DarthGrijo Posted December 5, 2009 Share Posted December 5, 2009 (edited) Hey there.. i have made a script in sanny builder with the help of the BTTF script for a custom tutorial type mission, which is the only one. however, this is my first time with gta vc mission scripting, but have done a little of CLEO stuff. what happens is that i have deleted all the missions from gta vc but kept the initial and main and intro (which is the one i have modded). it basically displays some textbox's spawns a car with a marker, marker goes away when in it, you can drive around starfish island (where spawned) with locked gates) then a checkpoint (pink circle marker thing) on radar at a point on map where you drive to etc etc... but when i go "new game" the HUD (when i have the gta sa hud mod on, or none when sa HUD is not in the directory) and displays a black screen with no sounds, player or anything.... PLEASE HELP!!!!! NOTE: LINK TO MY .SCM SCRIPT IS HERE ->->->-> MY .SCM SCRIPT (made in sanny builder 3.0) (the top of the script has been taken out, just the define objects part...) Edited December 16, 2009 by DarthGrijo Link to comment https://gtaforums.com/topic/434590-first-mission-in-sanny-builder/ Share on other sites More sharing options...
ZAZ Posted December 5, 2009 Share Posted December 5, 2009 Don't post such a long script into forum message mask. It needs half an hour to copy. Upload it as txt file by a file host like http://www.sendspace.com/ Link to comment https://gtaforums.com/topic/434590-first-mission-in-sanny-builder/#findComment-1059670443 Share on other sites More sharing options...
DarthGrijo Posted December 5, 2009 Author Share Posted December 5, 2009 Don't post such a long script into forum message mask. It needs half an hour to copy.Upload it as txt file by a file host like http://www.sendspace.com/ Cool, have posted it to: http://www.sendspace.com/file/47oalf and have edited my post so it is a .txt file on sendspace too. Link to comment https://gtaforums.com/topic/434590-first-mission-in-sanny-builder/#findComment-1059670481 Share on other sites More sharing options...
ZAZ Posted December 5, 2009 Share Posted December 5, 2009 what happens is that i have deleted all the missions from gta vc but kept the initial and main and intro (which is the one i have modded). it basically displays some textbox's spawns a car with a marker, marker goes away when in it, you can drive around starfish island (where spawned) with locked gates) then a checkpoint (pink circle marker thing) on radar at a point on map where you drive to etc etc...but when i go "new game" the HUD (when i have the gta sa hud mod on, or none when sa HUD is not in the directory) and displays a black screen with no sounds, player or anything.... There is no "fade back" in the script and fourthermore you set a "fade in" in your Intro mission script instead a "fade back" Just change it into a "fade back" :INTRO thread 'INTRO' $ONMISSION = 0 // integer values $13 = 0 // integer values wait 0 fade 1 0 fade 1 0//---- fade 1 to fade back, second param = fadetime ( fade 1 5000 = fade back in 5000 ms ) Tommy appears then at Starfish Island and a double of Tommy appears also because you create the player a second once in your Intro mission. Your Intro mission script is chaotic without a correct mission script structure It crashes if you hold the enter key while gamestart loads You must understand how to use gosub and return Replace your whole Intro mission script with the script below and use it as template: :INTRO03A4: name_thread 'INTRO'0050: gosub @INTRO_main 00D6: if 0112: wasted_or_busted 004D: jump_if_false @INTRO_end 0050: gosub @INTRO_fail :INTRO_end0050: gosub @INTRO_cleanup 004E: end_thread :INTRO_main0317: increment_mission_attempts 0004: $ONMISSION = 1 // integer values 03E5: text_box 'INTRO' 0247: request_model #PEREN :INTRO_main_load_model0001: wait 0 msif 0248: model #PEREN available 004D: jump_if_false @INTRO_main_load_model 0@ = Car.Create(#PEREN, -363.0, -532.2, 12.0)fade 1 5000:INTRO_main_loopwait 0if00E3: player $PLAYER_CHAR 0 -363.0 -532.2 radius 200.0 200.0 else_jump @INTRO_fail if 00DC: player $PLAYER_CHAR driving 0@ else_jump @INTRO_main_loop :INTRO_mission_passed01E3: text_1number_styled 'M_PASS' 20000 5000 ms 1 // MISSION PASSED! $~1~0109: player $PLAYER_CHAR money += 200000051: return:INTRO_fail00BA: text_styled 'M_FAIL' 4000 ms 1 // MISSION FAILED!0051: return :INTRO_cleanup0249: release_model #PEREN01C3: remove_references_to_car 0@ // Like turning a car into any random car 0004: $ONMISSION = 0 // integer values 00D8: mission_cleanup 0051: return The mission script from above can be completed if Tommy is in the car 0@ (#peren) gosub to read a subscript The gosub command leads the reading process to an excluded subscript. Excluded means the codes of the subscript are not binded in code following of our thread. 0050: gosub @INTRO_cleanup The subscript must end with return 0051: return If the subscript ends with 0051: return, our thread then continues with reading the codes after the 0050: gosub command the mission mode $ONMISSION is not only a variable to check if a mission script is running or not. Set $ONMISSION to 1 activates a special mission mode if some important conditions are accomplished. R*s mission scripts run allways in a subroutine which will be cancled from the exe if player is wasted or busted like reading a return code in the script. 1. At first it needs to set $ONMISSION equal to on_mission_flag 0180: set_on_mission_flag_to $ONMISSION// Note: your missions have to use the variable defined here This code is set by default in the main part of the original main.scm 2. By starting the mission script must sended the reading precess with a gosub command into a subroutine for the main part of the mission script. It must be the first gosub of the mission script. 0050: gosub @INTRO_main 3. By starting the mission script must be activated the onmission mode with 0004: $ONMISSION = 10317: increment_mission_attempts//here starts the missionscript Then the mission is running in a subroutine and dont needs to check if player is defined or dead or busted. If player dies or get busted, the exe cancels the subroutine as like as a return code of our script is readed The rest of the mission script is just a cunning gosub construct. In the template will be read then as next the conditional check if player is wasted or busted and if yes it reads then the gosub to the fail subscript and if not it skips the gosub to the fail subscript and at last it reads the gosub to the cleanup subscript and at very last it reads the end_thread with end_thread ends then the mission script, its over. Link to comment https://gtaforums.com/topic/434590-first-mission-in-sanny-builder/#findComment-1059670722 Share on other sites More sharing options...
DarthGrijo Posted December 6, 2009 Author Share Posted December 6, 2009 hey, sorry, i uploaded the wrong script, which is why the screen went black and other stuff. here's my actual script but the issue is when i click new game it loads all the way, then just plays the 'duonk' type of sound, you know windows's sound when something wrong happens? it basically does that, and this script i suppose is simpler in ways but yeah, it's the real one.... And all i have have done in this one is taken the TUT1 intro mission from the BTTF 0.2e script and taken out chunks that i don't need and edited it to my liking. If this one can't be 'fixed' in a way.. i'll keep editing the template. Thanks again oh yea the real script.... it's here -> REAL ONE IS HERE! Link to comment https://gtaforums.com/topic/434590-first-mission-in-sanny-builder/#findComment-1059672980 Share on other sites More sharing options...
ZAZ Posted December 6, 2009 Share Posted December 6, 2009 hey, sorry, i uploaded the wrong script, which is why the screen went black and other stuff. here's my actual script but the issue is when i click new game it loads all the way, then just plays the 'duonk' type of sound, you know windows's sound when something wrong happens? it basically does that, and this script i suppose is simpler in ways but yeah, it's the real one.... And all i have have done in this one is taken the TUT1 intro mission from the BTTF 0.2e script and taken out chunks that i don't need and edited it to my liking. If this one can't be 'fixed' in a way.. i'll keep editing the template. Thanks again oh yea the real script.... it's here -> REAL ONE IS HERE! Yes, edit the template. I tried your second main.scm but I had no crash or windows sound, Tommy appeared normal. I added the start_mission opcode to start mission script TUT1 but nothing happend. The failure in the mission script is a wrong load check This is wrong: :TUT1_330 wait 0 if Model.Load(#SABRE) Model.Load(#SABRETUR) Model.Load(#BANSHEE) Model.Load(#BAGGAGE) else_jump @TUT1_330 it should be this: :TUT1_330wait 0 if and0248: model #SABRE available0248: model #SABRETUR available0248: model #BANSHEE available0248: model #BAGGAGE availableelse_jump @TUT1_330 or this(in the variation to write classes instead opcodes): :TUT1_345wait 0 if and Model.Available(#SABRE) Model.Available(#SABRETUR) Model.Available(#BANSHEE) Model.Available(#BAGGAGE)jf @TUT1_345 Link to comment https://gtaforums.com/topic/434590-first-mission-in-sanny-builder/#findComment-1059673081 Share on other sites More sharing options...
DarthGrijo Posted December 7, 2009 Author Share Posted December 7, 2009 Cool, Thanks ZAZ. as to editing the template where would i put the text boxes and checkpoint stuff? would it be under a new subsection part of INTRO thread or under INTRO_Main for example. Thansk for all your help. DarthGrijo Link to comment https://gtaforums.com/topic/434590-first-mission-in-sanny-builder/#findComment-1059674815 Share on other sites More sharing options...
ZAZ Posted December 8, 2009 Share Posted December 8, 2009 Cool, Thanks ZAZ. as to editing the template where would i put the text boxes and checkpoint stuff? would it be under a new subsection part of INTRO thread or under INTRO_Main for example. Thansk for all your help. DarthGrijo you can add it in the mission, if a mission starts you can do a lot of stuff you can write a loop in the mission mainpart :INTRO_main0317: increment_mission_attempts 0004: $ONMISSION = 1 // integer values do a lot of stuffLoop I don't know what you want with your text boxes and checkpoints. I tested the tut1 mission script and just some cars spawned at same place Link to comment https://gtaforums.com/topic/434590-first-mission-in-sanny-builder/#findComment-1059675948 Share on other sites More sharing options...
DarthGrijo Posted December 9, 2009 Author Share Posted December 9, 2009 I don't know what you want with your text boxes and checkpoints. I tested the tut1 mission scriptand just some cars spawned at same place nah, thats cool, was just unsure where to put all the other stuff. as to the text boxes and checkpoints i just wanted a few text boxes to come up, display a marker over a car, another few text boxes saying to go here, *long pause* make that point with a checkpoint then mission passed type of thing. but thats awesome, thats cleared it up for me! Thanks again Have a few cookies! Link to comment https://gtaforums.com/topic/434590-first-mission-in-sanny-builder/#findComment-1059676624 Share on other sites More sharing options...
DarthGrijo Posted December 11, 2009 Author Share Posted December 11, 2009 (edited) sorry for double posting, but i have edited the template so under the " :INTRO_main " part all i have added is : 03E5: text_box 'INTRO'wait 500003E5: text_box 'INTRO1'wait 500003E5: text_box 'INTRO2' but left the rest the same... and when i load it up the baggage car doesn't appear (i have now actually changed it to the sandking, diff mod now) and neither do the textboxes. i also added in a new thread which is taken from GTA VC LC mod to display the players coords to make sure it was the right script i was using and they didn't come up either..i have defined the mission and the player coords thread and nothing. Oh but when i die after loading a new game it says mission failed. so i'm guessing that part of the script is working? So is there anything i could do to get it to work? Also i tried making a mission in bw's missionbuilder and i added in the Devil mod script (Iron man models ingame, part of new mod) and that seemed to work fine.. so should i use bw's mission builder vicescm.ini for sanny builder (making a backup first though) and trying it through that or something? thanks Edited December 16, 2009 by DarthGrijo Link to comment https://gtaforums.com/topic/434590-first-mission-in-sanny-builder/#findComment-1059679696 Share on other sites More sharing options...
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