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[REL] Sanny Builder

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TigerTanker
  • TigerTanker

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#481

Posted 09 November 2008 - 11:27 PM

I tried to modify something on DeeZire's TTDISA but when I want to compile, it says:Local varible 100 is out of range In threads max variable is 33@
What do I do??

Seemann
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#482

Posted 11 November 2008 - 12:17 AM

I guess you've already solved your problem but anyway:
http://www.gtaforums...dpost&p=4447660

Next time before spamming all over the forums follow the SB help advices, as it cleary says what you should do

QUOTE (SB error description)
Local variable is out of range

This warning message is shown when you use a number for a local variable name that exceeds the limit for the threads of this game.

Possible solutions: use acceptable integer number in accordance with the local variables limits, or turn off the ranges check via options.

TigerTanker
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#483

Posted 21 November 2008 - 07:10 AM

QUOTE (Seemann @ Nov 11 2008, 00:17)
I guess you've already solved your problem but anyway:
http://www.gtaforums...dpost&p=4447660

Next time before spamming all over the forums follow the SB help advices, as it cleary says what you should do

QUOTE (SB error description)
Local variable is out of range

This warning message is shown when you use a number for a local variable name that exceeds the limit for the threads of this game.

Possible solutions: use acceptable integer number in accordance with the local variables limits, or turn off the ranges check via options.

Ok, thanks
I've already done modifying with cleo.
But can you help me?
Are there anywhere a full list of IDs?

Deji
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#484

Posted 23 November 2008 - 08:38 PM

Is there a way I could specify the FILE PATH for 0ABA: instead of ending it by it's thread name? It's for my CLEO Trainer and I can't get the desired result unless there is a way to change this...

In case there is another way, what I'm trying to do is end a .cs file that's in a certain folder or goes by a certain filename. Thanks if you can help smile.gif

Seemann
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#485

Posted 24 November 2008 - 01:22 PM

What is the difference between specifying file path vs thread name? If you need a script to be ended, just give it a name and that's all. What's the problem?

Deji
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#486

Posted 24 November 2008 - 05:05 PM

QUOTE (Seemann @ Nov 24 2008, 13:22)
What is the difference between specifying file path vs thread name? If you need a script to be ended, just give it a name and that's all. What's the problem?

The problem is, is that my Trainer is coming with a feature to activate and deactivate OTHER peoples mods that are specified by the user puting the file into the right folder and renaming it. And 80% of the people who download will not know how to code.

So, my mod has a selection to start a script from 1-10 which it does fine, because that opcode can define the file location and not just the thread name. But when it comes to deactivating the activated mod, it won't... Because there is no way of knowing what mod the user has installed and renamed... See?

I need it so that any 'average' guy can make it work. The only other way I could think of acomplishing this is to get the thread name from a file to a variable and then closing it like that. But I don't recall seeing anything that can do that either.

Hope you understand wink.gif

Seemann
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#487

Posted 24 November 2008 - 06:17 PM

Yes, I got it. Need to think of, though.

Matheus Lebrão
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#488

Posted 11 March 2009 - 01:52 PM

Hey,
I need someone's help!
I'm creating a CLEO MOD for Grand Theft Auto San Andreas and when the script tries to load some animation the game stop or I guess it'scrash the word Americans uses. However here is the part of the code that "CRASHES" the game:
CODE

:911_ANIM_CHECK
wait 3000
03E5: show_text_box 'CHECKA' //Models loaded! Checking if the needed animatio files are already loaded...
If
04EE: animation "PED" loaded
04EE: animation "CAR_CHAT" loaded
jF @911_ANIM_LOAD
wait 3000
03E5: show_text_box 'LOADED' //All files loaded

:911_ANIM_LOAD
0001: wait 3000 ms
03E5: show_text_box 'LODNGA' //Loading animations used by the 911 MOD wait...
04ED: load_animation "PED"
04ED: load_animation "CAR_CHAT"
If
04EE:   animation "PED" loaded
04EE:   animation "CAR_CHAT" loaded
jF @911_ANIM_LOAD
wait 3000
03E5: show_text_box 'LOADED' //all files loaded
jump @911_CHECK_DRIVING



I know it is in this part that the game crashes because of the text box that i use while testing to discover where it's crashing.

Help me plz!!!!!

Seemann
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#489

Posted 11 March 2009 - 04:37 PM

Wrong topic. Ask coding related questions in this forum.

Anyway, while we are at, your if statements are incorrect. Use if and to check if BOTH conditions are true (in this case if both animations are loaded) before doing anything next.

CODE
If and // !!!
04EE:   animation "PED" loaded
04EE:   animation "CAR_CHAT" loaded

spaceeinstein
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#490

Posted 19 March 2009 - 07:00 PM

Hi. Is it just me that the Sanny Builder website is reported as an attack site on Firefox?

NTAuthority
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#491

Posted 19 March 2009 - 08:38 PM

QUOTE (spaceeinstein @ Mar 19 2009, 20:00)
Hi. Is it just me that the Sanny Builder website is reported as an attack site on Firefox?

stopbadware.org has been including a lot of sites using advertisements from some ad agencies in their block lists -- including some popular torrent trackers lately, and some weeks ago even a pattern called '/'. It's stopbadware.org/the ad agency's problem, not the problem of the sites themselves.

Seemann
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#492

Posted 19 March 2009 - 08:39 PM

Yep, there's a problem. I'm trying to fix that.

cj360
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#493

Posted 25 March 2009 - 09:33 PM

ack! chrome say this topic is a malware site!

james227uk
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#494

Posted 06 April 2009 - 08:47 PM

The attack site problem is exactly what happened to my old mod site. You should have seen the traffic drop after.

MichaelOne
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#495

Posted 30 July 2009 - 09:04 PM

Are the 3.04 version is last?
Will wether be 3.05 versions and next... =)

ZAZ
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#496

Posted 02 August 2009 - 08:46 AM


Whats up with http://www.sannybuilder.com/

Is it dead and redirects to a search portal,

or am I a victim of phishing?

Wesser
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#497

Posted 02 August 2009 - 09:27 AM

It happens the same to me, too. Maybe it will be down only for a while. I hope. confused.gif

FunGt
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#498

Posted 02 August 2009 - 09:35 AM

I see the website correctly:
user posted image

Wesser
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#499

Posted 02 August 2009 - 09:59 AM

If I search it with google, it says "viewing this site will cause several problems to your pc". That's weird. whatsthat.gif

PatrickW
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#500

Posted 02 August 2009 - 11:32 AM

The searchsite I reach on that URL, says at the top:
"This domain name expired on Aug 01 2009 01:00PM. Click here to renew it."

Looks like he lost his domainname registration, lets hope it's be back soon.

spaceeinstein
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#501

Posted 21 August 2009 - 08:33 AM Edited by spaceeinstein, 23 January 2010 - 03:31 AM.

New update for VCSCM.ini coming soon.

What's changed:
Unknown opcodes or opcodes with no descriptions that are recently discovered/rediscovered are added, including:
*see below
• 01CF

Misleading/incorrect opcodes' descriptions are changed, including:
*see below

I documented stuff for GTA3 and VC if you want to include some into the SB Help
GTA3 weapons
Special actors list - updated SA, included VC, ignore GTA3 for now since it's not yet finished
Car variations for opcode 0506 - got most for VC just by spawning them so there could be missing ones.

Deji
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#502

Posted 23 December 2009 - 03:31 AM

Since I've been unable to code any mods for a while due to my next-to-dead computer that is unable to run games., I've had to keep my self familiar with coding in other ways... Like coding stuff that would never ever work.

And I've had fun coding a [SANNY] BB Tag in PHP for my forum which allows members to post things in Sanny format. Which I've managed to do pretty well so far. Still got to sort out the Classes and Commands of Sanny in GTASA mode and everything else in the other modes... But so far, so good.]

Has work on Sanny/CLEO stopped now? Not been an update in well over a year. If so, is there any chance it will be made open-source? I could imagine a lot more possibilities coming into place if it was smile.gif

Seemann
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#503

Posted 10 January 2010 - 04:45 PM

QUOTE (Deji @ Dec 23 2009, 11:31)
Has work on Sanny/CLEO stopped now? Not been an update in well over a year. If so, is there any chance it will be made open-source? I could imagine a lot more possibilities coming into place if it was smile.gif

CLEO's development will be continued soon. Cant say such about SB sadly.

Still no sources so far.

Wesser
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#504

Posted 19 January 2010 - 03:23 PM

I noticed something wrong with SB keypress documentation, so here is my corrected info (sa related):
CODE

ON-FOOT CONTROLS

#   CONTROLS                             GXT ENTRY VALUE

0   Left/right                           ~k~~GO_LEFT~/~k~~GO_RIGHT~
1   Forward/backwards                    ~k~~GO_FORWARD~/~k~~GO_BACK~
2   Look left/right                      ~k~~PED_1RST_PERSON_LOOK_LEFT~/~k~~PED_1RST_PERSON_LOOK_RIGHT~
3   Look up/down                         ~k~~PED_1RST_PERSON_LOOK_UP~/~k~~PED_1RST_PERSON_LOOK_DOWN~
4   Action/Center camera/Secondary fire  ~k~~PED_ANSWER_PHONE~/~k~~PED_CENTER_CAMERA_BEHIND_PLAYER~/~k~~PED_FIREWEAPON_ALT~
5   Previous weapon/target               ~k~~PED_CYCLE_WEAPON_LEFT~
6   Aim weapon                           ~k~~PED_LOCK_TARGET~
7   Next weapon/target                   ~k~~PED_CYCLE_WEAPON_RIGHT~
8   Group CTRL forward                   ~k~~GROUP_CONTROL_FWD~
9   Group CTRL back                      ~k~~GROUP_CONTROL_BWD~
10  Conversation - NO                    ~k~~CONVERSATION_NO~
11  Conversation - YES                   ~k~~CONVERSATION_YES~
12  Unused                               -- -- --
13  Change camera                        ~k~~CAMERA_CHANGE_VIEW_ALL_SITUATIONS~
14  Jump                                 ~k~~PED_JUMPING~
15  Enter+exit                           ~k~~VEHICLE_ENTER_EXIT~
16  Sprint                               ~k~~PED_SPRINT~
17  Fire                                 ~k~~PED_FIREWEAPON~
18  Crouch                               ~k~~PED_DUCK~
19  Look behind                          ~k~~PED_LOOKBEHIND~

IN-CAR CONTROLS

#   CONTROLS                             GXT ENTRY VALUE

0   Left/right                           ~k~~VEHICLE_STEERLEFT~/~k~~VEHICLE_STEERRIGHT~
1   Steer forward/down/Steer back/up     ~k~~VEHICLE_STEERUP~/~k~~VEHICLE_STEERDOWN~
2   Special CTRL left/right              ~k~~VEHICLE_TURRETLEFT~/~k~~VEHICLE_TURRETRIGHT~
3   Special CTRL up/down                 ~k~~VEHICLE_TURRETUP~/~k~~VEHICLE_TURRETDOWN~
4   Secondary fire                       ~k~~VEHICLE_FIREWEAPON_ALT~
5   Look left/Look behind                ~k~~VEHICLE_LOOKLEFT~/~k~~VEHICLE_LOOKBEHIND~
6   Hand brake                           ~k~~VEHICLE_HANDBRAKE~
7   Look right/Look behind               ~k~~VEHICLE_LOOKRIGHT~/~k~~VEHICLE_LOOKBEHIND~
8   Next radio station                   ~k~~VEHICLE_RADIO_STATION_UP~
9   Previous radio station               ~k~~VEHICLE_RADIO_STATION_DOWN~
10  Conversation - NO                    ~k~~CONVERSATION_NO~
11  Trip skip                            ~k~~CONVERSATION_YES~
12  Unused                               -- -- --
13  Change camera                        ~k~~CAMERA_CHANGE_VIEW_ALL_SITUATIONS~
14  Brake/reverse                        ~k~~VEHICLE_BRAKE~
15  Enter+exit                           ~k~~VEHICLE_ENTER_EXIT~
16  Accelerate                           ~k~~VEHICLE_ACCELERATE~
17  Fire                                 ~k~~VEHICLE_FIREWEAPON~
18  Horn                                 ~k~~VEHICLE_HORN~
19  Sub-mission                          ~k~~TOGGLE_SUBMISSIONS~

OTHER ON-FOOT CONTROLS

~k~~PED_SNIPER_ZOOM_IN~
~k~~PED_SNIPER_ZOOM_OUT~
~k~~PED_CYCLE_TARGET_RIGHT~
~k~~PED_CYCLE_TARGET_LEFT~
~k~~SNEAK_ABOUT~

OTHER IN-CAR CONTROLS

~k~~VEHICLE_MOUSELOOK~

OTHER UNKNOWN CONTROLS

~k~~TAKE_SCREEN_SHOT~
~k~~SWITCH_DEBUG_CAM_ON~
~k~~TOGGLE_DPAD~
~k~~NETWORK_TALK~
~k~~SHOW_MOUSE_POINTER_TOGGLE~

spaceeinstein
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#505

Posted 20 January 2010 - 01:18 AM Edited by spaceeinstein, 20 January 2010 - 01:29 AM.

Are ~k~~PED_CYCLE_TARGET_LEFT/RIGHT~ keys 5/7? Or are ~PED_CYCLE_WEAPON_LEFT/RIGHT~ also cycle targets?

NTAuthority
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#506

Posted 20 January 2010 - 01:36 PM

QUOTE (spaceeinstein @ Jan 20 2010, 02:18)
Are ~k~~PED_CYCLE_TARGET_LEFT/RIGHT~ keys 5/7? Or are ~PED_CYCLE_WEAPON_LEFT/RIGHT~ also cycle targets?

Yes, they're very likely two identifiers to the same keys -- on PS2, both commands are L2/R2, which are key 5 and key 7.

@Wesser: what's the issue with the standard documentation in Sanny, if I might ask?

Redman.
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#507

Posted 20 January 2010 - 01:41 PM

I can make a Turkish translate of course smile.gif

Wesser
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#508

Posted 20 January 2010 - 07:36 PM

QUOTE (NTAuthority @ Jan 20 2010, 14:36)
What's the issue with the standard documentation in Sanny, if I might ask?

That's because some keys were not documented or wrong, just look among the in-car controls where the look behind key is repeated for #5 and #7. The gxt entry values were showing the same thing but those are the real values for peds and vehicles, internally used by the .exe.

spaceeinstein
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#509

Posted 23 January 2010 - 03:24 AM Edited by spaceeinstein, 13 March 2010 - 09:56 AM.

VICESCM.ini update
Lots of added opcodes, descriptions, and changes, even the smallest change is noted.
List of changes:
00E2,02A3,024A,024F,0291,02F2,0339,03ED,03F2,044A,044B,0493,04A4,04AA,04AF,04B0,04B1,04B2,04B3,04B4,04B5,04B6,04B7,04C1,04D0,04D1,04D8,04DF,04F8,050A,0526,0533,054E,0551,0552,0581

I might have missed a couple but I got most of the changes listed. There are two opcodes with changed parameters (00E2, 04C1) so the new INI might not be compatible with old decompiled scripts.

MSkillet
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#510

Posted 02 February 2010 - 10:31 PM

Hey First im Sorry that this might be in the wrong area of the forums to be posting this question in but i downloaded sanny3.0 and why does everything have to be textbased is there a mod builder that can allow me to build a car/plane/train mod that is limited to text based and more visual based i really want to make a mod but i need lots of help thanks

anyone help please suicidal.gif suicidal.gif suicidal.gif
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