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sueey

About 'gosub' and 'return'

Recommended Posts

sueey

I am learning about the scm now,now i can create my own thread!

But now i want to learn --how to make a new mission for myself.So i learn again,but i meet a hard problem,that is about:

 

how to code---when cj died in the mission, the mission restart when cj go to the marker?

 

I used to check the original scm file to the mission.Always with this:

 

 

;-------------Mission 1---------------; Originally: Initial 2:M_1_10050: gosub £M_1_1900D6: if  00112:   wasted_or_busted004D: jump_if_false £M_1_60050: gosub £M_1_155:M_1_60050: gosub £M_1_8004E: end_thread

 

 

then,i 'copy' the code to try,but fail~~~How to code?

(coding mission, i just cannot use the 'gosub' and ''return)-.-

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Demarest
The mission skeleton has been well documented in Builder readmes for years. Read it.

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sueey

Really?oh ,thanks inlove.gif

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jarjar
Another question answered by Demarest, well done Dem, if i could i would hire you as a personal help. You have an answer to every problem and question. Myself i am also just only a beginner of coding missions and threads and Dem has helped me alot as well. Great job Dem!

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ZAZ

 

Really?oh ,thanks inlove.gif

Didn´t you seen this topic ?

mission script

I remember what Patrik W. said.

By a KO the mission script goes with the last gosub.

 

The last gosub in the mission header goes to mission cleanup adress

A other gosub in the header goes to mission fail

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sueey

1 more thing i want to know ![/size=4]

 

how to add the 'mission passed condition' to the mission code ?

<I mean that just like "CJ killed a guy then mission passed">

 

 

what about the "LOOP" how to use?What mean? turn.gif

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Y_Less
Read the readme and original missions, it's all in there.

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sueey

Yeah? Many profeesional coder called me to learn the orinigal scm.i think it is uzful~~So...............I check it for a while blink.gif

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ZAZ

 

1 more thing i want to know ![/size=4]

 

how to add the 'mission passed condition' to the mission code ?

<I mean that just like "CJ killed a guy then mission passed">

 

 

what about the "LOOP"  how to use?What mean? turn.gif

Oh yes, what is a LOOP ?

The most important question of mission scripting.

Beginners have problems to understand.

It´s not discribed in the readme.

@Y_Less, would you describe what a loop is and add it to your coding tut topic . One for ever ? xmas.gif

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Y_Less

What is a loop?

 

A loop is a loop of code, so once the code reaches the end, it goes back to the start and redoes the lot. Loops are essential to the game, they are what allow checking of points continuoulsy, without them you would have to step into a marker at exactly the right time in the game (to the millisecond) to activate anything.

 

Here is a simple loop:

 

 

:labelloopeg0001: wait 1000 ms00D6: if 00256:   player $player_char defined004D: jump_if_false ££labelloopeg04C4: $x $y $z = create_coordinate_from_actor $player_actor offset 10.0 0.0 0.000A1: put_actor $player_actor at $x $y $z0002: jump ££labelloopeg

 

 

This will jump the player forwards 10 units every second.

 

Every loop needs a wait, without it the game will keep looping and looping the thread and never do anything else (i.e. run the game) so your pc will freeze. A wait of n time will set the thread to continue execution in n milliseconds, a wait of 0 will continue the thread as soon as is possible (i.e. after the game has calculated the whole next frame, possibly before).

 

Most loops will have multiple routes through, e.g. in the example above you can either fail the check (i.e. be wasted/busted) and restart (thus checking every second if the player is alive) or pass and move the player, then restart.

 

Because waits allow other game code to run, you may be busted/wasted by other activity before your code continues, this is why it is essential that you include a player_defined check after every wait if you are going to reference either $player_char or $player_actor. Without this those may point to a non-existant entity (as you are dead) and the game will crash.

 

The length of a wait is relative to how important the thread or loop is. If all your threads have wait 0 you may experience a slowdown in your game ue to alot of code being executed. The default wait time ($default_wait_time) is 250 ms. Remember, these are in milliseconds so anything under 1000 people really aren't going to notice. When you start a mission the fade takes longer than a second and people don't expect their mission to start instantly, so for sniffers a wait of 1000 is possibly acceptable. Something like a code to restore your health every time you loose some will need to be much more responsive incase you are getting machine gunned etc, you may be killed in a second, so wait 0 is far more appropriate.

 

I have only ever once had need to exclude the wait entirely from my code and that was a very advanced piece of code where a wait 0 added 300 SECONDS to it's entire execution (it only looped a set number of times so the game didn't crash, but indefinate loops definately require them - as do missions, though wait 0 is the standard there).

 

Not alot else I can say about loops, the most important thing is the wait, apart from that a loop is just repeating code, simple.

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random_download

 

I have only ever once had need to exclude the wait entirely from my code and that was a very advanced piece of code where a wait 0 added 300 SECONDS to it's entire execution (it only looped a set number of times so the game didn't crash, but indefinate loops definately require them - as do missions, though wait 0 is the standard there).

Just to clarify here - waits allow the game to continue doing other things, so if you have a loop that never exits and doesn't have a wait, the game will crash as it cannot process anything other than your code. If your loop would exit depending only on the code in the loop itself eg.:

 

:loopif [email protected] < 10jump_if_false ££[email protected] += 1:exit<some code with a wait at some point later on>

 

Then it is fine, as the code will arrive at a wait later on in the code after processing the loop. However if your loop depends on something happening in-game, it will cause a crash as the event it checks for cannot happen if there are no waits to allow game processing, eg.:

 

:loopif 0player $player_char near_point X Y Zjump_if_false ££loop

 

Would cause a crash unless the player is at X Y Z when the loop begins.

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sueey

master-hands!!!!

 

But now i have already read! But now i have coded a piece of code.....But i really don't why when i finish my mission,the mission will restart when i get to the "Info"(Cuz i dont know how to make the marker when cj get in,the code active!) Here is the code!

 

Note: rampage_ani.gif the code is my new map

 

New mssion ..... hard to code~~~harder than the thread!

 

 

;-------------Mission 0---------------; Originally: Initial 1:M_Adress_103A4: name_thread "HUY"  0050: gosub £M_Adress_main 00D6: if  00112:   wasted_or_busted004D: jump_if_false £M_Adress_end0050: gosub £M_Adress_fail01                    :M_Adress_end0050: gosub £M_Adress_clep004E: end_thread:M_Adress_main0317: increment_mission_attempts;;here starts the missionscript0004: $on_mission =  10001: wait  0 ms02A3: toggle_widescreen  1 (on)01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)00BA: text_styled 'td'  2000 ms  20001: wait  0 ms0002: jump ££actor:actor0247: request_model #fbi0247: request_model #ak47:actor10001: wait  0 ms00D6: if  10248:   model #fbi available0248:   model #ak47 available004D: jump_if_false ££actor1009A: $41 = create_actor 4 #fbi at 1020.50 -2799.26 10.520173: set_actor $41 z_angle_to  253.001B2: give_actor $41 weapon  30 ammo  99999 ;; Load the weapon model before using this0223: set_actor $41 health_to  70002E2: set_actor $41 weapon_accuracy_to  500249: release_model #fbi0249: release_model #ak470002:jump ££text1:text100BC: text_highpriority 'tc'  2000 ms  10001: wait  2000 ms00D6: if  0015F: set_camera_position  1023.17 -2798.20 10.65  0.0  0.0  0.00160: point_camera  1021.17 -2799.2 10.51  200D6: if  000BC: text_highpriority 'tc2'  3000 ms  10001: wait  3000 ms02A3: toggle_widescreen  0 (off)01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen)0373: set_camera_directly_behind_player02EB: restore_camera_with_jumpcut0002: jump ££0002_:0002_8118:   NOT   actor $41 dead851A:   NOT   unknown_actor $41 hit_by_actor $PLAYER_ACTOR80F3:   NOT   actor $PLAYER_ACTOR near_actor_on_foot $41radius  .8  .8  0004D: jump_if_false ££0003:000305E2: unknown_action_sequence $41 $PLAYER_ACTOR 0001: wait  50 ms00D6: if  10118:   actor $41 dead004D: jump_if_false ££00020002: jump ££M_Adress_pass :M_Adress_fail0100BA: text_styled 'M_FAIL'  5000 ms  1;; MISSION FAILED!0051: return:M_Adress_pass    01E3: text_1number_styled 'M_PASS'  10000  5000 ms  1;; MISSION PASSED! $~1~010D: set player $PLAYER_CHAR wanted level to  00109: player $PLAYER_CHAR money +=  100000394: play_music  20318: set_latest_mission_passed 'td'0051: return:M_Adress_clep01C2: remove_references_to_actor $41 ;; Like turning an actor into a random pedestrian0213: $bt6 = create_pickup #info type  15 at  1090.54 -2796.63 10.540001: wait  500 ms004F: create_thread ££start0004: $ON_MISSION =  000D8: mission_cleanup0051: return

 

 

 

PS:the thread

 

004F: create_thread ££start:start03A4: name thread 'rap'0213: $bt6 = create_pickup #info type  15 at  1090.54 -2796.63 10.540002: jump ££start1:start10001: wait 0 ms0001: wait  0 ms00D6: if  10256:   player $PLAYER_CHAR defined0214:   pickup $bt6 picked_up004D: jump_if_false ££start10215: destroy_pickup $bt60001: wait  0 ms0417: start_mission  0  ; Originally: Initial 1004E:end_thread

 

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ZAZ

cookie.gif

Here is a simple loop:

Very nice, Y_LESS. It should be pinned cookie.gif and thanks random_download for details

 

 

New mssion ..... hard to code~~~harder than the thread!

 

This should be your LOOP:

 

:0002_8118:   NOT   actor $41 dead851A:   NOT   unknown_actor $41 hit_by_actor $PLAYER_ACTOR80F3:   NOT   actor $PLAYER_ACTOR near_actor_on_foot $41radius  .8  .8  0004D: jump_if_false ££0003:000305E2: unknown_action_sequence $41 $PLAYER_ACTOR 0001: wait  50 ms00D6: if  10118:   actor $41 dead004D: jump_if_false ££00020002: jump ££M_Adress_pass 

 

 

But in :0002_ is missing the IF code:

 

00D6: if  22

 

 

and the IF setting in :0003 is wrong. It must be :

 

00D6: if  0

 

 

 

:0002_

is the Loop Adress

 

 

004D: jump_if_false ££0002_

send the engine back to this adress till the actor $41 will die.

 

And now notice what Y_LESS and random_download said:

The LOOP should start with a WAIT CODE.

 

:0002_0001: wait  0 ms00D6: if  228118:   NOT   actor $41 dead851A:   NOT   unknown_actor $41 hit_by_actor $PLAYER_ACTOR80F3:   NOT   actor $PLAYER_ACTOR near_actor_on_foot $41radius  .8  .8  0004D: jump_if_false ££0003:000305E2: unknown_action_sequence $41 $PLAYER_ACTOR 0001: wait  50 ms00D6: if  00118:   actor $41 dead004D: jump_if_false ££0002_0002: jump ££M_Adress_pass

 

 

And now your mission starter:

 

004E:end_thread

 

makes a end of the script. The starter script will only work for one time.

Change it with a "jump back" to the Loop adress:

 

:start1

 

and delete one of the double wait codes.

And delete:

 

0215: destroy_pickup $bt6

 

because the pickup will be created for one time and the pickup type is 15. It comes again

Edited by ZAZ

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jarjar
This topic is become more and more interesting and knowledgable. Keep up the good work guys, i am learning alot of new stuff about creating missions and scripts as are many others. Great job icon14.gif!

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sueey

smile.gif thankx,ZAZ!!!But a pity<I cant use marker start mission!>

 

By the way:why u should use:

if 22

,why dont you use 0 or 1 ?

 

angry.gif SAMB let me jump into the Yangzi River!Gosh~

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Y_Less

Just one slight thing, a loop must CONTAIN a wait, not nessecarily start with it. Original model code looked something like this:

 

 

:labelx00D6: if 08248:   NOT model #model loaded004D: jump_if_false ££labely0001: wait 0 ms0002: jump ££labelx:labely

 

 

This is not the most efficient way of doing this for standard loops, but means if the model is already loaded the wait is never encountered. It does however take up more space than the more standard:

 

 

:labelx0001: wait 0 ms00D6: if 00248:   model #model loaded004D: jump_if_false ££labelx:labely

 

Less code, although this method will invoke the wait on EVERY pass (for sniffers etc this is not always a bad thing as the code is smaller and the waits wil lbe longer than one loop anyway, wereas with model loading it could already be loaded).

 

And this shouldn't be pinned, just added to the existing pinned tutorials topic.

 

BTW: variables in jumps do work but are hard to get right.

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sueey

For more ,many Chinese GTA modders wanna learn the scm code!

But they said it was toooooooooo hard,i learn the code,just let me challenge.

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ZAZ

 

smile.gif thankx,ZAZ!!!But a pity<I cant use marker start mission!>

 

By the way:why u should use:

if 22

,why dont you use 0 or 1 ?

 

angry.gif SAMB let me jump into the Yangzi River!Gosh~

IF check settings are building the Quest-Variation:

 

00D6: if 0 = check only one aspekt00D6: if 1 = check 2 aspekts with the meaning of " AND "00D6: if 2 = check 3 aspekts with the meaning of " AND "00D6: if 21 = check 2 aspekts with the meaning of " OR "00D6: if 27 = check 6 aspekts with the meaning of " OR "

 

Read the MB-readme.txt

____________________________________________________

 

 

00D6: if  228118:   NOT   actor $41 dead851A:   NOT   unknown_actor $41 hit_by_actor $PLAYER_ACTOR80F3:   NOT   actor $PLAYER_ACTOR near_actor_on_foot $41radius  .8  .8  0004D: jump_if_false ££0003

 

One of three aspects must match; meaning of " OR "

____________________________________________________

 

In addintion, I forgot:

 

Add an If check for somesthing into your LOOP, to let the code jump to "mission fail"

exemple:

 

00D6: if  00104:   actor $PLAYER_ACTOR near_actor $41 radius  100.0  100.0  50.0 sphere  004D: jump_if_false ££M_Adress_fail01

 

 

_______________________________________________

 

And please, make clear Label(adress)- names

________________________________________________

 

I didn´t test your script. So I don´t know what happens by

851A: NOT unknown_actor $41 hit_by_actor $PLAYER_ACTOR

I´m not shure if it exist.

the following exists:

051A: unknown_actor @9 hit_by_actor $PLAYER_ACTOR

 

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sueey

 

851A: NOT unknown_actor $41 hit_by_actor $PLAYER_ACTOR

I´m not shure if it exist.

 

That opcode exist!

 

 

aspekts
What does it mean? My translate software has no this word! rampage_ani.giframpage_ani.gif

 

 

The Loop means 'the mssion passed condition'?

 

More Quest:How to code---when cj get in one marker,then mission begins? catloaf_by_anuj.gif

Edited by sueey

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ZAZ

 

aspekts
What does it mean? My translate software has no this word! rampage_ani.giframpage_ani.gif

 

Sorry, I had to write it with a C. ASPECT

 

I mean an action which must happen to pass the IF-check(question) with

" YES, it happens and now go down the script".

or

"No, it doesn´t happen, so jump if false to an other Label(adress)"

 

00D6: if  228118:   NOT   actor $41 dead851A:   NOT   unknown_actor $41 hit_by_actor $PLAYER_ACTOR80F3:   NOT   actor $PLAYER_ACTOR near_actor_on_foot $41radius  .8  .8  0004D: jump_if_false ££0003

 

this means:

 

Is the actor $41  not dead ?orIs the actor $41 not hit by player ?orIs the actor $41 not  near player radius  0.8  0.8  0-so go down the scriptorNo, the actor $41 is dead, so jump if false to an other Label

 

 

 

The Loop means 'the mssion passed condition'?

 

NO, thats wrong ! Oh sueey, you´re so sweet blush.gif

 

The word LOOP have a association with Looping. The meaning of "go around", endless ! Again and again.

So send the reading engine down a script with a send-back-command at the end.

Send back to the start.

Then it loops. With a frequence of 1000 per second.

Now add checks in the loop.

For exemple:

If player near point on foot 200.0 300.0 16.0 ?

Is the player not near that point, so jump if false back to the beginning (the Loop Adress)

Is the player near that point, so go down the script and activate the next code

for exemple:start_mission 0

or maybe jump into an other loop.

 

 

More Quest:How to code---when cj get in one marker,then mission begins?

Thats a mission starter of an original SA main:

 

004F: create_thread ££BLOODR_1 

 

 

:BLOODR_103A4: name_thread 'BLOODR':BLOODR_20001: wait $DEFAULT_WAIT_TIME ms00D6: if  00038:   $ON_MISSION ==  0 ;; integer values004D: jump_if_false ££BLOODR_1800D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ££BLOODR_1800D6: if  000FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot $1745 $1746 $1747 radius  1.4  1.8  1.5004D: jump_if_false ££BLOODR_1800D6: if  003EE:   player $PLAYER_CHAR controllable004D: jump_if_false ££BLOODR_180050: gosub ££LITCAS_3400BA: text_styled 'STAD_04'  1000 ms  20417: start_mission  128  ; Originally: Arena mission: Blood Ring:BLOODR_180002: jump ££BLOODR_2

 

 

There is a gosub ££LITCAS_34 in it, to make a fade because the player must get linked in the Arena-interiour.

 

Your script should look like that:

 

004F: create_thread ££start;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;:start03A4: name thread 'rap':start10001: wait 0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ££start100D6: if  10038:   $ON_MISSION ==  0 ;; integer values00FE:   actor $PLAYER_ACTOR  0 ()near_point 1090.54 -2796.63 10.54 radius  2.0  2.0  3.0004D: jump_if_false ££start10001: wait  0 ms0004: $ON_MISSION =  1 ;; integer values0417: start_mission  0 ; Originally: Initial 1:start20001: wait  0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ££start200D6: if  10038:   $ON_MISSION ==  0 ;; integer values80EC:   NOT   actor $PLAYER_ACTOR  0 ()near_point  1090.54 -2796.63 radius  5.5  5.5004D: jump_if_false ££start20002: jump ££start1

 

 

Why I made the part :start2 ?

After the mission, it is possible that the player appears at the starting point.

So make shure that the player can´t start immediately again the mission.

Notice: I didn´t tested it.

________________________________________________________________

 

A mission have a bit more complicate script structure.

Your first action story script you can make as a thread

So first make experience with threads and then studie the mission structure of the original main.

How to add a thread is documented in Y_Less coding tut

It´s for VC, but thread adding is the same as in SA

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sueey

thankx,ZAZ,without your help,i will think brown....... colgate.giftounge2.gifblink.gif

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jarjar
Yes indeed, you defenitly know your stuff ZAZ. Great work, and keep it up.

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sueey

ok inlove.gif jarjar!

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ZAZ

 

thankx,ZAZ,without your help,i will think brown....... colgate.gif  tounge2.gif  blink.gif

Hey, give me cookies,please!

look

cookie.gif

thats what I want

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sueey

cookie.gifcookie.gifcookie.gifcookie.gifcatloaf_by_anuj.gifcatloaf_by_anuj.gifcatloaf_by_anuj.gif

 

Thankx again~~~

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sueey

 

0004: $616 =  100 ;; integer values03C4: set_status_text_to $616  1 (bar) "ASM3_2" ;; žayœ:Label0326D50001: wait  0 ms0226: $617 = actor $5DE health0014: $617 /=  35 ;; integer values0010: $617 *=  10 ;; integer values0084: $616 = $617 ;; integer values and handles0110: clear_player $PLAYER_CHAR wanted_level00D6: if  0

 

 

When i coding mission,i wanna add a 'HP statue' for the actor¡Á¡Á,so i "open" the Russian mod, I found the code that i post above!

 

so i try to copy and understand,At last,statue appear!How happy am i,Statue dont work,how sad am i! Who can tell me how to do?

 

you help me!Thankx!give you a cookie.gif

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ZAZ

 

0004: $616 =  100;; integer values03C4: set_status_text_to $616  1 (bar) "ASM3_2";; žayœ:Label0326D50001: wait  0 ms0226: $617 = actor $5DE health0014: $617 /=  35;; integer values0010: $617 *=  10;; integer values0084: $616 = $617;; integer values and handles0110: clear_player $PLAYER_CHAR wanted_level00D6: if  0

 

 

When i coding mission,i wanna add a 'HP statue' for the actor¡Á¡Á,so i "open" the Russian mod, I found the code that i post above!

 

so i try to copy and understand,At last,statue appear!How happy am i,Statue dont work,how sad am i! Who can tell me how to do?

 

you help me!Thankx!give you a  cookie.gif

What is not working? Give more context please.

This is working:

 

0004: $6474 =  50;; integer values03C4: set_status_text_to $6474  1 (bar) 'CAT_GI'

 

Notice:

You find the Entry name:'CAT_GI' in the kategorie Main of the gxt file.

If you wonna show a text of an other gxt-kategorie, for exemple BOAT, you must first set:

 

054C: use_GXT_table 'BOAT'

 

For the kategorie Main it is not nesseserry.

 

I can´t find ASM3_2 in the original main.

It must be an Entry name of a modded gxt file.

 

And, " is not usual. It is used in VC.

Edited by ZAZ

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sueey

that mod called---The lost heaven!!!I dont know how to use!---statue! turn.gif

 

 

 

0004: $6474 =  50

what does '50'mean?

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Y_Less
50 is a number, that OpCode sets the contents of the variable $6474 (you should really name variables sensibly) to 50.

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Demarest

As in, not use DMA.

 

@Y_Less: sueey has always ignored any guidance effort.

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