ZAZ Posted March 22, 2009 Share Posted March 22, 2009 (edited) If you want to show your appreciation for Dutchy & PatrickW's Mission Coding for Dummies! and/or Mission Coding for Pro's threads, then post in here rather than in those topic, so Dutchy and Patrick can add tutorials if needed. Also questions and suggestions belong here. Cheers - Ottae Wuah.. a really complete mission coding tutorial my friend you won the award a again Edited May 3, 2009 by Dutchy3010 cyrilaeshell 1 CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
coin-god Posted March 22, 2009 Share Posted March 22, 2009 Damn. This is the best tutorial i have ever seen. Your tutorial is awesome, good work Dutchy! Link to comment Share on other sites More sharing options...
_Rob_ Posted March 22, 2009 Share Posted March 22, 2009 wow Dutchy, everytime i see a new topic with your name on it i always wonder what can she do next, its amazing nice work, i might even try and learn mission coding now Link to comment Share on other sites More sharing options...
Seemann Posted March 22, 2009 Share Posted March 22, 2009 Please, dont give direct links to the Sanny Builder installer (your very first post contains it). Link to the download page instead. The reason is that direct links become broken eventually (as that your link to SB 3.03) thus useless. And as I already said you - great tutorials, I like them. Sanny Builder 3 • SA Memory Handling • OpenIV • gtamodding.com CLEO.li - The CLEO Library - Official site Link to comment Share on other sites More sharing options...
Dutchy3010 Posted March 22, 2009 Share Posted March 22, 2009 Fixed, it links to the download page now. Thanks for all the compliments. ^^ If someone wants to have a tutorial about anything that is useful for making missions, just give me a pm and I will see what I can do. DYOM - Create, play, share! Link to comment Share on other sites More sharing options...
Seemann Posted March 25, 2009 Share Posted March 25, 2009 I would make the table of content as reference links (linking to the same page, with # sign before), so you dont need to reload the page to read a specific tutorial. Like this: • Before you begin • Basics of coding (coding structures) etc Sanny Builder 3 • SA Memory Handling • OpenIV • gtamodding.com CLEO.li - The CLEO Library - Official site Link to comment Share on other sites More sharing options...
NTAuthority Posted March 27, 2009 Share Posted March 27, 2009 Hmm, it seems like I have read almost the exact same guide somewhere before... don't remember where, may be that the same person posted it there too. Even if I did know it, the updates done to a lot of parts make it an even better guide Inactive in GTA/R* title modification indefinitely pursuant to a court order obtained by TTWO. Good job acting against modding! Link to comment Share on other sites More sharing options...
coin-god Posted March 27, 2009 Share Posted March 27, 2009 Hmm, it seems like I have read almost the exact same guide somewhere before... don't remember where, may be that the same person posted it there too. Even if I did know it, the updates done to a lot of parts make it an even better guide She originally wrote it in dutch i think. Link to comment Share on other sites More sharing options...
ThaGTAGamer Posted April 4, 2009 Share Posted April 4, 2009 Yeah... COOL tutorial, but it is for SA. Does it same with VC or GTA III??? Link to comment Share on other sites More sharing options...
coin-god Posted April 4, 2009 Share Posted April 4, 2009 Yeah... COOL tutorial, but it is for SA. Does it same with VC or GTA III??? Well, Dutchy used Advanced coding, which i dont know if its supported in Vice. But the basics are almsot the same thing. Link to comment Share on other sites More sharing options...
Sicologikal Posted April 29, 2009 Share Posted April 29, 2009 (edited) Excellent work this will come in handy for my mod! Thanks a million! Edited April 29, 2009 by Sicologikal Link to comment Share on other sites More sharing options...
Dutchy3010 Posted May 3, 2009 Share Posted May 3, 2009 Mission Coding for Pro's! From now on, this is a reaction topic for Mission Coding for Dummies and Mission Coding for Pro's. It is a project of PatrickW and myself. Good luck with all the tutorials. DYOM - Create, play, share! Link to comment Share on other sites More sharing options...
coin-god Posted May 3, 2009 Share Posted May 3, 2009 (edited) I lol'd Awesome work guys Edited May 3, 2009 by goin-god Link to comment Share on other sites More sharing options...
Aschratt Posted May 22, 2009 Share Posted May 22, 2009 (edited) Mission Coding for Pro's! From now on, this is a reaction topic for Mission Coding for Dummies and Mission Coding for Pro's. It is a project of PatrickW and myself. Good luck with all the tutorials. Great work! I'd enjoyed reading the tutorials (espacially the last one). To write coding style guidelines it requires alot of knowledge and practical experience. While reading both tutorials you realy feel that both of the authors got it. Anyway I'd got something to add. However those guidelines are great (Although I personally prefer the opcode-param notation... it is just a personal oppinion of myself since the "High-Level" representations are only synonyms for the opcodes in most cases), but you will get lost in huge code-files anyway. So I am talking about using SannyBuilder's directives, especially {$INCLUDE } which is a pretty usefull tool if you are working on complex scripts (Like a storyline or something in this way). $INCLUDE does nothing else than adding a predefined file to the position the directive is located. The content of this file of course needs to be SannyBuilder compatible plain text source code. As simple as this directive seems it has much power in readability of huge source. By splitting your script into multiple files and giving the files strong names descriping the content of the file in one or two words it drasticly reduces the time spent into searching for some special code. For example I am using $INCLUDE for each thread I am creating in my script file. So what I did (remember - we are talking about big sources!) was creating a file corresponding to some kind of interface. It does nothing else than including all threads. So everything I had to do was including this file right below the main-routine in my main source file. The only thing you have to be aware is that you have opened the main tab in SB before compiling the script. Otherwise you could cause errors because of missing variable declarations or something in this way. As I said the directive is rudimentary and SB only knows sequential code, so it is not able to search for references of this file. Another weak point of course is that there is no way to prevent a multiple includes of one and the same file, but this would lead to errors during compile progress because of label redeclarations usualy. At least if you have created a label there... if not you should because of the reason descriped above... The behaviour can be compared to "#pragma once" from C/C++ then. Another thing which could be improved is the part handling constant declares. For people switched over to SCM from C, Pascal or Java constants may be interprated as kinds of objects. For example have a look at this pseudo C-Code: const int myVar = 0;if(myVar == 0){ printf("%d", myVar);} (Yes I know it does not make many sense at all - it is just an example - but in an similar way this could be used to create some kind of compile-time polymorphism which means that I can define code sequences which are only executed if an constant has an certain value. If it hasn't - the code can be seen as "waste" ) Now let's try to translate this code to SCM using const..end notation: constmyVar = 0end:MY_PSEUDO_CODE00D6: if0038: myVar == 0 // ERROR!004D: jump_if_false @SOMEWHERE_ELSE045A: draw_text_1number 2.0 2.0 GXT 'NUMBER' number myVar0002: jump @SOMEWHERE_ELSE So the line marked as error does compile, but crash as soon as the game reaches this code segment, while the text-draw line (045A) does not crash. The reason is simple. Constants are no objects! They are just aliases. During compilation they are searched and replaced by their values. This can be strings, numbers or other constants (as the documentation of SB sais), where the other constants would cause some kind of recursion. Anyway now the compiler would get 0038: 0 == 0 which is valid since we have specified that the first value must be an global variable. But global variables are nothing else than numbers (something like addresses... for more info see an SCM documentation). So now the game reaches there and crashes, because 0 is no valid variable. I don't know what happens if you initialize "myVar" with something else than 0, but I guess it would crash or at least end in undefined behaviour - so do not do this! That's all. As told above those are just points where I think they are worth to be mentioned. Especially the $INCLUDE directive is a great tool for readable code. So far... greetings and thank's for the nice tutorial! Keep it up, - Aschratt. Edited May 22, 2009 by Aschratt Link to comment Share on other sites More sharing options...
billy7877 Posted May 22, 2009 Share Posted May 22, 2009 Thank you very much for the tutorial!! Link to comment Share on other sites More sharing options...
KornEL[HUN] Posted June 21, 2009 Share Posted June 21, 2009 the custom save pickup doesnt work or i have f*cked up anything i want to make a new save pickup at theese coordinates: X 2335.42 Y -1141.08 Z 1053.80 can u help me? (the new game starts but the save is not on its place) there is the code what i ve used: thread "SAVE" $SAVE_X = 2335.42 $SAVE_Y = -1141.08 $SAVE_Z = 1053.8 :SAVE_38 0395: clear_area 1 at $SAVE_X $SAVE_Y $SAVE_Z radius 1.0 $SAVE_PICKUP = Pickup.Create(#PICKUPSAVE, 3, $SAVE_X, $SAVE_Y, $SAVE_Z) :SAVE_74 wait 100 Pickup.Picked_up($SAVE_PICKUP) else_jump @SAVE_74 $ONMISSION = 1 Player.CanMove($PLAYER_CHAR) = False 03D8: show_save_screen :SAVE_106 wait 100 03D9: save_done else_jump @SAVE_106 Pickup.Destroy($SAVE_PICKUP) :SAVE_124 wait 100 Player.Defined($PLAYER_CHAR) else_jump @SAVE_124 Camera.Restore_WithJumpCut Camera.SetBehindPlayer Player.CanMove($PLAYER_CHAR) = True $ONMISSION = 0 :SAVE_158 wait 0 80EC: not actor $PLAYER_ACTOR 0 near_point 2310.32 -1141.08 radius 1053.8 2.0 else_jump @SAVE_158 jump @SAVE_38 end_thread sorry for my bad english ! Link to comment Share on other sites More sharing options...
Dutchy3010 Posted June 21, 2009 Share Posted June 21, 2009 I hope you are trying to create a pickup in an interior? Else the z-value is way too big. You have to give some more information. Does the game crash? Can't you see the pickup? Where did you put that code? DYOM - Create, play, share! Link to comment Share on other sites More sharing options...
trickstar34 Posted June 21, 2009 Share Posted June 21, 2009 How come you only mentioned mission start text style and don't show how to use it? I tried researching the main but the only thing I found was this and it didn't work. When I use it nothing happens. 054C: use_GXT_table 'CASIN10' Link to comment Share on other sites More sharing options...
Dutchy3010 Posted June 21, 2009 Share Posted June 21, 2009 00BA: show_text_styled GXT 'BEEFY' time 3000 style 1 When you use 2 instead of 1 after style, you have the begin mission text. I explained that in the tutorial... DYOM - Create, play, share! Link to comment Share on other sites More sharing options...
KornEL[HUN] Posted June 22, 2009 Share Posted June 22, 2009 1yes its in an interior 2do not crash 3where need i put it???(MAIN.scm) thx for the answer Link to comment Share on other sites More sharing options...
KornEL[HUN] Posted June 23, 2009 Share Posted June 23, 2009 can u write me the correct code? plz do it for me! Link to comment Share on other sites More sharing options...
jemahuk1 Posted June 27, 2009 Share Posted June 27, 2009 023C: load_special_actor 'CAT' as 1 // models 290-299 models 290-299 > What does it mean? Link to comment Share on other sites More sharing options...
Dutchy3010 Posted June 27, 2009 Share Posted June 27, 2009 Everything behind // is a comment, that means that it won't be read. It's just for the scripter. Every ped has it's own "slot". Every slot has a number. The special actor slots are 290-299. PS: please don't reply in the other topic. DYOM - Create, play, share! Link to comment Share on other sites More sharing options...
KornEL[HUN] Posted June 28, 2009 Share Posted June 28, 2009 dutchy can u make a save pickup at X 2335.42 Y -1141.08 Z 1053.75? P.S. it needs to a mod plz help me and srry for my bad english=] Link to comment Share on other sites More sharing options...
Dutchy3010 Posted June 28, 2009 Share Posted June 28, 2009 In what interior is it supposed to be? DYOM - Create, play, share! Link to comment Share on other sites More sharing options...
KornEL[HUN] Posted June 28, 2009 Share Posted June 28, 2009 i have completed it 5 minutes ago and i'll upload it now. thank you for the help and srry for my bad english=] (and its the unused safehouse interior=D) Link to comment Share on other sites More sharing options...
KornEL[HUN] Posted June 28, 2009 Share Posted June 28, 2009 here is a download link! http://www.thegtaplace.com/downloads/file.php?id=4169 Link to comment Share on other sites More sharing options...
hetment Posted July 2, 2009 Share Posted July 2, 2009 Hey dutchy nice tutorial can you give me codes to make actor drive cars or heli??? because i can't find in tut... Please give Link to comment Share on other sites More sharing options...
gtasearcher Posted July 2, 2009 Share Posted July 2, 2009 Hey dutchy nice tutorial can you give me codes to make actor drive cars or heli??? because i can't find in tut... Please give Use opcode search. Get into Sanny Builder, and press CTRL+ALT+2. Link to comment Share on other sites More sharing options...
hetment Posted July 2, 2009 Share Posted July 2, 2009 i mean like how to write it.... like kill_ actor.... I want how to type like this and get done Link to comment Share on other sites More sharing options...
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