» «

Please post mod releases in the Mod Showroom

##### Data Topics

The following topics contain extremely useful data relating to the editing of missions and mission scripting:

##### Beginner?

If you are a begininer to mission coding, then please read Tutorial Links and Mission Coding Information.

##### Requests

Requests are to be made in the pinned topic.

# main.scm extract (HELP)

9 replies to this topic
daniHCF96
• ##### daniHCF96

El Rey Del Desfase

• Members
• Joined: 21 Sep 2013
•

### #1 Posted 05 October 2013 - 04:36 PM

This is an extract of the GTA SA main.scm that i dont' understand. I suspect its something related with text writting, or the text shown at the beginning of the game, can someone explain me these lines?

054C: use_GXT_table 'INTRO1'
03F0: enable_text_draw 1
0001: wait 0 ms
03E0: unknown_text_draw_flag 0
0349: set_text_draw_font 1
05AA: 182@s = 'LOAD_01'  // Francis INTL. Airport,
0051: return

Ss4gogeta0
• ##### Ss4gogeta0

$outh$acramento Nine \$ixteena Killa Kali

• Members
• Joined: 24 May 2011
•

### #2 Posted 05 October 2013 - 05:30 PM

This is an extract of the GTA SA main.scm that i dont' understand. I suspect its something related with text writting, or the text shown at the beginning of the game, can someone explain me these lines?

054C: use_GXT_table 'INTRO1'
03F0: enable_text_draw 1
0001: wait 0 ms
03E0: unknown_text_draw_flag 0
0349: set_text_draw_font 1
05AA: 182@s = 'LOAD_01'  // Francis INTL. Airport,
0051: return

I believe that would be for the opening cutscenes

Edited by Ss4gogeta0, 05 October 2013 - 05:31 PM.

xNCx
• ##### xNCx

formerly known as krasiejow

• Members
• Joined: 15 May 2008
•

### #3 Posted 05 October 2013 - 05:52 PM

Basically, it loads INTRO1 table from a language GXT file and selects LOAD_01 entry from it.

daniHCF96
• ##### daniHCF96

El Rey Del Desfase

• Members
• Joined: 21 Sep 2013
•

### #4 Posted 05 October 2013 - 09:42 PM

Basically, it loads INTRO1 table from a language GXT file and selects LOAD_01 entry from

what's that? xD

xNCx
• ##### xNCx

formerly known as krasiejow

• Members
• Joined: 15 May 2008
•

### #5 Posted 06 October 2013 - 12:19 PM

Go to GTA SA\text\. There are a few language files. You can open them with a GXT editor. See this page for some tools:

http://www.gtamoddin...title=GXT#Tools

After you install one tool, open for example american.gxt file. You will see that there are several tables (folders) and inside them there are entries. If you click an entry you will see the full text.

Try it yourself .

daniHCF96
• ##### daniHCF96

El Rey Del Desfase

• Members
• Joined: 21 Sep 2013
•

### #6 Posted 07 October 2013 - 08:19 PM

really interesting, so the american.gxt stores all the text scripts of the game... is it possible to delete it and create a new one?

Edited by daniHCF96, 07 October 2013 - 08:21 PM.

fastman92
• ##### fastman92

фастман92 | ف

• Members
• Joined: 28 Jul 2009
•

### #7 Posted 07 October 2013 - 08:24 PM

really interesting, so the american.gxt stores all the text scripts of the game... is it possible to delete it and create a new one?

Stupid question. Empty american.gxt will have no texts and they will not appear in game...

daniHCF96
• ##### daniHCF96

El Rey Del Desfase

• Members
• Joined: 21 Sep 2013
•

### #8 Posted 07 October 2013 - 08:37 PM

really interesting, so the american.gxt stores all the text scripts of the game... is it possible to delete it and create a new one?

Stupid question. Empty american.gxt will have no texts and they will not appear in game...

common sense, i refered to creating a NEW american.gxt with own text scripts. Is it necessary to name that file american.gxt?

fastman92
• ##### fastman92

фастман92 | ف

• Members
• Joined: 28 Jul 2009
•

### #9 Posted 08 October 2013 - 01:00 PM

Use my Language Loader to get around this issue.
With this plugin you can edit list of languages and their GXT filename as well as GXT key of language name.

Deji
• ##### Deji

Coding like a Rockstar!

• Members
• Joined: 24 Dec 2007
•

### #10 Posted 10 October 2013 - 04:36 PM

You won't want to create a new GXT, unless you plan to rewrite half of the original or mod the EXE to use different GXT entries for hardcoded text like menus, etc. As long as you don't delete the "MAIN" table, you can delete the others that you don't need, which are used for main.scm missions and submissions.

#### 1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users