azzza 0 Posted July 17, 2006 Long time no see. Correct me if I'm wrong, but you've ripped me in the past, tossed out the advice given to you repeatedly by many coders, etc. You're on your own. hi dem, yes in the past i did, but i learnt that lesson of ripping of people. Only reason i'm asking cause i looked at the home invasion and black boxville truck mission and couldn't must out what it dose (of which i got an out dated sascm.ini file). Can we forgive and move on? i only need a Skeleton code so i can understand how it can be done (as i'm using a picador for putting the objects into). i've done some forum searching on timers and got the following information - 1) [email protected] and [email protected] are count up timers. [email protected] [email protected] are count down timers? 2) an minture mite be (10 seconds is 10000) 60000 * 60000 = 36000000000? (is that correct?) Share this post Link to post Share on other sites
Demarest 22 Posted July 17, 2006 Well, my biggest complaint with you is that you asked the same question 10 times or made the same mistake 10 times, without ever taking what others said under advisement. You say it's in the past and indeed, it's been a long time. I'll give you the benefit of the doubt Rest assured that the first time you indicate you're not trying to listen, I will make no effort to help you as I will assume you're doing as you once did. 1) Local timers count up only. They are [email protected] and [email protected] for GTA3/VC and @32 and @33 for SA. How they work is that you set them like you would any integer (almost always to 0) and then each time that thread encounters a wait, those locals are incremented by that amount. So if that thread encounters a wait 300 ms (milliseconds), the local timers of that thread are incremented by 300. Check original code for uses and you will see a very large amount of examples. Many of which are used to monitor time elapsing to coordinate cutsene animations with corresponding audio for example. 2) Since time is measured in milliseconds in these games... 1 minute = 60 seconds * 1000 milliseconds per second = 60,000 milliseconds. 3) By timers, I'm guessing you mean on screen timers as opposed to local timers. Again, consulting original code is the answer. On screen timers MUST be globals and are always countdown. Set the global variable for the total time in milliseconds, use the opcode for starting a timer with it and it is automatically decremented as time elapses. You can still perform if checks, math, etc on the variable. Just know that it will be reflected on the timer. For example, Taxi Driver adds seconds to the clock. It does this by adding X * 1000 to that integer, where X is the number of seconds to be added. If you want a count up timer, say for races, that's more complex. I suppose you could set a local timer, repeatedly set a global to that local, divide the global by 1000, and then display that on screen by use of a GXT entry that provides for an numeral. Original code will provide examples of other ways to do this. Share this post Link to post Share on other sites
larosco 0 Posted February 4, 2007 (edited) ok i finally found out how to spawn a camera, but how does it work, it only flashes, wheres the pic? oh yeah, and why cant i use barton waterducks mission builder 1.3 doc with the 1.5 builder? Edited February 4, 2007 by larosco Share this post Link to post Share on other sites
sleeper777 0 Posted February 6, 2007 (edited) @larosco in SA the camera saves gallery pics in your 'My Documents' Folder by default under My Documents\GTA San Andreas User Files\Gallery\ in the Advanced Display Settings this feature could be turned off i personally have not dealt with much SA coding so maybe one of the other guys could clarify if there is script involved in saving the pics. IN VC the camera was used in just the one mission "Just call me Martha" and never really saved any of the pics except in the mansion later in the game there are pics of candy suxx and the senator on the desk. as for your second question it is very vague but in an attempt to understand i would say that you mean why can't you use a a script written in MB 1.3 in 1.5, because of differences in the INIs and other factors in the builder versions, these scripts have to be run through the script converter first to be made compatible. remember this answer is given strictly based on the assumption that by doc you meant a script written by the older mission builder. Edited February 11, 2007 by sleeper777 Share this post Link to post Share on other sites
larosco 0 Posted February 8, 2007 thx, i understand now. Share this post Link to post Share on other sites
sleeper777 0 Posted April 6, 2007 Updated information in first post of this topic New Text New Links Including Sanny Links and San Andreas Tutorials Will be keeping an eye out for tutorials i haven't seen or found yet i am also archiving alot of the tutorials on my personal site (mostly pdf prints of the forum pages to keep original authors comments and support text) If you have any suggestions for good tutorials i am missing PM me with the Links Share this post Link to post Share on other sites
Delerious 0 Posted June 29, 2007 Is there a website that is purely for Vice City coding? Share this post Link to post Share on other sites
1stgenLX-Turbo 1 Posted September 16, 2007 Can someone make a darkpact code tutorial using the latest one, the orginal post has dead pictures and when I compile it says I dont need some coding in it. Share this post Link to post Share on other sites
derty 1 Posted January 6, 2008 (edited) This is like the umpteenth time I've read this post. Nice updates, I still don't learn sh*t from it It's probably just me, and anyone else who is better suited for modeling at this point, but this is worth a try: Could someone start making tutorials that actually teach? I know that sounds harsh, though I do not intend to be at all. I have been with this community for years and still can't code a lick. Am I a coder in other places? Not really, but I do understand all the stuff in this post, it just didn't teach anything. It gives some outlining info, but no real understanding. I know this is kinda like the same kind of post as someone going into the mapping section here and saying "duh, how do I model something?" (that is, if prior coding knowledge is indeed needed, as prior modeling is needed for modding the models), but like... Basically, SCM coding, modding, it should be a way to step your foot IN to the door, not a place that you end up after you know it all... Like, the attitude in this topic, and across much of SCM topics differs from other modding sections in that other sections will teach and help the very new, but here people are always pointed to other languages and all of that jazz. I'm just saying, spawning a car, or a weapon, teaches little if anything useful at all, and I really feel like SCM is closed in these regards. I personally guarantee that if one (just ONE) of the people here with a true understanding of scripting GTASA can teach me (a n00b to it all besides some hello world apps in C++ and delphi) to code, you will see me belt out help to others. I am a fast learner, and that doesn't say too much for SCM coding (or its teachers) when you consider how long I have been trying and dying at this. Thanks for intelligent readers and responses, -derty Edited January 6, 2008 by derty Share this post Link to post Share on other sites
SteaVor 12 Posted January 6, 2008 (edited) I can't really contribute to the matter at hand (usefulness of tutorials) because I've had some experience with coding before I even began looking at GTA code. It wasn't necessary for me to read any of the tutorials nor the MB readme because GTA's scripting language is a very simple one (stemming from the fact that its purpose is strictly limited to operating within a hard-coded environment). I think it would be insightful to hear Knowledge Novice's opinion on this matter - he did learn coding after all, and I wonder what got him started before he posted his first topic (which should also be linked in the first post because it contains invaluable information for new coders). And yeah, there's still no proper tutorial for important basics like 'using opcode 0001 properly', usage of flags, timers, ... (I don't have any time to spend for such a tutorial which would only be useful for those who took the first steps already anyway.) Edited January 6, 2008 by SteaVor Share this post Link to post Share on other sites
spaceeinstein 1,739 Posted January 6, 2008 The way I learned it was to practice a lot. Doing many trials and errors helped me learned better without looking at tutorials. Reading people's posts and looking into the game code over and over again also helped me. I started with the extremely simple and started my way up. Share this post Link to post Share on other sites
derty 1 Posted January 7, 2008 Smooth fellas I'm reading Knowledge Novice's post as I write this, and discovering sanny builder's help system (I was like: Hey, wait a minute, sanny had a nice readme a long time ago that I didn't get to go all the way through [previous attempts were MB]. Dammit, why'd he go "installer" on me? lol). I have got to stop by and tell him how nice that upgrade is. I haven't seen the integration to the program yet, but checking the program's DIR for a readme led to the help folder and these chm's look promising. I'll get to reading, I'll decompile the orginal SCM (as I have not since I installed sanny3), and I'll begin to hurt my brain again <3 Honestly, a lot of the posts I've been reading have been kinda old, whether freshly bumped or not, prior to KN's first post, even. I'm seeing good things from the places you guys point. Thank you <3 I'll be back with a status report or help-begging somewhere in the near future -derty Share this post Link to post Share on other sites
djviruss 0 Posted December 28, 2008 I prefer using 0.22 as it is the one I started with and alot of the stuff I've done with it for some reason won't complie in later versions. Also - I don't know if you've noticed but thisa topic is entitled "infROmation" (and the rest obviously). NICE Share this post Link to post Share on other sites
Flyingportugueseman 0 Posted February 4, 2009 Could anyone please tell me in what language GTA's script is in? (scripting language) xD Share this post Link to post Share on other sites
coin-god 24 Posted February 4, 2009 Could anyone please tell me in what language GTA's script is in? (scripting language) xD Its Rockstar own language. Share this post Link to post Share on other sites
Flyingportugueseman 0 Posted February 4, 2009 Could anyone please tell me in what language GTA's script is in? (scripting language) xD Its Rockstar own language. So I wont find it in books huh... Damn! Oh well tial and error then... Thanks! Share this post Link to post Share on other sites
Kebabson 0 Posted March 21, 2011 How to make an NPC invulnerable? Share this post Link to post Share on other sites
tenshugaX 0 Posted May 31, 2011 i wanto know how to do this really bad people who do this and upload there mods get a lot of downloads i only know how to do maps and txd files Share this post Link to post Share on other sites
Bad.boy! 9 Posted May 31, 2011 Look at the tutorials, ohh and do you want to learn it for getting a big number of downloads? If so you haven't got a live Share this post Link to post Share on other sites
darlingbritney 0 Posted June 7, 2011 Hi Everyone I'm new to This forum it is great to join this Forum, hope i'm welcome in;) Share this post Link to post Share on other sites
Urban Legend 11 Posted September 26, 2011 Anyone know the where abouts of a VC tutorial explaining scripted camera movements? I want to learn for a video intro. Share this post Link to post Share on other sites
Skander44 0 Posted February 21, 2013 Erm a link to the mission builder would be nice for people to start with... or do you just assume they have it? Sanny Builder (for making missions too) is available at Seemann's Sanny Builder page or available at my site with CLEO3, CLEO4 , CLEOGTAIII and they all come with sanny builder : My Website Page Of CLEO (download) Share this post Link to post Share on other sites
Adler 54 Posted February 22, 2013 Erm a link to the mission builder would be nice for people to start with... or do you just assume they have it? Sanny Builder (for making missions too) is available at Seemann's Sanny Builder page or available at my site with CLEO3, CLEO4 , CLEOGTAIII and they all come with sanny builder : My Website Page Of CLEO (download) Please check post dates before replying. It's been a good 9 years since that post. I will close this topic since it is outdated, and the recent replies haven't been relevant. The first post includes a link to more up-to-date info. Share this post Link to post Share on other sites