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Seemann
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#571

Posted 16 September 2013 - 09:38 AM Edited by Seemann, 16 September 2013 - 09:39 AM.

To use a specific INI for the script. I always used SCR for my projects and had SCM in case I needed to help someone or something.

 

 

No problem then, I will add a new directive $opcode as part of the feature allowing to register custom opcode definitions via the script (just like SCRambl's #register_command).This directive could accept both path to a file with the opcode definition(s) or a single command to register.


Silent
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#572

Posted 16 September 2013 - 03:10 PM Edited by SilentPL, 16 September 2013 - 03:10 PM.

Oh great, that makes a part of "TC support" pretty much done :p

Silent
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#573

Posted 01 October 2013 - 04:36 PM

Would it be possible to add \xAA codes parsing to strings? So, for example \t and \x9 would be compiled in as 09 and \x41 compiled in as 41 (A)? It would be useful for CLEO4 opcodes, as for now %c + argument has to be used to put a newline in the string and such.

Craig Kostelecky
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#574

Posted 20 October 2013 - 07:31 PM

Update 3.1.2

* added options to associate file extensions .cs and .cm with Sanny Builder

 

Could you also add .sc to that list as well? 


fastman92
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#575

Posted 20 October 2013 - 08:14 PM Edited by fastman92, 20 October 2013 - 08:15 PM.

Update 3.1.2


* added options to associate file extensions .cs and .cm with Sanny Builder

Could you also add .sc to that list as well?

Your question is stupid.
.sc files are meant to be plain R* source text files and compiled into .scm.
.sc can't be compiled by Sanny Builder.

Silent
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#576

Posted 20 October 2013 - 08:29 PM

The question's not stupid - since you can tie .cpp/.h files to a specific IDE (by using that IDE options, not by Windows), why not do that with .sc files?


Craig Kostelecky
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#577

Posted 21 October 2013 - 12:23 PM


.sc files are meant to be plain R* source text files and compiled into .scm.

 

Which is precisely the reason it would be nice to tie that extension to Sanny. So I can double click my .sc source file and have it open in Sanny. 

 

.sc can't be compiled by Sanny Builder.

 

I've got 106 .sc files for GTA:LC that are compiled just fine with Sanny Builder. 

 


fastman92
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#578

Posted 21 October 2013 - 02:13 PM

.sc files are meant to be plain R* source text files and compiled into .scm.

Which is precisely the reason it would be nice to tie that extension to Sanny. So I can double click my .sc source file and have it open in Sanny. 



 

.sc can't be compiled by Sanny Builder.

I've got 106 .sc files for GTA:LC that are compiled just fine with Sanny Builder.

Wrong.
Valid R* .sc looks like this:
// Test script for Industrial level

VAR_INT		player scplayer
VAR_INT		TEST_CAR test_char
VAR_FLOAT x_float_m y_float_m z_float_m player_heading_debug debug_car_heading
VAR_INT magic_car button_press_flag car_colour car_colour2
VAR_INT flag_create_car initial_create_car initial_car_selected counter_create_car

x_float_m = 0.0
y_float_m = 0.0
z_float_m = 0.0
player_heading_debug = 0.0
debug_car_heading = 0.0

magic_car = 0
button_press_flag = 0
car_colour = 0
car_colour2 = 0
flag_create_car = 0
initial_create_car = 0
initial_car_selected = 0
counter_create_car = 151 //CAR_CHEETAH


SCRIPT_NAME mainscr

//	SET_INTRO_IS_PLAYING FALSE

CREATE_PLAYER 0 1498.8 -1661.3 12.5 player
GET_PLAYER_CHAR player scplayer

DO_FADE 0 FADE_OUT

LOAD_SCENE 137.0 -1574.0 11.0

/*
REQUEST_MODEL CAR_CHEETAH

WHILE NOT HAS_MODEL_LOADED CAR_CHEETAH
 
	WAIT 0

ENDWHILE

CREATE_CAR CAR_CHEETAH -1138.406f -661.471f -100.0f TEST_CAR

MARK_MODEL_AS_NO_LONGER_NEEDED CAR_CHEETAH
*/

REQUEST_MODEL male01

WHILE NOT HAS_MODEL_LOADED male01
 
	WAIT 0

ENDWHILE

CREATE_CHAR PEDTYPE_CIVMALE male01 1500.0 -1660.0 13.0f test_char

//	MARK_MODEL_AS_NO_LONGER_NEEDED male01


DEBUG_ON

//LAUNCH_MISSION debug.sc

DO_FADE 1000 FADE_IN

MainLoop:

WAIT 0


	IF IS_PLAYER_PLAYING player
		IF IS_BUTTON_PRESSED PAD2 RIGHTSHOULDER1
		AND flag_create_car = 0
		AND button_press_flag = 0
			GET_CHAR_COORDINATES scplayer x_float_m y_float_m z_float_m
			GET_CHAR_HEADING scplayer player_heading_debug
			IF player_heading_debug < 45.0
			AND player_heading_debug > 0.0
				y_float_m += 5.0
				debug_car_heading = 90.0
			ENDIF
			IF player_heading_debug < 360.0
			AND player_heading_debug > 315.0
				y_float_m += 5.0
				debug_car_heading = 90.0
			ENDIF
			IF player_heading_debug < 135.0
			AND player_heading_debug > 45.0
				x_float_m -= 5.0
				debug_car_heading = 180.0
			ENDIF
			IF player_heading_debug < 225.0
			AND player_heading_debug > 135.0
				y_float_m -= 5.0
				debug_car_heading = 270.0
			ENDIF
			IF player_heading_debug < 315.0
			AND player_heading_debug > 225.0
				x_float_m += 5.0
				debug_car_heading = 0.0
			ENDIF
			z_float_m = z_float_m + 0.6
			GET_GROUND_Z_FOR_3D_COORD x_float_m y_float_m z_float_m	z_float_m
			REQUEST_MODEL counter_create_car
			WHILE NOT HAS_MODEL_LOADED counter_create_car
				
				WAIT 0
				
				PRINT_NOW LOADCAR 100 1 //"Loading vehicle, press pad2 leftshoulder1 to cancel"
				
				IF IS_BUTTON_PRESSED PAD2 LEFTSHOULDER1
					//++ counter_create_car
					GOTO next_carzzz
				ENDIF
			
			ENDWHILE
			
			CREATE_CAR counter_create_car x_float_m y_float_m z_float_m magic_car
			SET_CAR_HEADING	magic_car debug_car_heading
			
			LOCK_CAR_DOORS magic_car CARLOCK_UNLOCKED

			MARK_MODEL_AS_NO_LONGER_NEEDED counter_create_car
			MARK_CAR_AS_NO_LONGER_NEEDED magic_car

			next_carzzz:
			IF initial_create_car = 0
			
				IF counter_create_car = 151
				AND initial_car_selected = 0
					counter_create_car = 105 //BIKE_BIKE
					initial_car_selected = 1
				ENDIF
			
				IF counter_create_car = 105
				AND initial_car_selected = 0
					counter_create_car = 110 //CAR_TAXI
					initial_car_selected = 1
				ENDIF
			
				IF counter_create_car = 110	
				AND initial_car_selected = 0
					counter_create_car = 128 //CAR_CABBIE
					initial_car_selected = 1
				ENDIF
			
				IF counter_create_car = 128	
				AND initial_car_selected = 0
					counter_create_car = 116 //CAR_POLICE
					initial_car_selected = 1
				ENDIF
			
				IF counter_create_car = 116	
				AND initial_car_selected = 0
					counter_create_car = 97	//CAR_FIRETRUCK
					initial_car_selected = 1
				ENDIF
			
				IF counter_create_car = 97 
				AND initial_car_selected = 0
					counter_create_car = 106 //CAR_AMBULANCE
					initial_car_selected = 1
				ENDIF
			
				IF counter_create_car = 106	
				AND initial_car_selected = 0
					counter_create_car = 119 //CAR_BANSHEE
					initial_car_selected = 1
				ENDIF
			
				IF counter_create_car = 119	
				AND initial_car_selected = 0
					counter_create_car = 101 //CAR_INFERNUS
					initial_car_selected = 1
					initial_create_car = 1
				ENDIF
			
				IF counter_create_car = 101	
				AND initial_car_selected = 0
					counter_create_car = 92 //CAR_STINGER
					initial_car_selected = 1
					initial_create_car = 1
				ENDIF
			
			ELSE
				++ counter_create_car
			
				IF counter_create_car > 153
					counter_create_car = 90
				ENDIF
			
				IF counter_create_car =	140	//PLANE_AIRTRAIN
				OR counter_create_car = 141	//PLANE_DEADDODO
					counter_create_car = 142
				ENDIF
			
				IF counter_create_car =	124	//TRAIN_SUBWAY
				OR counter_create_car = 125	//HELI_POLICE
					counter_create_car = 126
				ENDIF
						
				IF counter_create_car = 131 //CAR_RCBANDIT 
					counter_create_car = 132
				ENDIF

				IF counter_create_car = 147 //HELI
					counter_create_car = 148
				ENDIF

			ENDIF
			flag_create_car = 1
			button_press_flag = 1
		ENDIF

		IF IS_BUTTON_PRESSED PAD2 LEFTSHOULDER1
		AND flag_create_car = 1
			IF NOT IS_CAR_DEAD magic_car
				GENERATE_RANDOM_INT_IN_RANGE 0 88 car_colour2
				CHANGE_CAR_COLOUR magic_car car_colour car_colour2 // 0 - 88
				++car_colour
				IF car_colour > 87
					car_colour = 0
				ENDIF
			ENDIF
		ENDIF

		IF NOT IS_BUTTON_PRESSED PAD2 RIGHTSHOULDER1
		AND button_press_flag = 1
			button_press_flag = 0
		ENDIF

		IF IS_BUTTON_PRESSED PAD2 RIGHTSHOULDER1
		AND flag_create_car = 1
		AND button_press_flag = 0
			IF IS_CAR_DEAD magic_car
				DELETE_CAR magic_car
			ELSE
				IF NOT IS_CHAR_IN_CAR scplayer magic_car
					DELETE_CAR magic_car
				ELSE
					MARK_CAR_AS_NO_LONGER_NEEDED magic_car
				ENDIF
			ENDIF 
			flag_create_car = 0
			initial_car_selected = 0
			button_press_flag = 1
		ENDIF
	ENDIF


GOTO MainLoop

TERMINATE_THIS_SCRIPT
Well, if you want, you can always write .jpg scripts instead of .sc and say they compile fine in Sanny Builder.
But .jpg isn't good extension for SB scripts, JPG files should be picture files.

.sc is reserved for original R* SCM code.

Silent
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#579

Posted 21 October 2013 - 02:44 PM

Why do you treat him like an idiot? He has valid reasons to ask for such a feature.


Craig Kostelecky
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#580

Posted 21 October 2013 - 03:29 PM

You think I don't know what Rockstar's script looks like? I rewrote the entire GTA III scm for GTA:LC. And once the source files were leaked in the 10th anniversary edition, I updated our script to match their variable and label names as well as use syntax as close as Sanny could make it to the original (without changing the keywords file too drastically). 

 

And to say that any file with the sc extension has to be exactly like Rockstar's code is just plain foolish. You can give a text based file any extension you want. If I want to use .sc for my uncompiled code I can do that. I've got my Notepad++ setup to always format those files like Sanny does if I want to edit the files with that. So it makes sense on multiple levels. 

 

Just because you don't understand why someone wants to do something a little different than you do doesn't make them stupid. I've been coding for quite some time and have been changing GTA scripts for over a decade now. I think I know what I'm doing and what I'm asking for. 


fastman92
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#581

Posted 21 October 2013 - 03:42 PM Edited by fastman92, 21 October 2013 - 03:42 PM.

And to say that any file with the sc extension has to be exactly like Rockstar's code is just plain foolish. You can give a text based file any extension you want. If I want to use .sc for my uncompiled code I can do that. I've got my Notepad++ setup to always format those files like Sanny does if I want to edit the files with that. So it makes sense on multiple levels.

In exceptional case it's still possible to assign Sanny Builder to .sc files manually:

Click right on .cs file -> Properties.
Opens with -> Change

If there's no Sanny Builder on list of programs, then click Browse.
Go to Sanny Builder, select "sanny.exe"

Path of Sanny Builder is most likely to be somewhat like "C:\Program Files (x86)\Sanny Builder\"


And to say that any file with the sc extension has to be exactly like Rockstar's code is just plain foolish.

As i wrote, you can have a script with .jpg extension. But that doesn't make sense as to why someone would use .jpg extension for a script file.
It would be better if Sanny Builder files have got different official extension, for example .sbs (Sanny Builder script).
I mean, let .sc be R* script and leave it assigned to R*-like compiler if exists.

Seemann
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#582

Posted 22 December 2013 - 02:07 PM Edited by Seemann, 22 December 2013 - 09:40 PM.

Sanny Builder 3.1.3 with support of iOS and Android versions of GTA: San Andreas is out.

http://sannybuilder.com/

 

Edit: if you get an error about local variables names, turn off "Ranges check" option.

Or re-download and install new version.


HazzardX
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#583

Posted 03 January 2014 - 10:30 AM

Sanny Builder 3.1.3 with support of iOS and Android versions of GTA: San Andreas is out.

http://sannybuilder.com/

 

Edit: if you get an error about local variables names, turn off "Ranges check" option.

Or re-download and install new version.

Why does Sanny Builder doesnt work so good for GTA III


Seemann
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#584

Posted 03 January 2014 - 10:47 AM Edited by Seemann, 03 January 2014 - 10:50 AM.

 

Sanny Builder 3.1.3 with support of iOS and Android versions of GTA: San Andreas is out.

http://sannybuilder.com/

 

Edit: if you get an error about local variables names, turn off "Ranges check" option.

Or re-download and install new version.

Why does Sanny Builder doesnt work so good for GTA III

 

What do you mean? What problem do you have?


HazzardX
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#585

Posted 05 January 2014 - 10:37 AM

 

 

Sanny Builder 3.1.3 with support of iOS and Android versions of GTA: San Andreas is out.

http://sannybuilder.com/

 

Edit: if you get an error about local variables names, turn off "Ranges check" option.

Or re-download and install new version.

Why does Sanny Builder doesnt work so good for GTA III

 

What do you mean? What problem do you have?

 

It's still asking for SA or VC and if i can enter it says that its not compatible or something like that


Seemann
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#586

Posted 07 January 2014 - 06:45 PM

Have you set the edit mode to GTA III? if not then click at the bottom right corner and select it.


fastman92
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#587

Posted 01 February 2014 - 10:44 AM Edited by fastman92, 01 February 2014 - 10:45 AM.

Have you set the edit mode to GTA III? if not then click at the bottom right corner and select it.

I have Sanny Builder 3.1.3 and mode only be changed when SB is maximized.
When Sanny Builder is not maximized, a mode button isn't visible.
4nwr.png
Running on Windows 7.

Seemann
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#588

Posted 02 February 2014 - 08:43 PM

I'm aware of this behaviour, it's kind of a feature. Sanny Builder has the 'minimum' of the window width when all the elements are visible. IIRC, it's about 640 px.


Seemann
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#589

Posted 21 February 2014 - 08:53 AM

New Sanny Builder v3.1.4

http://sannybuilder.com/

  • CLEO updated to the version 4.3.14
  • fixed minor interface glitches for hi-res displays
  • updated German, Polish, Chinese, Ukrainian translations
  • AdusPL likes this

ZAZ
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#590

Posted 22 February 2014 - 09:30 AM

New Sanny Builder v3.1.4

VC mode: sanny didn't compile vc cleoscript and said "vcscm.ini not found" because sanny 3.1.4 contains a vicescm.ini
renaming to vcscm.ini fixed it
  • Seemann likes this

Seemann
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#591

Posted 22 February 2014 - 10:53 AM

Thanks, fixed.

Installer updated.


TommyCJFaann
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#592

Posted 4 weeks ago

BUMP!

 

Sanny Builder compiles files on a massive size,for example a 2 KB TXT compiles into 23 KB CS!


MasterHK
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#593

Posted 4 weeks ago

just disable "Add extra info to SCM" from Options.


ZAZ
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#594

Posted 4 weeks ago

BUMP!
 
Sanny Builder compiles files on a massive size,for example a 2 KB TXT compiles into 23 KB CS!

read this
and disable "Add extra info" if enabled

Seemann
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#595

Posted 3 weeks ago

Sanny Builder 3.2.0
http://sannybuilder....lder-v3.2.0.exe


* adding custom edit modes by editing the games.xml file is now possible
* new edit mode - GTA SA SCR
* variables can be quickly declared using a type name prefix
* CLEO updated to the version 4.3.16
* added the InstaSearch feature (formerly 'jump to label' function)
* mission names can be changed by editing appropriate missions.txt files
* improved association of the script file extensions with Sanny Builder
* Sanny Builder only checks if the game directory path is not empty, no checks for specific files (such as an .exe)
* minor improvements in the SB updating feature
* changed the Sanny Builder icon and the menu icons
* fixed bug #0000024

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xNCx
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#596

Posted 3 weeks ago

That new icon... Weird.

 

Apart from this, the splash screen during loading still shows "2013" year.

While installing, I've chosen "associate scm files". But I think this didn't work as the option menu says that SB is not associated with either SCM, CS or CM (what does cm stand for btw? Mission pack?).





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