be honest you won't need the spotlight model as most models already have one or two. and the B key isn't used for anything in a vehicle as far as I know.
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on February 28, 2015, 13:09
I know but because this script works with stock vehicles too, that's why I wanted a model... but it looks strange that it just appears there so that's why I left out the model.

Anyway... just making it turnable on/off in this moment, also it will not moved all time, only when you hold down right mouse button .And then I need to implement this whole thing into the emergency.cs...

edit: finished the controlling, also the lightcorona now changes it's side based on how much is the light distance is (so it's "tilt")
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: sardarji on February 28, 2015, 15:24
Quote from: nyolc8 on February 27, 2015, 22:12
Nice :P

***

Made the spotlight to actually work like a light (works the same as vehicle headlights, it was a nightmare to do - cosine & sinus math all day along... :D) so now it brights up charaters and vehicles, and even the car itself (which contains the spotlight) too if you point the light to it (can be seen on video). Also now the lights shadow scales and becomes less visible based on camera tilt (it also changes the light distance) so it works more real now. The light model itself does not tilting yet (But I don't know if I'll make that model even visible or there will be only the light as for other lights).


WOW...Epic!
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on February 28, 2015, 17:27
Thanks, I just finished implementing it into the emergency.cs (this is not just copy paste :D).
It have a small bug (light appears in the center of the car for a moment when you enable it), I'll fix that somehow, then need to figure out a status icon for this, and then new version will released.
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on February 28, 2015, 19:26
status icon "thing" updated, now it contains the "searchlight" too, also slightly moved/scaled the elements of it
(http://i.imgur.com/rQ7e41T.jpg)(http://i.imgur.com/icJ3AC7.jpg)(http://i.imgur.com/nzhWy5m.jpg)(http://i.imgur.com/VVfBge6.jpg)
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: BeastyBill88 on February 28, 2015, 19:57
:D epic! I can't wait to try this out, great work again Nyolc8.
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on February 28, 2015, 20:04
Thanks! :)

Well, it looks like config lines will change afterall, I mean for the lightshadows. I think the "shadow.pos.X" coordinate is unneccessary in the .ini file because the corona position can be used for that. I'll leave the pos.Y to be able to set shadow distance from light. So I'll remove all shadow.pos.X coordinate lines from vehicles.ini file.
BUT as a new thing, you will can change light shadow size seperately for front and rear shadows. So there will be shadowF.size and shadowR.size for all strobe lights. You'll can set the "R"(rear) shadows and lights to face front too if you want.
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: BeastyBill88 on February 28, 2015, 20:15
Very nice! The pos.Z was for moving it forward or backwards wasn't it? I can't remember lol. But all the other coordinates are the same so we can copy the ones from V 0.9.5. Oh and by the way this is what my Roadtrain (your mod) looks like with orange lights ;)

(https://scontent.xx.fbcdn.net/hphotos-xaf1/v/t1.0-9/10603230_10152594325032063_3892708639014046347_n.jpg?oh=4b4ade099f87e5a4fc31ea0cc9c5471c&oe=557DC95B)

I have the strobes on the front grill, the main EL's on the roof (and made to the same size as the advisor), also the TA is on the roof aswell. Thanks for the idea Marccc.
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on February 28, 2015, 20:36
The "Y" was that.
But... you won't be happy, but I renamed almost all lines... ::) to make it more logical. So a strobe light config lines are like this now:

(strobe 3)
strobeEL.3.F.pos.X = -0.7
strobeEL.3.F.pos.Y = 2.43
strobeEL.3.F.pos.Z = -0.04
strobeEL.3.F.dir = 1 //1 = front, 2 = rear, 0 = both
strobeEL.3.F.size = 0.8
strobeEL.3.R.pos.X = 0.75
strobeEL.3.R.pos.Y = -2.8
strobeEL.3.R.pos.Z = 0.03
strobeEL.3.R.dir = 2 //1 = front, 2 = rear, 0 = both
strobeEL.3.R.size = 0.2
strobeEL.3.rgb1.R = 255
strobeEL.3.rgb1.G = 255
strobeEL.3.rgb1.B = 255
strobeEL.3.rgb2.R = 255
strobeEL.3.rgb2.G = 255
strobeEL.3.rgb2.B = 255
strobeEL.3.alpha = 150
strobeEL.3.shadow.F.enable = 1
strobeEL.3.shadow.F.pos.Y = 6.0
strobeEL.3.shadow.F.size = 2.1
strobeEL.3.shadow.R.enable = 1
strobeEL.3.shadow.R.pos.Y = -4.0
strobeEL.3.shadow.R.size = 0.7
strobeEL.3.shadow.rgb1.R = 40
strobeEL.3.shadow.rgb1.G = 40
strobeEL.3.shadow.rgb1.B = 40
strobeEL.3.shadow.rgb2.R = 40
strobeEL.3.shadow.rgb2.G = 40
strobeEL.3.shadow.rgb2.B = 40
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: BeastyBill88 on February 28, 2015, 20:58
Doesn't look much more different from v0.9.5 Just a few more strobe lines lol.
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on February 28, 2015, 21:17
spotlight lines:
spotLight.pos.X = -1.01
spotLight.pos.Y = 0.8
spotLight.pos.Z = 0.52
spotLight.size = 0.7

size means the light corona only

and a video, the first one since spotlight implemented in the emergency.cs itself:

Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: BeastyBill88 on February 28, 2015, 21:28
Incredible :D so we can now basically have 4 strobes on the front, 4 on the rear, the TA, main EL's a spotlight aswell! My goodness Nyolc8! Do you have any other plans for this mod? Not sure if I already asked you lol.
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on February 28, 2015, 21:39
3 pair lights on front, 3 pair lights on rear + advisor lightbar + main lights for roof + spotlight

I have some ideas.
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: BeastyBill88 on February 28, 2015, 21:54
Excellent! :D

Also with the spotlight are we able to change with button we press to be able to move it? Its just that I have the right mouse button as my horn button lol :P
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on February 28, 2015, 22:13
no yet made, but in the released version the option will be there
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: BeastyBill88 on February 28, 2015, 22:22
:) thank you.
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: Marccc on February 28, 2015, 23:11
Can we get the advisor light into 2 colors?
Because i like the modes and i would like to use it as main light on the roof and there i need blue and red color, or to put in behind a window like the ones from the video below.
Or just make a completely new light for it like (X = light and make it as 1 coordinate for the 3 lights) [X][X][X]    [X][X][X]

Here a video of what i mean.
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: Marccc on February 28, 2015, 23:14
And to make you crazy
(http://www.whelen.com/assets/photos/auto/img13.jpg)
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on February 28, 2015, 23:26
so a strobe light with 3 lights at each place?
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: Marccc on February 28, 2015, 23:28
Yes like you see on the cars above like the lights they have behind the front window, all strobes you made now are just 1 light.
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on March 01, 2015, 13:17
I think I'll just make one of the 3 strobe light set to have 3 corona on each place

edit: making all 3 strobe light set to be configurable with a 0(false) or 1(true) to have 1 or 3 corona

edit2: done :D also the distance between the three corona can be configured
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on March 01, 2015, 13:57
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: Marccc on March 01, 2015, 15:57
Looks good!
We cant get modes in the strobes and main lights?
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on March 01, 2015, 16:35
If you tell me how to indicate current mode for all three strobe lights in the status icon, then yes :D

Btw I think I'll make all lights to have this corona setting, and also making it to be able to set 1, 2, or 3 coronas. So main and advisor too. This would eleminate the need for two X coordinate in mainEL config. And also we can get nicer, more rectangle-lookalike lights by setting two smaller corona near to eachother.
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on March 01, 2015, 20:05
finished multi-corona option for all lights, changed mainEL for this(removed pos2.X line, also removed shadow Y line - using corona Y coordinate for light shadow), all lights can have 1-3 coronas at all places.

advisor light with corona number option set to 2:
(http://i.imgur.com/p4cUIWN.jpg)
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on March 01, 2015, 20:29
multi-corona setup:
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: Marccc on March 01, 2015, 20:45
Nice work!
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: BeastyBill88 on March 01, 2015, 20:51
Looks great! Are we able to do the 1-3 lights for the main EL? Or is it just for the strobes?
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on March 01, 2015, 20:58
mainEL too (there was already 2 coronas on each side - pos1.X and pos2.X, I removed pos2.X and replaced that with this new function), so you can set it to 1, 2, or 3 corona for each side.
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: BeastyBill88 on March 01, 2015, 21:12
Was there? Lol I didn't actually notice that, I thought pos1 & pos2 where for the left and right coronas. Looking forward to seeing what Marccc and others can come up with in regards to lighting vehicles :D
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on March 01, 2015, 21:33
pos1 and pos2 was the two coronas for one side only, the script mirrored those coordinates for the other side :D
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on March 02, 2015, 15:47
concept for new onscreen status:
(http://i.imgur.com/O89o7Uf.jpg)

What do you think?
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: Marccc on March 02, 2015, 16:19
Looks great!!!
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on March 02, 2015, 17:24
I have no idea how to make mode changer key for all (main, strobe1,strobe2,strobe3,advisor)... Any idea? :D
I don't want to make another 4 new key... it would be too complicated.
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: Marccc on March 02, 2015, 19:19
Quote from: nyolc8 on March 02, 2015, 17:24
I have no idea how to make mode changer key for all (main, strobe1,strobe2,strobe3,advisor)... Any idea? :D
I don't want to make another 4 new key... it would be too complicated.


I played in GTA 4 with ELS mod and there we had keys for on/off and keys for change mode. I have no idea what we can use else...


Quote from ELS V7

[ CONTROLS ]
Toggle_LSTG = 74      // J by default
Toggle_SECL = 75      // K by default
Toggle_WRNL = 76      // L by default
Toggle_SRN = 72      // H by default
Toggle_InfoPanel = 77      // M by default **
Toggle_Takedowns = 221   // ] by default
Toggle_Cruise = 219      // [ by default
Chng_Pat_PRML = 85     // U by default *
Chng_Pat_SECL = 73      // I by default *
Chng_Pat_WRNL = 79      // O by default *


:-\
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: BeastyBill88 on March 02, 2015, 19:35
Wouldn't it be easier to have all the lights set up like the advisor?

1 key to turn it on/off and another one to change the pattern.

That way you are reducing the number of buttons to what 5 at least.

You would have it like this:

G - Turn on/off main EL's
U - Turn on/off strobes
I - Change number of active strobes (1-3)
K - Turn on/off Advisor
L - Change advisor pattern
O - Turn on/off spotlight

Just my idea for the button setup.
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on March 02, 2015, 20:33
I'm thinking that maybe I'll make the L key a universal mode-changer key. So while you holding it down, you press the key for the light to change it's mode.

So for example if you press K while holding L down then you change advisor mode. If you press G while holding L down, then you change the mainEL light mode, etc....

@BeastyBill88: you missed the point. I want to be able to change all three strobe lights mode seperately. You just said a button to set what strobe light to be on which is already can turned on/off seperately.

***
some progress/change:
-bug-fixed: mainEL light now comes from the corona position instead from shadow position
-removed some recurring code (made them into scm_function)

also, I'm planning 5 modes for all lights (strobe1,2,3, and main light):
1: side-to-side blinking
2: both side (all light) blinking 2 times together
3: left two times blink, right two times blink
4: left 4-5 times blink, right 4-5 times blink
5: all lights on without blinking
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: Marccc on March 02, 2015, 21:10
Quote from: nyolc8 on March 02, 2015, 20:33
I'm thinking that maybe I'll make the L key a universal mode-changer key. So while you holding it down, you press the key for the light to change it's mode.

So for example if you press K while holding L down then you change advisor mode. If you press G while holding L down, then you change the mainEL light mode, etc....


also, I'm planning 5 modes for all lights (strobe1,2,3, and main light):
1: side-to-side blinking
2: both side (all light) blinking 2 times together
3: left two times blink, right two times blink
4: left 4-5 times blink, right 4-5 times blink
5: all lights on without blinking


I like the idea, how many coronas have the main light? Because i know some extra modes for it:
[X][X]   [X][X]
[X][X]   [X][X]
[X][X]   [X][X]


[X][X][X]   [X][X][X]
[X][X][X]   [X][X][X]
[X][X][X]   [X][X][X]



[X][X][X]   [X][X][X]
[X][X][X]   [X][X][X]
[X][X][X]   [X][X][X]



Maybe this last 2 modes with 3 coronas can also be used for the 3x strobe.
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on March 02, 2015, 21:27
Quote from: Marccc on March 02, 2015, 21:10
Quote from: nyolc8 on March 02, 2015, 20:33
I'm thinking that maybe I'll make the L key a universal mode-changer key. So while you holding it down, you press the key for the light to change it's mode.

So for example if you press K while holding L down then you change advisor mode. If you press G while holding L down, then you change the mainEL light mode, etc....


also, I'm planning 5 modes for all lights (strobe1,2,3, and main light):
1: side-to-side blinking
2: both side (all light) blinking 2 times together
3: left two times blink, right two times blink
4: left 4-5 times blink, right 4-5 times blink
5: all lights on without blinking


I like the idea, how many coronas have the main light? Because i know some extra modes for it:
[X][X]   [X][X]
[X][X]   [X][X]
[X][X]   [X][X]


[X][X][X]   [X][X][X]
[X][X][X]   [X][X][X]
[X][X][X]   [X][X][X]



[X][X][X]   [X][X][X]
[X][X][X]   [X][X][X]
[X][X][X]   [X][X][X]



Maybe this last 2 modes with 3 coronas can also be used for the 3x strobe.
I'm not doing like that, the script handles one side as seperate element, so I can't control a specific corona at one side. But as I saw on videos, there is no light which can control a LED seperately, they work as I did it.

edit: well checked again, and I still not sure if they work like what you described, but if you show me a video where is work like that, I'll look into how to make it.
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: Marccc on March 02, 2015, 21:58
I got the ideas from here



Pattern 3
Pattern 13
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on March 02, 2015, 22:18
That's a long light bar like advisor, not a small light block. But anyway, I'll try to make it.

I can make it to be able to set a strobe light in .ini to have modes what I described, or what you described. (done :d)
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on March 02, 2015, 23:45
Adding a bigger but almost invisible corona to lights = more dramatic illuminated effect at light coronas (only for strobe lights, also it can be disabled from vehicles.ini for each strobe light set), also changed the timings for the double-blink strobe mode, I think this faster blink looks better:



I just realized it works on mainEL too, now that's dramatic...:D You'll see on next video. (now working on multi-modes for lights)
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: Ethan on March 03, 2015, 00:56
can you take a video of the actual gameplay  via xfire/fraps/bandicam rather than recording the tv screen or no?
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on March 03, 2015, 01:01
I can, but it takes more time (because it need to be converted) than recording with phone. I think this do the job for showing off little improvements while I work on it. But I'll make a proper screen recording with fraps when I finished everything before I release the new version.

***
Btw, key controls (and random mode) for mainEL, strobe1-2-3 are done, need to do the different timers (timers actually blinks the lights in specified milliseconds), then need to do the new onscreen status thing. And 1.0 coming.

edit: modes + random mode done for strobe 3 set, just need to copypaste to mainEL, strobe1, and strobe2. Then the onscreen status thing...
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: AzureSpeed on March 03, 2015, 06:27
btw nyolc when i installed it and ingame i tried to press c to crouch (on foot) i just got two warning codes do you maybe know why?
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on March 03, 2015, 11:38
I noticed this bug too, just narrowed down the problem to the key_press register section. I'll find the cause of it.
It's in the H key register section (to show up the speaker when you turn on sound siren), have no idea why that bugs crouch...

edit: okay got the problem,
onfoot state, key ID18 = crouch
incar state, key ID18 = horn/siren

I'll fix it

edit2: fixed :)
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on March 03, 2015, 12:48
script size is 3 times bigger than previous version... ::) :D

all lights set to random mode:


alternate mode enabled in .ini for strobe 2:
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: BeastyBill88 on March 03, 2015, 15:08
I noticed the crouch bug aswell, I thought it was just SAMP lol. Glad you fixed i though. The new light patterns/features look amazing! I can't wait to use them.

If you & someone else has the mod on the sever the other person will be able to see your lights aswell? Or will it only be on their vehicle (if that makes any sense).
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on March 03, 2015, 16:51
Only on your vehicle, I have no idea how to make it work like imvehft.
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: BeastyBill88 on March 03, 2015, 17:04
That's fair enough :) thanks for letting me know.
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on March 03, 2015, 17:17
The section marked with green is done:
(http://i.imgur.com/6sUwld2.jpg)

The left side will work similar as before, but the advisor lights status will be shown there realtime (under the car).
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on March 03, 2015, 18:19
on screen status fully done (or atleast it works, I'll make some code-optimalization):



just noticed that spotlight gets bugged for some reason if you get out of the vehicle (it worked before), so I'll look into that.
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: Wizzer on March 03, 2015, 18:23
OMG!! This is amazing! I just fell in love with it :3
Not sure if it has been asked before but will the lights be visible if other players are driving with sirens? Would be awesome getting changed by cops like that :like:
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: BeastyBill88 on March 03, 2015, 19:31
I agree with Wizzer, you have done an incredible job!

Although Nyolc8 did say it would only be visible on our cars and not others if I read it right. Hopefully in future versions he will be able to make it so that it does work on others :D
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on March 03, 2015, 19:47
I just noticed that the game runs without problem for about 2-3 minutes, then opcode spam and it crashes :o

Now this will be hard to find out...

edit: after some tests, 99% it's the advisor light, my bet is that the onscreen realtime advisor status making something...

edit2: it's the new advisor status thing... working on it...

edit3: fixed, I just wrote seven 0's instead of eight in a line... ._. :D Also fixed the strange spotlight bug
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: BeastyBill88 on March 03, 2015, 20:28
I can settle for just having the advisor like the other lights on the righthand side instead of having the real time advisor status. But if you can fix it then excellent.
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on March 03, 2015, 20:36
already fixed
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: BeastyBill88 on March 03, 2015, 20:42
:D well done! Lol quicker than I could type ;)
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: Marccc on March 03, 2015, 21:34
WUT wherefrom are that police car mods?
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on March 03, 2015, 21:35
BeastyBill88: nice:) those vehicle models made for ELM, right?

btw some more changes made in the past days:

- added a memory hack which "moves" the light shadows a littlebit up from the ground, this prevents some ugly "lightshadow half goes under ground" glitch at bumpy areas.

- changed onScreenStatus.X and onScreenStatus.Y in emrgency.ini to get numbers without .0 at the end

- added mainEL.random.time, strobe.1.random.time, strobe.2.random.time, strobe.3.random.time into emergency.ini

- added mainEL.default.mode, strobe.1.default.mode, strobe.2.default.mode, strobe.3.default.mode into emergency.ini

- added spotlight.switch and spotlight.move, renamed advisor.mode to mode.change in KEYS section of emergency.ini

planning to release 1.0 in 2-3 days :)
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: BeastyBill88 on March 03, 2015, 22:05
Quote from: Marccc on March 03, 2015, 21:34
WUT wherefrom are that police car mods?

They are from a guy on YouTube I'll try and find and links and post them here for you. I've had the lights changed a little bit though. The slicktop, FBI rancher and the ladder truck I have had edited for personal use. I can try and get permissions of the guy who did the other police vehicles if I can release them.

Quote from: nyolc8 on March 03, 2015, 21:35
BeastyBill88: nice:) those vehicle models made for ELM, right?

btw some more changes made in the past days:

- added a memory hack which "moves" the light shadows a littlebit up from the ground, this prevents some ugly "lightshadow half goes under ground" glitch at bumpy areas.

- changed onScreenStatus.X and onScreenStatus.Y in emrgency.ini to get numbers without .0 at the end

- added mainEL.random.time, strobe.1.random.time, strobe.2.random.time, strobe.3.random.time into emergency.ini

- added mainEL.default.mode, strobe.1.default.mode, strobe.2.default.mode, strobe.3.default.mode into emergency.ini

- added spotlight.switch and spotlight.move, renamed advisor.mode to mode.change in KEYS section of emergency.ini

planning to release 1.0 in 2-3 days :)

Thanks :D they are indeed, as i used to use ELM for SP, but now that I play SAMP more with your mod I don't think they need to be ELM anymore lol.

And great news this mod is fantastic! I can't wait to try Version 1.0 :D

EDIT: For those of you who want the copcarLA/SF/VG/RU & the Ambulance from the original author Rimeau you can download it here: http://www.file-upload.net/download-9527341/EmergencyPack-2.rar.html (http://www.file-upload.net/download-9527341/EmergencyPack-2.rar.html)
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on March 04, 2015, 14:59
First CT-test went without any problem (no crash at /rm, /reclass or /kill).

I'll adapt all vehicles which have config in vehicles.ini. And then release time :)
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: BeastyBill88 on March 04, 2015, 16:31
Thanks for all the hard work you have done :D looking forward to seeing what v1.0 will look like on my vehicles.
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on March 04, 2015, 17:50
Default vehicles:



Just some testing, and then release :P
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: BeastyBill88 on March 04, 2015, 19:07
(http://suptg.thisisnotatrueending.com/archive/17679146/images/1327569889486.jpg)

I see you used the light set up I have on the tow truck ;) lol. Looks great Nyolc8!
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on March 05, 2015, 00:25
uhmm.... guys... release delayed... :-\

EPIC bug (you would banned for this on CT), have no idea why this happens, but emergency.cs makes it somehow:


(edit: youtube derping for me so link to video: https://www.youtube.com/watch?v=vnx7mfqZkHk (https://www.youtube.com/watch?v=vnx7mfqZkHk))

So I have no idea when I'll release it ><
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: Ethan on March 05, 2015, 02:04
of course you cant get a hydra on main server, but yes.. probably would be banned....maybe
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on March 05, 2015, 02:24
Not the hydra is the bug(I just tested in samp debug), the character falls on wrong world axis :d it falls on Y axis instead of Z axis. But I already found out the problem, partly fixed it (now the character floats instead of falling xd). 1-2 days...
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: BeastyBill88 on March 05, 2015, 10:50
Couldn't the floating be caused by that memory hack you added to lift the shadow off the ground? That's the only thing I can think of that would cause it.
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on March 05, 2015, 11:04
No. That has nothing to do with it. If I comment out the thread which contains the on screen icons, then problem goes away. To be exact, the global variables(variables which are used game-wise, so you basically never know what value you change which is used by the game itself too) are the problem. Now I'm making my own memory storage inside the script where I can store datas instead of global variables. And then I won't modify global values accidentaly which the game uses.
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: BeastyBill88 on March 05, 2015, 11:29
Ah ok, that will probably be a better idea than having global variables. Let us know how you get on.
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on March 05, 2015, 17:04
Bug fixed, but had to remove advisor real time status from the OSD. Also had to change many variables.

Now working on the real time advisor to get it work. To be honest, I have no idea why it's not working now.

edit: I'm rewriting the whole OSD code from scratch because I don't understand my own code now.... xd
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: BeastyBill88 on March 05, 2015, 20:17
Lol had the moment when you look at your own work and think... The fuck is that haha :P
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on March 05, 2015, 21:30
not moment, hours... :D btw OSD starting to work again... Using memory reading instead of variables... my brain hurts already but OSD only shows it's background yet lol  :))
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: BeastyBill88 on March 05, 2015, 21:56
Now using the memory and only showing the OSD background...

(http://2.bp.blogspot.com/-u-Sm071gnKg/UPsKqE8Q1cI/AAAAAAAAADk/l8FHPnTDyKw/s400/well+it's+something.png)

;) give your brain some rest and try again before having the weekend off lol.
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on March 05, 2015, 22:21
these working now: strobe/main/siren/spotlight icon, main,str1,str2,str3,adv text.

edit: everything, just the realtime advisor not
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: BeastyBill88 on March 05, 2015, 23:56
Like I said before, as good at it is to have the real time advisor I think just having the advisor modes set up like the main EL's/strobes is good enough :) because we can still see what setting its on.

Its up to you unless you want to try and fix the real time TA before release or you could release the mod without it and add it to a later version seeing as everything is working except the OSD real time advisor.
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on March 05, 2015, 23:59
everything works now, even realtime advisor, and there is no "flying" bug :P
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: BeastyBill88 on March 06, 2015, 00:03
Good god man! Give my reply a chance to register haha ;) just kidding thats great news! Your brain can do with a rest now lol.
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on March 06, 2015, 00:16
Thanks! Only thing left is to make the "compact mode" (another set with coordinates and textures).

edit: done, but (as before I rewrite the OSD) the compact mode looks very ugly.

edit2: concept for compact mode
(http://i.imgur.com/ZclzbJy.jpg)
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: BeastyBill88 on March 06, 2015, 05:37
Very nice :D that looks pretty smart! It gives you all the info on what the different lights are set to and weather they are on or off. Looks better then having a smaller version of the car icon (normal size OSD) in my opinion.
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on March 06, 2015, 15:52
Another bug fixed with spotlight, which I made when I fixed another bug with it... :D
Also I removed some more global vars and replaced those with own storage.

So now I can start to make the new compact mode.
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: BeastyBill88 on March 06, 2015, 20:34
Lol :P

99 little bugs in the code
99 little bugs in the code
Take one down, patch it around
117 little bugs in the code

Jk ;) so will the compact OSD be the same (or similar) to the one in the above picture?
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on March 06, 2015, 21:44
It will look like that, but I didn't worked on that code-wise (just the textures are done) because I found another (small) bug which is there since beginning :D
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: BeastyBill88 on March 06, 2015, 21:51
Lol another bug? What is this one if its been there since the beginning?
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on March 06, 2015, 22:05
I mean "beggining" since I made the L key to change modes of all lights. It's a tiny bug but I don't really get why it's happening :D

edit: fixed it, and you won't believe it, but found another bug one minute later xd This time, the bug is in the view angle and corona size thing...

edit2: literally took 30 sec to fix this...  :)) just had to put a "=" after a ">" :P
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on March 07, 2015, 00:42
Compact OSD in action:


edit: don't know why youtube shows error when I embed it, but here is the video: https://www.youtube.com/watch?v=H4ezcI9r3_4 (https://www.youtube.com/watch?v=H4ezcI9r3_4)

"SPTL" - spotlight
"SRN" - siren
"SRN +" - siren with H hold down
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: BeastyBill88 on March 07, 2015, 12:36
Very nice. Can I ask, how will the different lights work, will you press and hold 1 "master" key and (for example) press J to turn on the strobes? Also how is it looking for release? As I would love to have a tinker around with the mod on my night shifts ;) lol.
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on March 07, 2015, 13:23
To enable a light, you just press it's key. To change a light mode, you press and hold L and while you holding it, you press the light key which you want to change it's mode.

About release: Testing testing and testing to found out if there is any bug (like the flying bug) to prevent people from getting banned because of this mod :D
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: BeastyBill88 on March 07, 2015, 14:20
Thanks :) that's a nice way of doing it.

Lol thank you, I don't fancy being banned again :P Have found anymore major or bannable bugs?
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on March 07, 2015, 14:42
Not yet, but didn't tested helis yet, and such... Btw I removed ~15-20 global variables from the script (replaced them with own storage). But there are still ~15-25 global variables :D

(global variables = variables which MAY used by the game itself(or others scripts) too, so can cause bugs/crashes)

You ask why I don't use other variables? A script can contain only 31 variables... which is far not enough.

You ask why I don't turn all global variables into own storage? They script would be 2x size, also it would be a nightmare to do it. (For read one data from custom storage: you need to calculate proper position in the memory, then read that data, then pass it to a local variable, then use that variable... same as writing data, but in reverse order.)

So I'm just hoping I won't find any more bugs...:D
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: BeastyBill88 on March 07, 2015, 14:47
Lol that hurt my brain just trying to read that haha. Rather you than me Nyolc8 :P Great job as always though.
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on March 07, 2015, 23:24
Question:
Because of the 3 strobe lights, the cars got many config lines now. This making the vehicles.ini file bigger. Also it's harder to find the lines for a vehicle, I mean you have to scroll much, and it's getting more and more frustrating as you adding more and more vehicles in it. So the question is, what if I make a folder in EL called vehcfg, and then there would be a config file for each vehicle? And then vehicles.ini would be removed.

So for example, for copcarla, there would be a file "CLEO\EL\vehcfg\596.ini". For towtruck: "CLEO\EL\vehcfg\525.ini", etc....

What do you think?


Forget it, can't do it now ::)
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: BeastyBill88 on March 08, 2015, 23:17
Hows the testing coming along? Any bannable bugs found?
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: nyolc8 on March 08, 2015, 23:42
No, but I didn't tested much in the weekend.

edit: some small refinements made in the code (removed some totally unneccessary code lines - I really don't know why I wrote those there lol - , and a small bug fixed)
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: BeastyBill88 on March 09, 2015, 01:10
Lol thanks for the update :)
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: Wizzer on March 09, 2015, 05:39
Quote from: BeastyBill88 on March 09, 2015, 01:10
Lol thanks for the update :)
Do you really have to reply after every new post? :suspicious:
Title: Re: [Updated - 22.02.15] Emergency Lights CLEO script 0.9.5 by nyolc8
Post by: BeastyBill88 on March 09, 2015, 06:35
Why got a problem?  :lol:
Title: Re: [Updated - 13.03.15] Emergency Lights CLEO script 1.0 by nyolc8
Post by: nyolc8 on March 13, 2015, 12:32
1.0:
- totally new, many things has been re-wrote
- 3 strobe light sets
- beam light (B key to turn on/off, hold mouse right button while moving the camera to control it)
- L key change all lights mode, by holding it, while pressing a light key
- U,I,O to control strobe light sets seperatelly
- new OSD (realtime, advisor, new compact mode, new textures, etc...)
- new config ini files
- easily editable light shadows (in EL/textures/shadows/ folder)
- new options for more coronas, etc...



compact osd:


DOWNLOAD 1.0 (http://speedy.sh/WJynP/Emergency-by-nyolc8.zip)
Title: Re: [Updated - 13.03.15] Emergency Lights CLEO script 1.0 by nyolc8
Post by: BeastyBill88 on March 13, 2015, 13:26
Just downloaded, thanks :D you done a cracking job on this, I love that you can have steady burns on the strobes aswell.
Title: Re: [Updated - 13.03.15] Emergency Lights CLEO script 1.0 by nyolc8
Post by: CarlJohnson on March 13, 2015, 13:38
As usual this script also doesn't work on my shittop. Anyway, nice job  :like:
Title: Re: [Updated - 13.03.15] Emergency Lights CLEO script 1.0 by nyolc8
Post by: nyolc8 on March 13, 2015, 14:33
Thanks!

Doesn't work? What is the problem? Maybe just some different version file(s) blocking it.
Title: Re: [Updated - 13.03.15] Emergency Lights CLEO script 1.0 by nyolc8
Post by: CarlJohnson on March 13, 2015, 14:43
Quote from: nyolc8 on March 13, 2015, 14:33
Thanks!

Doesn't work? What is the problem? Maybe just some different version file(s) blocking it.
I suppose this script also requires Pixel Shader 3.0?  If not then then it just randomly crashes my game at start.
Title: Re: [Updated - 13.03.15] Emergency Lights CLEO script 1.0 by nyolc8
Post by: nyolc8 on March 13, 2015, 14:53
No, it does not require anything extra.
It crashes at loadingbar? Or where?
Title: Re: [Updated - 13.03.15] Emergency Lights CLEO script 1.0 by nyolc8
Post by: CarlJohnson on March 13, 2015, 15:09
Quote from: nyolc8 on March 13, 2015, 14:53
No, it does not require anything extra.
It crashes at loadingbar? Or where?
It crashes before the loadingbar appears... Should I post the crash report here ?
Title: Re: [Updated - 13.03.15] Emergency Lights CLEO script 1.0 by nyolc8
Post by: nyolc8 on March 13, 2015, 15:25
If you remove the emergency.cs file ONLY, then the game starts?
Title: Re: [Updated - 13.03.15] Emergency Lights CLEO script 1.0 by nyolc8
Post by: AzureSpeed on March 13, 2015, 18:20
did you manage to fix the crouch key warning code problem?
Title: Re: [Updated - 13.03.15] Emergency Lights CLEO script 1.0 by nyolc8
Post by: BeastyBill88 on March 13, 2015, 20:22
Quote from: BlackFire on March 13, 2015, 18:20
did you manage to fix the crouch key warning code problem?

Yeah that was fixed I believe.
Title: Re: [Updated - 13.03.15] Emergency Lights CLEO script 1.0 by nyolc8
Post by: Marccc on March 13, 2015, 22:01
Quote from: BeastyBill88 on March 13, 2015, 20:22
Quote from: BlackFire on March 13, 2015, 18:20
did you manage to fix the crouch key warning code problem?

Yeah that was fixed I believe.


Yes its fixed.


Nyolc thanks for this great new version! i love it!
Title: Re: [Updated - 13.03.15] Emergency Lights CLEO script 1.0 by nyolc8
Post by: Mihai on March 14, 2015, 07:19
Bro please help me . How do I install this mod?
Title: Re: [Updated - 13.03.15] Emergency Lights CLEO script 1.0 by nyolc8
Post by: Mihai on March 14, 2015, 07:23
Ohh . Done guys .Thank you .
Title: Re: [Updated - 13.03.15] Emergency Lights CLEO script 1.0 by nyolc8
Post by: CarlJohnson on March 14, 2015, 08:03
Quote from: nyolc8 on March 13, 2015, 15:25
If you remove the emergency.cs file ONLY, then the game starts?
Yep, It does
Title: Re: [Updated - 13.03.15] Emergency Lights CLEO script 1.0 by nyolc8
Post by: nyolc8 on March 14, 2015, 09:06
Quote from: CarlJohnson on March 14, 2015, 08:03
Quote from: nyolc8 on March 13, 2015, 15:25
If you remove the emergency.cs file ONLY, then the game starts?
Yep, It does
Then you don't have (or different version) these files: NewOpcodes.cleo, IniFileFunctions.cleo(or something like this), plugin.dll. Or you not using the hoodlum gta_sa.exe.
Title: Re: [Updated - 13.03.15] Emergency Lights CLEO script 1.0 by nyolc8
Post by: CarlJohnson on March 14, 2015, 10:23
Quote from: nyolc8 on March 14, 2015, 09:06
Quote from: CarlJohnson on March 14, 2015, 08:03
Quote from: nyolc8 on March 13, 2015, 15:25
If you remove the emergency.cs file ONLY, then the game starts?
Yep, It does
Then you don't have (or different version) these files: NewOpcodes.cleo, IniFileFunctions.cleo(or something like this), plugin.dll. Or you not using the hoodlum gta_sa.exe.
Hm I have changed many of my mods, mind giving me yours?
Title: Re: [Updated - 13.03.15] Emergency Lights CLEO script 1.0 by nyolc8
Post by: nyolc8 on March 14, 2015, 15:54
http://speedy.sh/BVEw5/cleo-extras.zip (http://speedy.sh/BVEw5/cleo-extras.zip)
Title: Re: [Updated - 13.03.15] Emergency Lights CLEO script 1.0 by nyolc8
Post by: CarlJohnson on March 14, 2015, 15:56
Quote from: nyolc8 on March 14, 2015, 15:54
http://speedy.sh/BVEw5/cleo-extras.zip (http://speedy.sh/BVEw5/cleo-extras.zip)
Ty!  I'll try and see if it works :)
Edit : It works now :D And It's amazing !!! You just earned a cookie :)
Title: Re: [Updated - 13.03.15] Emergency Lights CLEO script 1.0 by nyolc8
Post by: SpazzBucket. on March 15, 2015, 23:59
1.0 has now made my cleo not work, even if I remove the mod the game will not run unless I have cleo.asi removed. Goddammit nyolc lol and yes I have downloaded and installed the cleo extras you linked in the above post and I have hoodlum exe

I'm getting 4 different crashes, 3 different opcodes and then a crash with nothing, exceptions start with 4, 5 and then one thats 0x0000000000
Title: Re: [Updated - 13.03.15] Emergency Lights CLEO script 1.0 by nyolc8
Post by: nyolc8 on March 16, 2015, 00:34
A CLEO script can't, and won't modify any file, so it's should be something else. Maybe your cleo.asi not compatible with the .cleo files from the cleo extras. Are you using 4.3 or what version of CLEO? The cleo extras are for 4.0 (or 4.1 maybe). And I think that version difference making errors.
Title: Re: [Updated - 13.03.15] Emergency Lights CLEO script 1.0 by nyolc8
Post by: Miss101 on March 16, 2015, 03:05
Jesus, this mod is getting better and better by the week D:
You even added the spotlight I asked you about via pms, niceeeeeeee.

Also, I got a question, not sure how related it is to this mod.Is there any way you could somehow "turn off" the original SA lights that are on top of the cruiser?like, if I'm using a slicktop mod, I don't want to see the original SA lights on the roof D: Any chance that's removeable?

Thankss
Title: Re: [Updated - 13.03.15] Emergency Lights CLEO script 1.0 by nyolc8
Post by: BeastyBill88 on March 16, 2015, 04:53
Quote from: Miss101 on March 16, 2015, 03:05
Jesus, this mod is getting better and better by the week D:
You even added the spotlight I asked you about via pms, niceeeeeeee.

Also, I got a question, not sure how related it is to this mod.Is there any way you could somehow "turn off" the original SA lights that are on top of the cruiser?like, if I'm using a slicktop mod, I don't want to see the original SA lights on the roof D: Any chance that's removeable?

Thankss

Which vehicle are you using the slicktop on? As I think its only the FBI Rancher & police bike which still have the original lights on. All the cop cars don't have it at least for me they don't. I'm using a slicktop mod on the FBI Truck, try it on that.
Title: Re: [Updated - 13.03.15] Emergency Lights CLEO script 1.0 by nyolc8
Post by: SpazzBucket. on March 16, 2015, 07:34
Quote from: nyolc8 on March 16, 2015, 00:34
A CLEO script can't, and won't modify any file, so it's should be something else. Maybe your cleo.asi not compatible with the .cleo files from the cleo extras. Are you using 4.3 or what version of CLEO? The cleo extras are for 4.0 (or 4.1 maybe). And I think that version difference making errors.
Ever since I installed the 1.0 my game worked perfectly, I installed the new version, then put my pc to sleep for 2-3 days, came back and it doesnt work

Edit:its your flagger script, when I remove that the game works
Title: Re: [Updated - 13.03.15] Emergency Lights CLEO script 1.0 by nyolc8
Post by: nyolc8 on March 16, 2015, 10:02
Quote from: Miss101 on March 16, 2015, 03:05
Jesus, this mod is getting better and better by the week D:
You even added the spotlight I asked you about via pms, niceeeeeeee.

Also, I got a question, not sure how related it is to this mod.Is there any way you could somehow "turn off" the original SA lights that are on top of the cruiser?like, if I'm using a slicktop mod, I don't want to see the original SA lights on the roof D: Any chance that's removeable?

Thankss

Check these options:
[DEFAULT_EL]
LScopcar.disableDefaultEL = 1 // disable default emergency light - copcarla
SFcopcar.disableDefaultEL = 1 // disable default emergency light - copcarsf
LVcopcar.disableDefaultEL = 1 // disable default emergency light - copcarlv
Rangercop.disableDefaultEL = 1 // disable default emergency light - copcarru
Enforcer.disableDefaultEL = 1 // disable default emergency light - enforcer
Ambulance.disableDefaultEL = 1 // disable default emergency light - ambulan
Firetruck.disableDefaultEL = 1 // disable default emergency light - firetruk


Make sure they all have "1".


Quote from: SpazzBucket. on March 16, 2015, 07:34
Quote from: nyolc8 on March 16, 2015, 00:34
A CLEO script can't, and won't modify any file, so it's should be something else. Maybe your cleo.asi not compatible with the .cleo files from the cleo extras. Are you using 4.3 or what version of CLEO? The cleo extras are for 4.0 (or 4.1 maybe). And I think that version difference making errors.
Ever since I installed the 1.0 my game worked perfectly, I installed the new version, then put my pc to sleep for 2-3 days, came back and it doesnt work

Edit:its your flagger script, when I remove that the game works
My tip is that you made a typo in the flagger.ini and you set a non-existing model ID, or you made another mistake (make sure to always have the veh_1 veh_2 veh_3 pattern)
Title: Re: [Updated - 13.03.15] Emergency Lights CLEO script 1.0 by nyolc8
Post by: SpazzBucket. on March 16, 2015, 10:43
Quote from: nyolc8 on March 16, 2015, 10:02
Quote from: SpazzBucket. on March 16, 2015, 07:34
Quote from: nyolc8 on March 16, 2015, 00:34
A CLEO script can't, and won't modify any file, so it's should be something else. Maybe your cleo.asi not compatible with the .cleo files from the cleo extras. Are you using 4.3 or what version of CLEO? The cleo extras are for 4.0 (or 4.1 maybe). And I think that version difference making errors.
Ever since I installed the 1.0 my game worked perfectly, I installed the new version, then put my pc to sleep for 2-3 days, came back and it doesnt work

Edit:its your flagger script, when I remove that the game works
My tip is that you made a typo in the flagger.ini and you set a non-existing model ID, or you made another mistake (make sure to always have the veh_1 veh_2 veh_3 pattern)
I never touched the ini file, but I'll try putting the downloaded files back in
Title: Re: [Updated - 13.03.15] Emergency Lights CLEO script 1.0 by nyolc8
Post by: nyolc8 on March 16, 2015, 12:07
Then why you installed that mod? To fix towtruck front wheels? Because if you don't touch the ini then it just doing that.
Title: Re: [Updated - 13.03.15] Emergency Lights CLEO script 1.0 by nyolc8
Post by: SpazzBucket. on March 16, 2015, 18:27
Quote from: nyolc8 on March 16, 2015, 12:07
Then why you installed that mod? To fix towtruck front wheels? Because if you don't touch the ini then it just doing that.
I thought it already had double exhaust for the roadtrain set but I guess not lol
Title: Re: [Updated - 13.03.15] Emergency Lights CLEO script 1.0 by nyolc8
Post by: nyolc8 on March 17, 2015, 16:56
It only fixes towtruck if you don't set any model ID into the .ini file. I already said this in the first post.

***

Update coming, but no big changes, just supporting car mods which have spotlight parts made for this script. (coming copcarla mod will have it)
Title: Re: [Updated - 13.03.15] Emergency Lights CLEO script 1.0 by nyolc8
Post by: BeastyBill88 on March 18, 2015, 15:34
***VIDEO DELETED. STOP ASKING ME FOR HELP AFTER I HAVE REDIRECTED YOU THIS TOPIC & STOP DOWN VOTING MY VIDEOS BECAUSE YOUR TOO LAZY TO SET THE MOD UP YOURSELF!***
Title: Re: [Updated - 13.03.15] Emergency Lights CLEO script 1.0 by nyolc8
Post by: nyolc8 on March 18, 2015, 17:03
You don't allow play in embed player.

They're nice btw, but why you say it's only works in SAMP? It does not work in SP? :o (I can't start SP so I can't test that)

***

Coming version will have a bug fix, the light directions (strobeEL.2.R.dir, etc..) didn't work properly, so if you changed the direction from 2 to 1, it didn't work. Now it will change it's direction properly.
Title: Re: [Updated - 13.03.15] Emergency Lights CLEO script 1.0 by nyolc8
Post by: BeastyBill88 on March 18, 2015, 17:22
Oh doesn't it? That's strange I don't remember turning off embedding. I'll have a look. Well v0.9.5 didn't work in SP it would crash on the loading bar :( I'll try this one in SP and if not I'll change the description lol.

Ah yes! That will be something I need lol I just set the strobes on the front of the vehicle to both.

Do you think there would be a way to have the lights work like the ImVehFt mod so the lights running on multiple vehicles at once?

EDIT 1: Video should work on the embedded player now.
EDIT 2: Just tried the mod in SP and it definitely doesn't work, it crashes on the loading screen both on a new game & a loaded game. Also tried it with just the emergency script (and needed files) in the cleo folder and it still crashed :( oh well.
Title: Re: [Updated - 13.03.15] Emergency Lights CLEO script 1.0 by nyolc8
Post by: nyolc8 on March 18, 2015, 17:29
The only thing which comes into my mind is basically a script which "clones" itself in the memory and each cloned script is for one vehicle. So each vehicle which have emergency light enabled, would have it's own script running. So I mean there would be only one cs file, but that script could clone itself for all vehicle which have enabled lights. But even this is so hard to make... The problem with this, I have no idea how to control (furthermore how to identify) the cloned scripts... so how to find out which script I want to control... But sometime I'll make a test script to see if I can make it or not.
Title: Re: [Updated - 13.03.15] Emergency Lights CLEO script 1.0 by nyolc8
Post by: BeastyBill88 on March 18, 2015, 17:45
Hmm it might work, only problem is having so many scripts would probably cause the game to lag massively or cause alot of bugs and memory issues.

The way I was thinking (but it probably won't ever work) would to have the mod show the all random patterns on another players vehicle if that person had the mod installed. BUT how would it be able to know if someone else has the EL mod :( that's the biggest problem I think.
Title: Re: [Updated - 13.03.15] Emergency Lights CLEO script 1.0 by nyolc8
Post by: nyolc8 on March 18, 2015, 18:09
yeah, samp does not sync any additional things (which is not stock game feature), so it's not possible to check which player have it, and also the same thing what I described in previous post. Each car requires it's own thread("clone" of script).
Title: Re: [Updated - 13.03.15] Emergency Lights CLEO script 1.0 by nyolc8
Post by: BeastyBill88 on March 18, 2015, 18:39
I thought so, which is a shame because that would be amazing for RP seeing a dozen cop cars all lit up behind you lol.

So cloning the script for each vehicle. It might work something like if there is another player in the copcarla you will see the lights working on that vehicle while they are driving it IF you have your lights turned on. Don't quote me on that. Its just how I think it could work lol, but like I've said before I haven't got a clue about scripting.
Title: Re: [Updated - 13.03.15] Emergency Lights CLEO script 1.0 by nyolc8
Post by: nyolc8 on March 18, 2015, 19:15
No, the problem is that the script has to select a vehicle (only one can be selected as target) and then apply the lightcoronas, shadows etc relative to that car position and attached to that selected vehicle. So this process (too) need to be run for each vehicle seperately. This can't be done in one thread.
Title: Re: [Updated - 13.03.15] Emergency Lights CLEO script 1.0 by nyolc8
Post by: nyolc8 on March 19, 2015, 11:06
Managed to make lights more like ELM/EVLS, so if the car model have parts for lights, then the script will read coordinates for lights from the model instead of vehicles.ini, also it will possible to make lighted textures for lights (into vehicle model dff), not just coronas. I only made strobe2 for now as testing, and it looks like it works nicely. :)

edit: all lights can work now like this (light texture, if car dff contains required parts)
Title: Re: [Updated - 13.03.15] Emergency Lights CLEO script 1.0 by nyolc8
Post by: R3public[PL] on March 21, 2015, 09:50
Very hot!
Love you!
Will you relase version where other ppl will see your lights? (if they will have installed your mod)
Title: Re: [Updated - 13.03.15] Emergency Lights CLEO script 1.0 by nyolc8
Post by: nyolc8 on March 21, 2015, 12:21
Thanks!
Release a version? It's not even possible to do that. I'll happy if I can make some light appear for people who enabled the stock siren.
Title: Re: [Updated - 13.03.15] Emergency Lights CLEO script 1.0 by nyolc8
Post by: nyolc8 on March 24, 2015, 13:21
Some progress, figured out and managed to make a test script which starts a new thread(which draws a corona over the car) for every car in a close range. So "EL lights for other copcars which have siren enabled" is slowly getting possible. But I still have many problems what I don't know how to make... Also I think I'll need to make 2 threads for each car... ><

edit: the problem is that even only one light system uses so many variables that is not possible to make with local varibles (I can't use globals for a thread which cloned multiple times) ><

so I could make it, if there would be not only 31 local variable available...

here's an image, multiple car with siren light (not blinking for now):

(http://i.imgur.com/msZHsPW.jpg)
Title: Re: [Updated - 13.03.15] Emergency Lights CLEO script 1.0 by nyolc8
Post by: BeastyBill88 on March 24, 2015, 16:17
Great progress! But wouldn't using the variables give you strange bugs like it did before? But anyway 1 step at a time :)
Title: Re: [Updated - 13.03.15] Emergency Lights CLEO script 1.0 by nyolc8
Post by: nyolc8 on March 24, 2015, 17:05
I can't use global variables at all, that's why I can't make it... :D Because 0 global variables, and only 31 local variables are simply not enough for each light coordinates, colors, sizes, shadows, etc... I'll try to use that "35@(31@,1i)" method, but last time when I tried, it didn't work properly.
Title: Re: [Updated - 13.03.15] Emergency Lights CLEO script 1.0 by nyolc8
Post by: BeastyBill88 on March 24, 2015, 17:16
Well at least you have tried though :D it would be cool to see the lights on other vehicles nearby. But I'm content with having it on my vehicle only. Plus I think have an extra script or 2 for each vehicle will add up... I mean I'm already on 21 scripts when I run SAMP and 17 of them are for the lights ;) haha.
Title: Re: [Updated - 13.03.15] Emergency Lights CLEO script 1.0 by nyolc8
Post by: nyolc8 on March 24, 2015, 23:15
I'll try to store all infos from .ini file into custom memory storage, then read them from that. (like I did with many variables in the EL script itself)
Title: Re: [Updated - 13.03.15] Emergency Lights CLEO script 1.0 by nyolc8
Post by: BeastyBill88 on March 24, 2015, 23:53
Well I'll let you work it out. As I don't really know lol.
Title: Re: [Updated - 13.03.15] Emergency Lights CLEO script 1.0 by nyolc8
Post by: nyolc8 on March 25, 2015, 00:29
This is really hard to do... I working on this for about 2 hours now, and only wrote the code for storing mainEL and strobe 1 colors and coordinates... strobe 2 and strobe 3 still left... (I won't make advisor) And then I'll need to wrote the codes to read these in the loop cycle which will actually create the lights... ><
And then the other thread which will blink the lights.... f*ck >< :D

But theoretically, it will work... I hope xd
Title: Re: [Updated - 13.03.15] Emergency Lights CLEO script 1.0 by nyolc8
Post by: nyolc8 on March 25, 2015, 14:17
(http://i.imgur.com/LUdEcWv.jpg)

edit: now all three strobe lights + mainEL coronas being draw, even dynamic corona sizing works (smaller corona based on view angle), mainEL light shadow works, strobe light shadows not yet.

todo:
- light shadows
- blinking(this will be tricky, not yet sure how to make it)
- only start thread for car which is in the vehicles.ini and also have default siren turned off, and not driven by player, and not empty.
Title: Re: [Updated - 13.03.15] Emergency Lights CLEO script 1.0 by nyolc8
Post by: BeastyBill88 on March 25, 2015, 15:39
Quote from: nyolc8 on March 25, 2015, 14:17

- only start thread for car which is in the vehicles.ini and also have default siren turned off, and not driven by player, and not empty.

So is could eventually might work on AI vehicles? If only the script worked in SP aswell :D
Title: Re: [Updated - 13.03.15] Emergency Lights CLEO script 1.0 by nyolc8
Post by: nyolc8 on March 25, 2015, 17:01
I making this for AI and other players on SAMP who enable siren on their vehicles. The controllable lights will still only work for one vehicle.

Btw light shadows now working, only need to mem-patch custom texture into it. Also I'm not implementing my shadow lagg fix because that would need thread for all lights (like how it is for controlabble lights).

edit: now shadows patched with custom texture, but now it crashes with some cars... have no idea why...
Title: Re: [Updated - 13.03.15] Emergency Lights CLEO script 1.0 by nyolc8
Post by: Hakan on March 25, 2015, 19:26
Hello nyolc8, this is not the topic sorry but i have question can you make a file for Petro you did make? i want to drive petro as roadtrain replace but when i'm importing and i look in game the textures are white?

(http://i.imgur.com/D4z9HCn.jpg?1)

(http://i.imgur.com/o92mcDk.jpg?1)
Title: Re: [Updated - 13.03.15] Emergency Lights CLEO script 1.0 by nyolc8
Post by: BeastyBill88 on March 25, 2015, 19:28
Did you also import and replace the Roadtrain txd with the Tanker txd file?
Title: Re: [Updated - 13.03.15] Emergency Lights CLEO script 1.0 by nyolc8
Post by: nyolc8 on March 25, 2015, 19:30
if you know this is wrong topic then why you posted here? ::) send pm about that.

***

finally made the light shadows, it was just a wrong offset in memory...
(lights are too bright because their transparency is not yet controlled, this is what the blinker section will handle)

[imgur]http://imgur.com/a/Jpl9B#0[/imgur]

Title: Re: [Updated - 13.03.15] Emergency Lights CLEO script 1.0 by nyolc8
Post by: BeastyBill88 on March 25, 2015, 19:39
Excellent progress :) does it cause much lag with all of the lights? I think when its all working complete it will definitely be a replacement for ELM/ELS.

Also if you plan to make it work on AI vehicles, would you be able to find out what causes it to crash on the SP loading bar? As this would be amazing to use in SP with SAPD:FR.
Title: Re: [Updated - 13.03.15] Emergency Lights CLEO script 1.0 by nyolc8
Post by: nyolc8 on March 25, 2015, 19:52
I did not noticed any lag yet. Well, if my SP will load without crashing, then I'll try to make it work with that. But without SP (to test), I can't do anything with it.

mainEL light coronas blinking, fuckyeah :D
Title: Re: [Updated - 13.03.15] Emergency Lights CLEO script 1.0 by nyolc8
Post by: BeastyBill88 on March 25, 2015, 20:23
Nice :D ah well if you can't load SP then just for SAMP will be alright at least we will get to see it on other vehicles :D

Nice one! Will the lights be on all the time or only when the siren is turned on? So parked vehicles won't have the lights on. Or something like that lol.
Title: Re: [Updated - 13.03.15] Emergency Lights CLEO script 1.0 by nyolc8
Post by: nyolc8 on March 25, 2015, 20:42
I'll make a check, and lights will only there when:
- car has siren on
- car has configuration in vehicles.ini
- car default emergenc light is not disabled
- car is not driven by player (so yourself)
- car is driven by somebody else (so, not empty)
Title: Re: [Updated - 13.03.15] Emergency Lights CLEO script 1.0 by nyolc8
Post by: Marccc on March 25, 2015, 21:16
Is it possible to disable the original lights from the police bike?


I added this:
HPV1000.disableDefaultEL = 1   // disable default emergency light - HPV 1000
in emergency.ini but i still see the original lights.
Title: Re: [Updated - 13.03.15] Emergency Lights CLEO script 1.0 by nyolc8
Post by: Hakan on March 25, 2015, 21:22
Quote from: BeastyBill88 on March 25, 2015, 19:28
Did you also import and replace the Roadtrain txd with the Tanker txd file?

Beastybill how can i do that?

Quote from: nyolc8 on March 25, 2015, 19:30
if you know this is wrong topic then why you posted here? ::) send pm about that.

***

finally made the light shadows, it was just a wrong offset in memory...
(lights are too bright because their transparency is not yet controlled, this is what the blinker section will handle)

[imgur]http://imgur.com/a/Jpl9B#0[/imgur]



Sorry nyolc8 but there is not topic about the Tanker truck that you made  :-[
Title: Re: [Updated - 13.03.15] Emergency Lights CLEO script 1.0 by nyolc8
Post by: nyolc8 on March 25, 2015, 21:34
Quote from: Marccc on March 25, 2015, 21:16
Is it possible to disable the original lights from the police bike?


I added this:
HPV1000.disableDefaultEL = 1   // disable default emergency light - HPV 1000
in emergency.ini but i still see the original lights.
It's not work like that, those lines in the ini file are just "switches" for complicated memory writings.

The problem is, I couldn't find the memory address for hpv bike lights, to overwrite it. But if I'll find it, I'll implement that too.
Title: Re: [Updated - 13.03.15] Emergency Lights CLEO script 1.0 by nyolc8
Post by: BeastyBill88 on March 25, 2015, 21:45
Quote from: Hakan on March 25, 2015, 21:22
Quote from: BeastyBill88 on March 25, 2015, 19:28
Did you also import and replace the Roadtrain txd with the Tanker txd file?

Beastybill how can i do that?

You do it the same way you replaced the Roadtrain.dff Just replace the Roadtrain.txd with Petro.txd and it should fix the textures.
Title: Re: [Updated - 13.03.15] Emergency Lights CLEO script 1.0 by nyolc8
Post by: BeastyBill88 on March 25, 2015, 21:45
Quote from: Hakan on March 25, 2015, 21:22
Quote from: BeastyBill88 on March 25, 2015, 19:28
Did you also import and replace the Roadtrain txd with the Tanker txd file?

Beastybill how can i do that?

You do it the same way you replaced the Roadtrain.dff Just replace the Roadtrain.txd with Petro.txd and it should fix the textures.
Title: Re: [Updated - 13.03.15] Emergency Lights CLEO script 1.0 by nyolc8
Post by: nyolc8 on March 25, 2015, 22:22
coronas and car parts/textures(if exist in model) blinking, lightshadow/light blinking is left to do...



I won't make multiple blink patterns and such for these cars, because the script is getting too big, and I think you won't look that much while you escaping from police anyway... :D It's better than nothing.
Title: Re: [Updated - 13.03.15] Emergency Lights CLEO script 1.0 by nyolc8
Post by: BeastyBill88 on March 25, 2015, 23:40
Oh yes! That looks brilliant. Well you don't need multiple light patterns for other vehicles just a simply flash one which you have done is good enough. Looks so good :D
Title: Re: [Updated - 13.03.15] Emergency Lights CLEO script 1.0 by nyolc8
Post by: Vytaras on March 27, 2015, 22:11
Does it work with new samp version?
Title: Re: [Updated - 13.03.15] Emergency Lights CLEO script 1.0 by nyolc8
Post by: BeastyBill88 on March 27, 2015, 22:26
Yeah I am using 0.3.7 RC2 or what ever the newest version is.
Title: Re: [Updated - 13.03.15] Emergency Lights CLEO script 1.0 by nyolc8
Post by: Vytaras on March 27, 2015, 22:58
Well I tried to run the game and it crashed for some reason.
Title: Re: [Updated - 13.03.15] Emergency Lights CLEO script 1.0 by nyolc8
Post by: Miss101 on March 28, 2015, 03:57
It's so hard to adjust the lights to modded vehicles D: I wish you'd make something like an ingame editor or somehing that makes it easier X__X
Title: Re: [Updated - 13.03.15] Emergency Lights CLEO script 1.0 by nyolc8
Post by: nyolc8 on March 28, 2015, 10:55
@Miss101: well, atleast you can adjust it... :P (I'll look into it if I can make something, but it would be really hard to make)

@Vytaras: What CLEO version you have? What gta_sa.exe you have?

***

I just realized I have no idea how to check for each vehicle if siren is enabled or not... So now I don't know how to make this other-cars thing...
Title: Re: [Updated - 13.03.15] Emergency Lights CLEO script 1.0 by nyolc8
Post by: Falco on March 28, 2015, 11:08
Quote from: Vytaras on March 27, 2015, 22:58
Well I tried to run the game and it crashed for some reason.
I crashed too when the game tried to start, it was fixed by replacing the gta_sa.exe with another one.
This one fixed it for me:
https://mega.co.nz/#!sd8QmAzS!OzkiwO-hO68hJwp6cLYhFqNpw00r5beDfGjTLmGpv5U

@nyolc8
Maybe it's worth mentioning in the first post that you need another gta_sa.exe
Title: Re: [Updated - 13.03.15] Emergency Lights CLEO script 1.0 by nyolc8
Post by: nyolc8 on March 28, 2015, 13:29
It needs the "hoodlum" US 1.0 gta_sa.exe

I'll try to implement an exe checking mechanism into the script. And then it could inform people if the exe is the problem.

(The reason it works with hoodlum exe is that the memory address documentation has been made for that exe only. And I made this script based on that documentation.)
Title: Re: [Updated - 13.03.15] Emergency Lights CLEO script 1.0 by nyolc8
Post by: AzureSpeed on March 29, 2015, 09:11
nyolc maybe implement smth into the script that first checks the vehicle id of the player playing as cop and if its an actual cop car, then the script should start itself then, but i think this way the script could make the game laggy so i dont know if its a good idea or not you have to test it out.
Title: Re: [Updated - 13.03.15] Emergency Lights CLEO script 1.0 by nyolc8
Post by: nyolc8 on March 29, 2015, 12:43
I'm testing these:
- is the car have driver?
- is the car driver is not the player
- is the car is not the car which lights controlled by U,I,O,G,J,K,L,B?
- is the car defined in vehicles.ini? (not yet implemented)
- is the car siren is on? (not really want to work, no idea why)

The process looks somehow like this:
1: is there a car nearby?
2: if yes then
3: checking things which I described above
4a: if those things true then
5a: start blinking lights
4b: if those things false then
5b: going into a "waiting state" where it waiting for another car to be checked

The problem is, if a car has those things true(4a), then a property changes to false(4b), then back to true(4a), then the script will disable lights(5b) because of the false state, but then it will still just waiting for another car and not checking the already known car, so when properties becoming true again, lights not applied again.

Somehow I need to figure out how to make a car "new" for the script in it's "waiting state" when the car properties becoming false. I could fix this problem by removing the "waiting state" and checking continously, but then the script would go crazy and would apply 563272536 lights to every car in every second :D

So somehow I need to figure out how to re-check a vehicle properties when it's already had their lights.
Title: Re: [Updated - 13.03.15] Emergency Lights CLEO script 1.0 by nyolc8
Post by: nyolc8 on March 29, 2015, 18:38
Implemented a little check mechanism which informs you if you have unsupported gta_sa.exe instead of crashing. (or atleast I hope it won't crash lol)

edit: looks like I finally was able to handle car checkings, but the "siren_on" checking opcode does not return any value and I have no idea why :/ - okay it's working :D

I think I'll need someone who can help me testing this on CT server (just need to go near me with a copcar and enable siren)
Anyone?

edit2: just realized I never used car-finding-in-range opcode correctly, so it didn't worked at all on CT server, but proper method making lights attached to each vehicle continously, so lights are brighter and brighter and brighter... ><

btw emergency.cs works with cleo 4.3, just tested
Title: Re: [Updated - 13.03.15] Emergency Lights CLEO script 1.0 by nyolc8
Post by: SpazzBucket. on March 30, 2015, 07:59
Yea I've been meaning to say, since the last update the main lights (g) are extremely bright to the point of me not being able to see where I'm going and hurting my eyes
Title: Re: [Updated - 13.03.15] Emergency Lights CLEO script 1.0 by nyolc8
Post by: nyolc8 on March 30, 2015, 14:30
the bug I said is not present in the version which released... :P that's another issue for you then. Maybe you have a timecyc which makes them brighter. You can change the lights intensity by lowering the "alpha" values in the vehicles.ini

edit: added an option to be able to disable mainEL light casting on objects (useful if you want to use mainEL for another purpose than main emergency light)

I still have no idea how to make the light for all cars... ><

Btw all my scripts now working with cleo 4.3 for some reason... flagger script needed to modified a bit, but all others (including diesel_smoke) working with sounds and all stuff.
Title: Re: [Updated - 13.03.15] Emergency Lights CLEO script 1.0 by nyolc8
Post by: nyolc8 on March 30, 2015, 21:42
looks like I managed to make those lights working afterall... there are some unused bits in handling flags for each vehicle, I use those unused bits to mark vehicles in memory, and with that, I can block lights to apply again and again... tricky but working nicely :D

edit:
Tested on CT server, drove around and all copcars/ambulance/etc blinking in their garage too :D No crash, no errors, looking good :D So now I just have to add the "is siren enabled" check and the "is someone in driver seat" check. Then have to make lightcast and lights shadow blink too. Then I'll release a new version with other new feature(s) too. :P
Title: Re: [Updated - 13.03.15] Emergency Lights CLEO script 1.0 by nyolc8
Post by: BeastyBill88 on March 30, 2015, 23:58
Great progress Nyolc8 :D

Wasn't the main purpose of having the lights on other vehicles just meant for the emergency vehicles? Which you have done nearly.

Oooh other features eh? ;) Will you be releasing your new cop car/taxi with the next version of this mod?
Title: Re: [Updated - 13.03.15] Emergency Lights CLEO script 1.0 by nyolc8
Post by: nyolc8 on March 31, 2015, 00:19
light shadows blinking too, just strobe light shadows left to do :)

Maybe the copcarla, but I didn't even started to work on other cars, I tested copcarla for a few days (by playing on CT a few times) and found for about 6 bugs :D So that's why the progress is slow.

I added new option to be able to disable the mainEL light casting per vehicle (useful if you don't want to use mainEL as main light)

Also I added the exe checking which informs you if you have unsupported gta_sa.exe

And I'll add an option to disable the other cars light feature, because it may cause performance drop. (didn't tested it fully yet, but it need to read vehicle.ini file for all copcar which are nearby,and stuff...)

Also I worked on my other scripts too (made flagger cleo 4.3 compatible and tested all my other scripts, all works with 4.3).
Title: Re: [Updated - 13.03.15] Emergency Lights CLEO script 1.0 by nyolc8
Post by: Ethan on March 31, 2015, 02:24
6 lil bugs in the code, 6 little bugs in the code
fix a bug here, 8 more little bugs in the code..

lol
Title: Re: [Updated - 13.03.15] Emergency Lights CLEO script 1.0 by nyolc8
Post by: nyolc8 on March 31, 2015, 16:31
the bugs were in the copcarla model, not in code:P

other car blinking progress: all lights shadows blinking, checking the new option for cast lights implemented, checking for which lights enabled in vehicles.ini implemented, checking for which lights shadow enabled in vehicles.ini implemented

note: I'm using cleo 4.3.18 from now, so scripts will tested on that from now.
Title: Re: [Updated - 13.03.15] Emergency Lights CLEO script 1.0 by nyolc8
Post by: nyolc8 on April 01, 2015, 13:47
Just tested on CT server, if someone enables siren on their copcar, lights start to blink on that car :D So it works!

edit: found another method to disable all default emergency lights (this can disable siren from FBI rancher too) but this method would have only one main switch, can't switch it per vehicle. The only problem is that the copbike gets it's emergency light from another place because it still have it even if I disable emergency lights for all vehicles in memory.
Title: Re: [Update 1.0 - 2015.03.13] Emergency Lights CLEO script by nyolc8
Post by: Robins on April 04, 2015, 19:43
I installed this mod but when I turn it on, I just have the reflection on the ground, I don't see the lights on the cruiser/police vehicle itself, any idea how can I fix that?
Title: Re: [Update 1.0 - 2015.03.13] Emergency Lights CLEO script by nyolc8
Post by: nyolc8 on April 04, 2015, 20:29
Do you have newopcodes.cleo file in your CLEO folder?
Title: Re: [Update 1.0 - 2015.03.13] Emergency Lights CLEO script by nyolc8
Post by: Robins on April 04, 2015, 20:33
Yes, I do.
Title: Re: [Update 1.0 - 2015.03.13] Emergency Lights CLEO script by nyolc8
Post by: Wizzer on April 04, 2015, 21:10
Quote from: Robins on April 04, 2015, 19:43
I installed this mod but when I turn it on, I just have the reflection on the ground, I don't see the lights on the cruiser/police vehicle itself, any idea how can I fix that?
Are you using IMFX? For some people it removes the effects, could be caused by that :P

Quote from: Paci18 on April 04, 2015, 20:40
szia nyolc8
Ma találtam a youtuben a videódat és nagyon megtetszett,le töltöttem de nem indúl el berakom a cleo mappába de semmi nemtörténik,ötlet?
várom a válaszod

bővités
esetleg skype ra felvehetsz és ott könnyebben elmondhatod
Please use only english in this ENG forum, PM him instead :dislike:
Title: Re: [Update 1.0 - 2015.03.13] Emergency Lights CLEO script by nyolc8
Post by: Robins on April 05, 2015, 06:02
No, I'm using some skin, effects and vehicle mods, nothing additional.
Title: Re: [Update 1.0 - 2015.03.13] Emergency Lights CLEO script by nyolc8
Post by: nyolc8 on April 05, 2015, 11:12
imfx is an effect mod. But I use imfx too and I have coronas, so... strange... if it can't draw coronas, then it should crash... :D But it doesn't crash, so I think the script itself runs correctly, and your game does not showing the coronas... Maybe one of your effects mod messed up something with coronas.
Title: Re: [Update 1.0 - 2015.03.13] Emergency Lights CLEO script by nyolc8
Post by: Robins on April 05, 2015, 11:13
Any idea how can I fix this issue?

Edit: Yeah I had imfx, found out :D, thanks ;D
Title: Re: [Update 1.0 - 2015.03.13] Emergency Lights CLEO script by nyolc8
Post by: Skrosh on April 08, 2015, 17:39
Nice :D

This mod is compatible with ELM?
Title: Re: [Update 1.0 - 2015.03.13] Emergency Lights CLEO script by nyolc8
Post by: nyolc8 on April 08, 2015, 17:45
Why you want to use this with ELM when the two mods does same things? I didn't tested, so no idea.
Title: Re: [Update 1.0 - 2015.03.13] Emergency Lights CLEO script by nyolc8
Post by: Ethan on April 08, 2015, 19:00
Quote from: nyolc8 on April 08, 2015, 17:45
Why you want to use this with ELM when the two mods does same things? I didn't tested, so no idea.
Quote from: Skrosh on April 08, 2015, 17:39
Nice :D
This mod is compatible with ELM?

maybe he wants to use ELM, get banned and say he was using yours all along??
Title: Re: [Update 1.0 - 2015.03.13] Emergency Lights CLEO script by nyolc8
Post by: nyolc8 on April 08, 2015, 21:05
Well, he can say whatever he want, because this mod does not do anything which synced in samp, so everything stay only on the player computer :P
But ELM modifies/blinks car stock lights(headlights,taillights) states, also fixing car parts which are synced in samp. So yeah... :D
Title: Re: [Update 1.0 - 2015.03.13] Emergency Lights CLEO script by nyolc8
Post by: Ethan on April 08, 2015, 21:31
[it was a joke nyolc]
Title: Re: [Update 1.0 - 2015.03.13] Emergency Lights CLEO script by nyolc8
Post by: Street on April 11, 2015, 10:16
Hello.

I have a problem with the mod. I saw this video with this model and I really liked, how is the advisor lights in the arjent lightbar, and the blue and red lights for the main one.

(https://www.youtube.com/watch?v=i7uPTNr61zE)

(also I saw this video, and the lights are showing very good alineated and with the correct position



is like the mod detect the lights and put its there.. weird)

BUT. When I installed the mod with the SAME model, I have this :(

(https://www.youtube.com/watch?v=J-2ymaQH4Hw)

What can I do? I really like the mod. Thank you.
Title: Re: [Update 1.0 - 2015.03.13] Emergency Lights CLEO script by nyolc8
Post by: nyolc8 on April 11, 2015, 11:47
You need to reposition the lights inside the EL\vehicles.ini file. You can specify coordinates, sizes,colors, etc there
Title: Re: [Update 1.0 - 2015.03.13] Emergency Lights CLEO script by nyolc8
Post by: Street on April 11, 2015, 12:05
Quote from: nyolc8 on April 11, 2015, 11:47
You need to reposition the lights inside the EL\vehicles.ini file. You can specify coordinates, sizes,colors, etc there
Any way to edit the coordinates in game? That would be awesome, seriously. I tried to edit the coords and it's very difficult.

Maybe in the next version will include an in game editor? c:

Any ETA for the next version?
Title: Re: [Update 1.0 - 2015.03.13] Emergency Lights CLEO script by nyolc8
Post by: Falco on April 11, 2015, 14:15
Quote from: Street on April 11, 2015, 12:05
Quote from: nyolc8 on April 11, 2015, 11:47
You need to reposition the lights inside the EL\vehicles.ini file. You can specify coordinates, sizes,colors, etc there
Any way to edit the coordinates in game? That would be awesome, seriously. I tried to edit the coords and it's very difficult.

Maybe in the next version will include an in game editor? c:

Any ETA for the next version?
When you change the ini you wont have to restart the game by the way, just re-enable the lights  :)
Title: Re: [Update 1.0 - 2015.03.13] Emergency Lights CLEO script by nyolc8
Post by: BeastyBill88 on April 11, 2015, 16:13
Street are you the guy who was asking for my vehicle.ini on my YT video? because my lights won't fit on your cars anyway. You don't need to restart the game you just Alt+Tab>change coordinates>save them>go back ingame>re-enable the lights to see where they are. Its not difficult, it just takes a while to set them up properly.
Title: Re: [Update 1.0 - 2015.03.13] Emergency Lights CLEO script by nyolc8
Post by: nyolc8 on April 11, 2015, 16:59
Quote from: Street on April 11, 2015, 12:05
Quote from: nyolc8 on April 11, 2015, 11:47
You need to reposition the lights inside the EL\vehicles.ini file. You can specify coordinates, sizes,colors, etc there
Any way to edit the coordinates in game? That would be awesome, seriously. I tried to edit the coords and it's very difficult.

Maybe in the next version will include an in game editor? c:

Any ETA for the next version?
If I figure out how to do something like that (ingame editor) then I'll make that.

I don't know when I'll release it, I have some problems with the other cars emergency light blinking mechanism... it causes random laggs (when the script reading vehicles.ini for all vehicles). Or atleast I think that causes those laggs...

Maybe until then I'll release it without the other cars light addon. I think I release a new version along with my copcarla mod (which will feature new carpart component changing like EVLS have)
Title: Re: [Update 1.0 - 2015.03.13] Emergency Lights CLEO script by nyolc8
Post by: sgt.TannerHD on April 12, 2015, 12:51
Hey, when i want to start the EL there are lights on the ground, but there are no light objects in/on the car.

http://www11.pic-upload.de/12.04.15/tpw3dvpe6kra.png
Title: Re: [Update 1.0 - 2015.03.13] Emergency Lights CLEO script by nyolc8
Post by: nyolc8 on April 12, 2015, 13:13
Quote from: sgt.TannerHD on April 12, 2015, 12:51
Hey, when i want to start the EL there are lights on the ground, but there are no light objects in/on the car.

http://www11.pic-upload.de/12.04.15/tpw3dvpe6kra.png
Do you have imfx? Robins said that caused the same bug for him and fixed it by removing imfx. But I have imfx too and it works for me with it, so I don't know what's going on there. But try it without imfx to see if something changes then.
Title: Re: [Update 1.0 - 2015.03.13] Emergency Lights CLEO script by nyolc8
Post by: sgt.TannerHD on April 12, 2015, 13:18
Quote from: nyolc8 on April 12, 2015, 13:13
Quote from: sgt.TannerHD on April 12, 2015, 12:51
Hey, when i want to start the EL there are lights on the ground, but there are no light objects in/on the car.

http://www11.pic-upload.de/12.04.15/tpw3dvpe6kra.png
Do you have imfx? Robins said that caused the same bug for him and fixed it by removing imfx. But I have imfx too and it works for me with it, so I don't know what's going on there. But try it without imfx to see if something changes then.
I already removed it, but it's still not working.
What particles du you use for the lights? Maybe they got removed from another mod.
Title: Re: [Update 1.0 - 2015.03.13] Emergency Lights CLEO script by nyolc8
Post by: nyolc8 on April 12, 2015, 14:43
I use headlight corona(that squarish), and the one which used for almost everything(lampposts lights, etc). I don't know why this happening for some people, but not the script fails, because if the script fails, then it crashes :D
Title: Re: [Update 1.0 - 2015.03.13] Emergency Lights CLEO script by nyolc8
Post by: Doomer on April 12, 2015, 16:38
Great work. I love this mod. I managed to pull this out for my vehicle mods:



Will we be able to create custom patterns in the future? I had to make this in a very hacky way. I'd love to be able to make the full Arjent lightbar pattern just as it is IRL. The only thing the mod lacks right now is more customization.

Keep up the good work. Thank you.
Title: Re: [Update 1.0 - 2015.03.13] Emergency Lights CLEO script by nyolc8
Post by: Zekiloni on April 12, 2015, 19:00
what is this enb ? :)
Title: Re: [Update 1.0 - 2015.03.13] Emergency Lights CLEO script by nyolc8
Post by: sgt.TannerHD on April 14, 2015, 10:48


There is a square at the MainEL point in the overlay.
When the square is there, the MainEL doesn't work.
also it works only at about 5 PM gametime
Title: Re: [Update 1.0 - 2015.03.13] Emergency Lights CLEO script by nyolc8
Post by: nyolc8 on April 14, 2015, 14:04
I had that problem too when I tested it while developing, but it was so random, I thought it was just a coding error which I got fixed. I don't know why it's happening... try to set compact mode for osd (in emergency.ini).

(btw on that video, the mainEL(edit strobe at roof) has wrong colors, the red light is blue and the blue light is red, set negative value for X, or flip the colors)
Title: Re: [Update 1.0 - 2015.03.13] Emergency Lights CLEO script by nyolc8
Post by: Doomer on April 14, 2015, 15:02
Quote from: Doomer on April 12, 2015, 16:38
Great work. I love this mod. I managed to pull this out for my vehicle mods:



Will we be able to create custom patterns in the future? I had to make this in a very hacky way. I'd love to be able to make the full Arjent lightbar pattern just as it is IRL. The only thing the mod lacks right now is more customization.

Keep up the good work. Thank you.

Quote.
Title: Re: [Update 1.0 - 2015.03.13] Emergency Lights CLEO script by nyolc8
Post by: nyolc8 on April 14, 2015, 15:53
 Don't know about patterns yet, I'll see what I can do about it.
Title: Re: [Update 1.0 - 2015.03.13] Emergency Lights CLEO script by nyolc8
Post by: sgt.TannerHD on April 14, 2015, 20:02
Quote from: nyolc8 on April 14, 2015, 14:04
I had that problem too when I tested it while developing, but it was so random, I thought it was just a coding error which I got fixed. I don't know why it's happening... try to set compact mode for osd (in emergency.ini).
nothing changes except the overlay size.

Quote
(btw on that video, the mainEL(edit strobe at roof) has wrong colors, the red light is blue and the blue light is red, set negative value for X, or flip the colors)
does it matter? :D
Title: Re: [Update 1.0 - 2015.03.13] Emergency Lights CLEO script by nyolc8
Post by: nyolc8 on April 14, 2015, 21:50
Quote from: sgt.TannerHD on April 14, 2015, 20:02
Quote
(btw on that video, the mainEL(edit strobe at roof) has wrong colors, the red light is blue and the blue light is red, set negative value for X, or flip the colors)
does it matter? :D
No, it was just a tip :P

Btw I don't know what causes that bug, if it's occurs again for me, then I'll try to fix it. It caused by another cleo script, or something... do you have hoodlum exe?
Title: Re: [Update 1.0 - 2015.03.13] Emergency Lights CLEO script by nyolc8
Post by: Street on April 14, 2015, 22:46
Quote from: nyolc8 on April 14, 2015, 21:50
Quote from: sgt.TannerHD on April 14, 2015, 20:02
Quote
(btw on that video, the mainEL(edit strobe at roof) has wrong colors, the red light is blue and the blue light is red, set negative value for X, or flip the colors)
does it matter? :D
No, it was just a tip :P

Btw I don't know what causes that bug, if it's occurs again for me, then I'll try to fix it. It caused by another cleo script, or something... do you have hoodlum exe?

If the car stops touching the ground the main lights instantly stops working and you have to jump again with the car to do "L+G" and the main lights will be working again.
Title: Re: [Update 1.0 - 2015.03.13] Emergency Lights CLEO script by nyolc8
Post by: nyolc8 on April 15, 2015, 13:58
Quote from: Street on April 14, 2015, 22:46
Quote from: nyolc8 on April 14, 2015, 21:50
Quote from: sgt.TannerHD on April 14, 2015, 20:02
Quote
(btw on that video, the mainEL(edit strobe at roof) has wrong colors, the red light is blue and the blue light is red, set negative value for X, or flip the colors)
does it matter? :D
No, it was just a tip :P

Btw I don't know what causes that bug, if it's occurs again for me, then I'll try to fix it. It caused by another cleo script, or something... do you have hoodlum exe?

If the car stops touching the ground the main lights instantly stops working and you have to jump again with the car to do "L+G" and the main lights will be working again.
Really? I jumped with vehicles (and rolled over, etc..) in testing and never noticed this... But then I'll test it further.
Title: Re: [Update 1.0 - 2015.03.13] Emergency Lights CLEO script by nyolc8
Post by: SpazzBucket. on April 16, 2015, 04:54
I noticed this happening to me too but had no idea what caused it, just randomly the lights wouldnt work, try a while later and they did.
Title: Re: [Update 1.0 - 2015.03.13] Emergency Lights CLEO script by nyolc8
Post by: ReDjiss on April 23, 2015, 19:00
Hello there, from Russia. I have founded your mod while ago and it's awesome. But I have a problem with it. When I'm trying to run the game, it crashes all the time. I also tried to instal your additional files, but I does't help me , so I'm waiting for your help :)
Title: Re: [Update 1.0 - 2015.03.13] Emergency Lights CLEO script by nyolc8
Post by: sgt.TannerHD on April 25, 2015, 18:27
could you include spotlights for the police maverick?
That would be great!!
Title: Re: [Update 1.0 - 2015.03.13] Emergency Lights CLEO script by nyolc8
Post by: AzureSpeed on April 26, 2015, 09:46
Quote from: ReDjiss on April 23, 2015, 19:00
Hello there, from Russia. I have founded your mod while ago and it's awesome. But I have a problem with it. When I'm trying to run the game, it crashes all the time. I also tried to instal your additional files, but I does't help me , so I'm waiting for your help :)

You need the Hoodlum gtasa.exe nyolc could maybe give you the link to it
Title: Re: [Update 1.0 - 2015.03.13] Emergency Lights CLEO script by nyolc8
Post by: Steven Brown on May 15, 2015, 11:09
Hey!
Can you maybe show us some cars which are good for this mod and for which car we will have to replace it? :3
I men something like  crwn vic and taurus and stuff like that
Title: Re: [Update 1.0 - 2015.03.13] Emergency Lights CLEO script by nyolc8
Post by: Ethan on May 15, 2015, 15:59
Quote from: Steven Brown on May 15, 2015, 11:09
Hey!
Can you maybe show us some cars which are good for this mod and for which car we will have to replace it? :3
you can use this on any car and/or modded car
Title: Re: [Update 1.0 - 2015.03.13] Emergency Lights CLEO script by nyolc8
Post by: Steven Brown on May 22, 2015, 12:52
hey!
Can someone help me to make a vehicle.ini for greenies modpack? :D

PLS!

Cu Steven
Title: Re: [Update 1.0 - 2015.03.13] Emergency Lights CLEO script by nyolc8
Post by: rygaard on May 24, 2015, 22:06
First off, would like to say this is a great mod, amazing job.

Secondly, I am having a lot of troubles understanding how to edit things like light colors etc.

I tried looking through all the posts here, tried editing the ini while ingame and alt tabbing to see if any changes that I made were implemented. Will there be a release of a tutorial or anything be coming out soon?
Title: Re: [Update 1.0 - 2015.03.13] Emergency Lights CLEO script by nyolc8
Post by: rygaard on May 24, 2015, 22:16
Quote from: Doomer on April 12, 2015, 16:38
Great work. I love this mod. I managed to pull this out for my vehicle mods:



Will we be able to create custom patterns in the future? I had to make this in a very hacky way. I'd love to be able to make the full Arjent lightbar pattern just as it is IRL. The only thing the mod lacks right now is more customization.

Keep up the good work. Thank you.

Can you share your INI File please?
Title: Re: [Update 1.0 - 2015.03.13] Emergency Lights CLEO script by nyolc8
Post by: Steven Brown on May 25, 2015, 11:33
I hope so too!
Rly need help
I want to make something like this:
Title: Re: [Update 1.0 - 2015.03.13] Emergency Lights CLEO script by nyolc8
Post by: rygaard on May 27, 2015, 00:01


Here is what I got so far. It is not a finished version yet, as I am going to work on some more vehicles. I will release the INI when I am done, as well as the links for the exact cars that I made, with those appropriate settings.

Great work on the mod.
Title: Re: [Update 1.0 - 2015.03.13] Emergency Lights CLEO script by nyolc8
Post by: Steven Brown on May 27, 2015, 14:18
OMG this is awesome!
Pls hurry man :P youre awesome :P
Title: Re: [Update 1.0 - 2015.03.13] Emergency Lights CLEO script by nyolc8
Post by: Steven Brown on May 28, 2015, 19:01
when we will can have this too :D
Title: Re: [Update 1.0 - 2015.03.13] Emergency Lights CLEO script by nyolc8
Post by: flameo on May 31, 2015, 03:36
How do I fix it when Crash in SA:MP, right after the loading screen when it reaches the beach area, with this:
Warning(s007): Exception 0xC0000005 at 0x0
Title: Re: [Update 1.0 - 2015.03.13] Emergency Lights CLEO script by nyolc8
Post by: rygaard on June 01, 2015, 05:03
Flameo, do you have the cleo extras installed? That is a must if you want to be able to run this mod.

Title: Re: [Update 1.0 - 2015.03.13] Emergency Lights CLEO script by nyolc8
Post by: Maxim Jones on June 01, 2015, 06:30
Maud is just super!  8)
Is it possible to add additional strobes?
If possible, explain how to do it, please.
Title: Re: [Update 1.0 - 2015.03.13] Emergency Lights CLEO script by nyolc8
Post by: Wizzer on June 02, 2015, 18:41
Quote from: Maxim Jones on June 01, 2015, 06:30
Maud is just super!  8)
Is it possible to add additional strobes?
If possible, explain how to do it, please.
The creator of this mod (nyolc8) has quited from this game. It will be no longer updated :c
Title: Re: [Update 1.0 - 2015.03.13] Emergency Lights CLEO script by nyolc8
Post by: BeastyBill88 on June 02, 2015, 21:57
Quote from: Wizzer on June 02, 2015, 18:41
Quote from: Maxim Jones on June 01, 2015, 06:30
Maud is just super!  8)
Is it possible to add additional strobes?
If possible, explain how to do it, please.
The creator of this mod (nyolc8) has quited from this game. It will be no longer updated :c

Man and I was looking forward to his new copcarla mod lol. Shame to see him go :(
Title: Re: [Update 1.0 - 2015.03.13] Emergency Lights CLEO script by nyolc8
Post by: Wizzer on June 02, 2015, 22:13
Quote from: BeastyBill88 on June 02, 2015, 21:57
Quote from: Wizzer on June 02, 2015, 18:41
Quote from: Maxim Jones on June 01, 2015, 06:30
Maud is just super!  8)
Is it possible to add additional strobes?
If possible, explain how to do it, please.
The creator of this mod (nyolc8) has quited from this game. It will be no longer updated :c

Man and I was looking forward to his new copcarla mod lol. Shame to see him go :(
And even without saying goodbye :-\
Title: Re: [Update 1.0 - 2015.03.13] Emergency Lights CLEO script by nyolc8
Post by: BeastyBill88 on June 02, 2015, 23:44
Quote from: Wizzer on June 02, 2015, 22:13
Quote from: BeastyBill88 on June 02, 2015, 21:57
Quote from: Wizzer on June 02, 2015, 18:41
Quote from: Maxim Jones on June 01, 2015, 06:30
Maud is just super!  8)
Is it possible to add additional strobes?
If possible, explain how to do it, please.
The creator of this mod (nyolc8) has quited from this game. It will be no longer updated :c

Man and I was looking forward to his new copcarla mod lol. Shame to see him go :(
And even without saying goodbye :-\

I know :/ he just upped and disappeared like a fart in the wind... Maybe he is just taking a break from it all or did he post/say that he was quitting?
Title: Re: [Update 1.0 - 2015.03.13] Emergency Lights CLEO script by nyolc8
Post by: sgt.TannerHD on June 03, 2015, 20:22
Does anyone can upload the cleo_extras.rar to fix the mod?
Title: Re: [Update 1.0 - 2015.03.13] Emergency Lights CLEO script by nyolc8
Post by: Steven Brown on June 03, 2015, 23:29
there you go

Bitte Tanner (;
http://www.file-upload.net/download-10664697/cleo_extras.zip.html
Title: Re: [Update 1.0 - 2015.03.13] Emergency Lights CLEO script by nyolc8
Post by: rygaard on June 04, 2015, 18:28

Latest test video I have made.

http://www.mediafire.com/download/ew42cn317aoo12g/ELM+V1.0.7z

ELM and CLEO Extra Files.
Title: Re: [Update 1.0 - 2015.03.13] Emergency Lights CLEO script by nyolc8
Post by: rygaard on June 10, 2015, 18:48


FD Pack modded up as well. Hope you enjoy
Title: Re: [Update 1.0 - 2015.03.13] Emergency Lights CLEO script by nyolc8
Post by: Halt_xD on June 14, 2015, 15:09
Quote from: rygaard on June 10, 2015, 18:48


FD Pack modded up as well. Hope you enjoy

That's amazing!

You can show this download?
Title: Re: [Update 1.0 - 2015.03.13] Emergency Lights CLEO script by nyolc8
Post by: KIdzu on June 20, 2015, 17:53
(http://i.imgur.com/QaNPU8l.png)
How to solve?
When i damage my car mainlights automatically stop and show a white square.
Title: Re: [Update 1.0 - 2015.03.13] Emergency Lights CLEO script by nyolc8
Post by: SouthSider on July 03, 2015, 13:25
I have that problem also...
(http://i.imgur.com/V9LiB4Q.png)
Title: Re: [Update 1.0 - 2015.03.13] Emergency Lights CLEO script by nyolc8
Post by: Ekkuu on July 13, 2015, 07:50
http://i.imgur.com/V9LiB4Q.png
http://i.imgur.com/QaNPU8l.png
same here
Do i need to do download ELM v9.1?
Title: Re: [Update 1.0 - 2015.03.13] Emergency Lights CLEO script by nyolc8
Post by: Cutt3r on July 16, 2015, 17:10
I have installed the mod as instructed, all cleo files have been put in place and everything should work.
The cleo_extras have been added and double checked, I have tried re-installing cleo as well.

However when I launch the game (SA-MP) it loads and then the game crashes (Program becomes unresponsive).
I am using the GTA_SA.exe v1 (Hoodlum) as instructed in this thread.

Any help is appreciated  :)
Title: Re: [Update 1.0 - 2015.03.13] Emergency Lights CLEO script by nyolc8
Post by: Wizzer on July 16, 2015, 18:07
Quote from: Cutt3r on July 16, 2015, 17:10
I have installed the mod as instructed, all cleo files have been put in place and everything should work.
The cleo_extras have been added and double checked, I have tried re-installing cleo as well.

However when I launch the game (SA-MP) it loads and then the game crashes (Program becomes unresponsive).
I am using the GTA_SA.exe v1 (Hoodlum) as instructed in this thread.

Any help is appreciated  :)
Use 1.0 us exe and it's fixed :P
Title: Re: [Update 1.0 - 2015.03.13] Emergency Lights CLEO script by nyolc8
Post by: sgt.TannerHD on August 05, 2015, 20:41
I always get this error if I try to start SAMP.
I updated to Win 10, before I did that it worked perfect.

http://www11.pic-upload.de/05.08.15/vyirodfg8w2u.png
Title: Re: [Update 1.0 - 2015.03.13] Emergency Lights CLEO script by nyolc8
Post by: Emily on August 05, 2015, 20:43
Try running as admin... Win 10 broke some things I think.
Title: Re: [Update 1.0 - 2015.03.13] Emergency Lights CLEO script by nyolc8
Post by: sgt.TannerHD on August 06, 2015, 19:09
Quote from: Emily on August 05, 2015, 20:43
Try running as admin... Win 10 broke some things I think.
doesn't work..
Title: Re: [Update 1.0 - 2015.03.13] Emergency Lights CLEO script by nyolc8
Post by: Emily on August 06, 2015, 21:05
Try reinstalling SAMP GTA SA or Cleo
Title: Re: [Update 1.0 - 2015.03.13] Emergency Lights CLEO script by nyolc8
Post by: FairhavenCop on September 06, 2015, 00:28
Hello, it's a good mod. i have problem with emergency.ini, i want strobe1 would use some of 5 modes but after saving the file and checking in-game, nothing changes. its still works randomly, can you help me please?
how i can add more of 2 strobe lights in some light mode?