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 Post subject: Re: MISI
PostPosted: Fri Feb 16, 2018 2:05 am 
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i have a suggestion that would drastically extend lua capabilities. i dont know how difficult this would be but if it was possible to inject script commands then many functions could be included at once. if used in combination with code from b$heps compiler you could even use the original syntax or something similar. unfortunately the compiler is not yet fully finished but maybe he can help you.

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 Post subject: Re: MISI
PostPosted: Fri Feb 16, 2018 3:19 am 
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Boss
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When I first started reading this topic, I was hoping Logofero had figured out how to call the native GTA2 functions because I don’t know how to do that. Recreating existing code by writing memory isn’t very efficient.


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 Post subject: Re: MISI
PostPosted: Fri Feb 16, 2018 5:58 am 
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Hitman

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There is a difference in the use of MISI and Mispad.

Standard compiler creates new symbols (objects) MISI manages existing ones. If there are opcodes (procedures) for initializing all the game entities, then we do not need a standard compiler. If you are a fan of GBHScript syntax, you can easily write a wrapper to each function in LUA. MISI introduces the idea of ​​a fast language for which compilation and in-depth gaming knowledge is not required.

I did not set out to replace Mispad. I wanted to expand, make it easier to write scripts for GTA2 fans.

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 Post subject: Re: MISI
PostPosted: Fri Feb 16, 2018 1:07 pm 
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i didnt suggest using code from the compiler because i like the original syntax but because nobody wants to deal with raw opcodes. a compilers job is essentially to allow using something more pretty. btw im not talking about mispad but about this project viewtopic.php?f=4&t=565

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 Post subject: Re: MISI
PostPosted: Fri Feb 16, 2018 9:43 pm 
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elypter wrote:
i didnt suggest using code from the compiler because i like the original syntax but because nobody wants to deal with raw opcodes. a compilers job is essentially to allow using something more pretty. btw im not talking about mispad but about this project viewtopic.php?f=4&t=565

In MISI another course - is the dynamic management of game resources.

Maby i would add precompilation functions if the author had completed the compiler and laid out its sources in c/c++. But nothing more than creating a simple script form with a set of basic objects to manage them already through memory. This are all just reflections no more. That these are two different projects: the compiler and "engine" scripts.

Thanks for your suggestion.

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 Post subject: Re: MISI
PostPosted: Thu Feb 22, 2018 12:34 am 
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News of the project MISI.

Found many useful addresses. I refactored the code by rewriting all the basic MISI APIs. Fixed non-working, added new methods. On the 24th of the day release update v0.2b.
Coming soon.

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 Post subject: Re: MISI
PostPosted: Sun Feb 25, 2018 3:03 am 
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I am glad to inform you that the new version of MISI is already available for download.

v0.2b 24 feb 2018
MD5 34cb3cbb1167ed73b5278285803101e1 MISI.ASI

    * All methods are rewritten.
    * Fixed bugs in methods.
    * Added new methods.
    * Improved stability.
    * Removed (from MISI.log) debugging information about the thread number.
    * Added info "Virtual key codes" in MISI/vk_codes.inc
    * Added info "Game key codes" in MISI/gk_codes.inc
    * The way of working with as an object (ped, player, car).
    * New system of structures. All method GET/SET "Player" rename to "Ped".
    * Added method GET ped struct of ID. Limit: 1 to 65535.
    * Now if the ReadProcessMemory fails to read the address, it returns 0 (and not nil as before).

Download link is available in the topic header viewtopic.php?f=4&t=1136#p10506

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 Post subject: Re: MISI
PostPosted: Mon Feb 26, 2018 6:32 pm 
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Hi all.
I have a new update for you. This build number #1 of version 0.2. It includes useful methods of working with cars. So is the necessary method of installing money, which I was looking for and finally found.

v0.2.1b 26 feb 2018
MD5 c7f52fd728f676857b8fd87174409123 MISI.ASI

    * Added method GET for "Player":
    GetPlayerMoney(player),
    * Added method SET for "Player":
    SetPlayerMoney(player, value).
    * Added method GET for "Car":
    GetCarModel(car),
    GetCarColor(car),
    GetCarEngine(car),
    GetCarDoorLock(car),
    GetCarEmergySiren(car),
    GetCarHorn(car).
    * Added method SET for "Car":
    SetCarModel(car, model),
    SetCarColor(car, color),
    SetCarEngine(car, state),
    SetCarDoorLock(car, state),
    SetCarEmergySiren(car, state),
    SetCarHorn(car, state).

Download link is available in the topic header viewtopic.php?f=4&t=1136#p10506

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 Post subject: Re: MISI
PostPosted: Mon Feb 26, 2018 8:40 pm 
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Car Jacker

Joined: Fri Oct 14, 2016 1:32 am
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Does the new update mean we can spawn cars while in game?


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 Post subject: Re: MISI
PostPosted: Mon Feb 26, 2018 9:04 pm 
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BeepBoop wrote:
Does the new update mean we can spawn cars while in game?

In the future, there may be a way to create new objects. Sector provided a useful address for this viewtopic.php?f=4&t=1124#p10549

Now it is possible to work only with a known structure.
Example scripts/cardoorlock.txt:
Code:
-- Since: v0.2.1b
while(true) do
    local ped = GetPedStruct(1) -- Get player 1 structure
    if (ped ~= 0) then -- Player 1 is exist
        local car = GetPedCar(ped) -- Get car struct (car player)
        if (car ~= 0) then -- Car is defined
            SetCarDoorLock(car, 1) -- Locked doors in car
        end
    end
    wait(200)
end

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 Post subject: Re: MISI
PostPosted: Thu Mar 01, 2018 4:21 pm 
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The statistics (the number of downloads and positive responses) shows that people are not interested in the MISI project for which it will be completed after updating v0.2.2b.

I do not see any prospects for continuing to develop this project.

Thanks to all who left feedback and words of support.

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 Post subject: Re: MISI
PostPosted: Thu Mar 08, 2018 1:41 pm 
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 Post subject: Re: MISI
PostPosted: Thu Mar 08, 2018 1:53 pm 
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very cool.

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 Post subject: Re: MISI
PostPosted: Thu Mar 08, 2018 8:25 pm 
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Nice, you figured out car spawn! I’m excited to test it and see how it works.


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 Post subject: Re: MISI
PostPosted: Thu Mar 08, 2018 10:39 pm 
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Alright, glad you figured out car spawn. [gang]


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 Post subject: Re: MISI
PostPosted: Fri Mar 09, 2018 1:45 am 
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Hitman

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This will be included in the release on which I am currently working. There will be more edits and additions about which you will learn after the public version.

Thank you guys for all the feedback.

Coming soon.

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 Post subject: Re: MISI
PostPosted: Sat Mar 10, 2018 3:14 am 
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From the fields of development.

Found auto detect ground z. If you set 255 for z, the CREATE method looks for the earth coordinate (but not all CREATE_ interfaces look for ground z for example CREATE_LIGHT needs the exact z coordinate).

This is a very useful feature since you do not need to use two interfaces to create the same type of object.


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gta2 2018-03-09 15-14-48-70.jpg
gta2 2018-03-09 15-14-48-70.jpg [ 24.5 KiB | Viewed 7604 times ]

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 Post subject: Re: MISI
PostPosted: Sat Mar 10, 2018 5:24 am 
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 Post subject: Re: MISI
PostPosted: Sun Mar 11, 2018 3:09 am 
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wow, flashlights. thats perfect for a zombie mode

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 Post subject: Re: MISI
PostPosted: Sun Mar 11, 2018 9:38 am 
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Logofero wrote:
From the fields of development.

Found auto detect ground z. If you set 255 for z, the CREATE method looks for the earth coordinate (but not all CREATE_ interfaces look for ground z for example CREATE_LIGHT needs the exact z coordinate).

This is a very useful feature since you do not need to use two interfaces to create the same type of object.

There are probably other methods that use 255 also, cannot remember myself anymore, but in the Decompiler i wrote has those in use. Maybe you can learn other useful stuff from the decompiler sources too.

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