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HighD

Adding stuff to my new island

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HighD

Hey Guys

I suppose, that anyone has already aksed questions like mine, but I didn't find answers... so I try it here biggrin.gif

 

For my new island I wanted to code some new weapon-spawns, some new car-spawns, a hospital point, an ammunation-store, two elevators, a save-pickup and a hotel-entrance...

 

but I didn't find out, how to make it.

 

It would be nice, if someone could give me example code-strings of those things, so that i can code it myself biggrin.gif

 

Thanks a lot!

 

Greets HighD

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kalonkas

For cars / weapons pick up i used this script -

{$CLEO .cs}//-------------MAIN---------------thread "PACR" wait 1000 0A95: enable_thread_saving 014B: [email protected] = init_parked_car_generator #INFERNUS color 0 0 1 alarm 0 door_lock 0 0 10000 at -2297.567 622.2812 43.3959 angle 90.0 014C: set_parked_car_generator [email protected] cars_to_generate_to 101 014B: [email protected] = init_parked_car_generator #NRG500 color 3 0 1 alarm 0 door_lock 0 0 10000 at -2296.541 639.9001 42.0625 angle 90.0 014C: set_parked_car_generator [email protected] cars_to_generate_to 101 014B: [email protected] = init_parked_car_generator #CHEETAH color 3 3 1 alarm 0 door_lock 0 0 10000 at -2297.567 614.4594 42.0691 angle 90.0 014C: set_parked_car_generator [email protected] cars_to_generate_to 101 014B: [email protected] = init_parked_car_generator #TURISMO color 3 3 1 alarm 0 door_lock 0 0 10000 at -2297.567 606.6683 42.0525 angle 90.0 014C: set_parked_car_generator [email protected] cars_to_generate_to 101 014B: [email protected] = init_parked_car_generator #ELEGY color 1 1 1 alarm 0 door_lock 0 0 10000 at -2297.567 599.4879 42.0525 angle 90.0 014C: set_parked_car_generator [email protected] cars_to_generate_to 101 014B: [email protected] = init_parked_car_generator #MAVERICK color 0 0 1 alarm 0 door_lock 0 0 10000 at -2285.711 599.4604 59.0547 angle 270.0 014C: set_parked_car_generator [email protected] cars_to_generate_to 101 032B: [email protected] = create_weapon_pickup #DESERT_EAGLE group 15 ammo 10000 at -2329.33 640.498 41.9897 032B: [email protected] = create_weapon_pickup #CHROMEGUN group 15 ammo 10000 at -2328.41 640.498 41.9897 0A93: end_custom_thread 

 

 

For elevator use this, very good script

{$CLEO .cs}//-------------MAIN---------------0000: NOP :NONAME_2wait 0 if   Player.Defined($PLAYER_CHAR)jf @NONAME_2 if 00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2288.26 582.877 33.706 radius 80.0 80.0 80.0 jf @NONAME_2 Model.Load(3095)038B: load_requested_models [email protected] = Object.Create(3095, -2288.26, 582.877, 33.706)Model.Destroy(3065)Object.Angle([email protected]) = 0Object.ToggleInMovingList([email protected]) = [email protected] = 0 :NONAME_126wait 0 if and00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2288.26 582.877 33.706 radius 30.0 30.0 30.0 0AB0:   key_pressed 33 jf @NONAME_241 :NONAME_182wait 0 if 034E: move_object [email protected] to -2288.26 582.877 50.906 speed 0.0 0.0 0.04 flag 0 jf @NONAME_182 jump @NONAME_296 :NONAME_241if 80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere -2288.26 582.877 33.706 radius 80.0 80.0 80.0 jf @NONAME_126 jump @NONAME_466 :NONAME_296wait 0 if and00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -2288.26 582.877 50.906 radius 30.0 30.0 30.0 0AB0:   key_pressed 34 jf @NONAME_411 :NONAME_352wait 0 if 034E: move_object [email protected] to -2288.26 582.877 33.706 speed 0.0 0.0 0.04 flag 0 jf @NONAME_352 jump @NONAME_126 :NONAME_411if 80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere -2288.26 582.877 50.906 radius 80.0 80.0 80.0 jf @NONAME_296 jump @NONAME_466 :NONAME_466Object.Destroy([email protected])Object.RemoveReferences([email protected])jump @NONAME_2 

 

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HighD

wow, thx a lot!

 

I'll try to write all the stuff I planned to do...

 

another question... when I've got the whole text, at which place do I have to put it in the main.scm?

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HighD

and what is this {$CLEO .cs}? If I open the main.scm with SABuilder it looks like this...

 

 

;-------------MAIN---------------

 

 

:MAIN_1

03A4: name_thread 'MAIN'

016A: fade 0 () 0 ms

042C: set_total_missions_to 147

030D: set_total_mission_points_to 187

0997: 1339

01F0: set_max_wanted_level_to 6

0111: set_wasted_busted_check_to 0 (disabled)

00C0: set_current_time 8 0

04E4: unknown_refresh_game_renderer_at 2488.562 -1666.864

03CB: set_camera 2488.562 -1666.864 13.3757

062A: change_stat 165 to 800.0 ;; floating-point values

062A: change_stat 23 to 50.0 ;; floating-point values

062A: change_stat 21 to 200.0 ;; floating-point values

062A: change_stat 160 to 0.0 ;; floating-point values

0629: change_stat 181 to 0 ;; integer values

0629: change_stat 68 to 0 ;; integer values

0053: $PLAYER_CHAR = create_player #NULL at 2488.562 -1666.864 12.8757

0002: jump ££MAIN_20

0053: $155 = create_player #CSPLAY at 2488.562 -1666.864 12.8757

 

and not like this:

 

 

//-------------MAIN---------------

0000: NOP

 

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TheGodfather.

No need to open main.SCM

Just open a new file with A cleo directive {$CLEO .cs}

Just copy paste the script:

 

{$CLEO .cs}//-------------MAIN---------------thread "PACR"wait 10000A95: enable_thread_saving014B: [email protected] = init_parked_car_generator #INFERNUS color 0 0 1 alarm 0 door_lock 0 0 10000 at -2297.567 622.2812 43.3959 angle 90.0014C: set_parked_car_generator [email protected] cars_to_generate_to 101014B: [email protected] = init_parked_car_generator #NRG500 color 3 0 1 alarm 0 door_lock 0 0 10000 at -2296.541 639.9001 42.0625 angle 90.0014C: set_parked_car_generator [email protected] cars_to_generate_to 101014B: [email protected] = init_parked_car_generator #CHEETAH color 3 3 1 alarm 0 door_lock 0 0 10000 at -2297.567 614.4594 42.0691 angle 90.0014C: set_parked_car_generator [email protected] cars_to_generate_to 101014B: [email protected] = init_parked_car_generator #TURISMO color 3 3 1 alarm 0 door_lock 0 0 10000 at -2297.567 606.6683 42.0525 angle 90.0014C: set_parked_car_generator [email protected] cars_to_generate_to 101014B: [email protected] = init_parked_car_generator #ELEGY color 1 1 1 alarm 0 door_lock 0 0 10000 at -2297.567 599.4879 42.0525 angle 90.0014C: set_parked_car_generator [email protected] cars_to_generate_to 101014B: [email protected] = init_parked_car_generator #MAVERICK color 0 0 1 alarm 0 door_lock 0 0 10000 at -2285.711 599.4604 59.0547 angle 270.0014C: set_parked_car_generator [email protected] cars_to_generate_to 101032B: [email protected] = create_weapon_pickup #DESERT_EAGLE group 15 ammo 10000 at -2329.33 640.498 41.9897032B: [email protected] = create_weapon_pickup #CHROMEGUN group 15 ammo 10000 at -2328.41 640.498 41.98970A93: end_custom_thread 

 

Then click on compile button.It will be saved as a CLEO file.

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HighD

Do I need a special programm for this? And what to do with the compiled file? Do I have to make a link in the main.scm? Or put it in a special archive?

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kalonkas

Just put it to sannybuilder and save script at your cleo folder, thats all your mod is in game...

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HighD

I've got the SABuilder... is this the same as sannybuilder? And I think, it would be bether, if I could insert the whole code in the main.scm. Then can also players without sannybuilder play this mod...

 

 

So if I like to put it into the main.scm, can I put it anywhere?

Edited by HighD

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kalonkas

you dont need sannybuilder to play that mods, it just compiles em and you need CLEO for em.

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ZAZ

SABuilder isn't the same as sannybuilder

download sannybuilder at www.sannybuilder.com

 

You can modify main.scm with sannybuilder which requires to start new game

 

Or you can create "cleo"scripts with sannybuilder

To run "cleo"scripts on your game requires to install the Cleo plugin (Cleo Library)

download Cleo 3 or Cleo 4 Library at cleo.sannybuilder.com

 

look into III Coding Directory

 

Cleo scripts are much more popular because you can then load available savegames with your current main.scm and run the additional cleoscripts

Note: CLEO was developed for three different versions: 1.0 us, 1.0 eu and 1.01 eu

you will need another exe if you have GTASA 2.Edition, read the informations at cleo.sannybuilder.com careful

read also SCM Coding FAQ

learn cleoscripting with CLEO Script Tutorial

 

 

weapon-spawns, car-spawns, elevators, save-pickup needs a script of main.scm or a cleoscript

 

ammunation-store needs to teleport player into ammunation interior, then the ammunation script of original main.scm will realize the weapon buy

The Entrances with yellow triangle are done by Enex lines in the IPL files

read here about that method:

gtamodding-ENEX

 

enex823.629, -1588.9, 12.5764, 0, 2, 2, 8, 822.629, -1590.4, 12.5784, -1297.58, 0, 4, "BARBER2", 0, 2, 0, 24

 

To modify or add enex entries requires to start a new game otherwise you will get buggy interior accesses

 

With script is it possible to simulate it.

The simpliest way is make a red marker and teleport the player to the desired location when the player is gone into the red marker.

Additional you can also show a yellow trinangle and disable the red marker.

read Teleport into interior

 

hotel-entrance? there isn't a hotel interior unless the dirty "Jefferson Motel"

i assume that you mean entrances to save apartments

same as above, enex or teleportscript

 

 

 

 

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OrionSR

 

To modify or add enex entries requires to start a new game otherwise you will get buggy interior accesses

New enexes can be added to an existing save if they are added after all the other enexes and the save is indoors or far away from any burglary locations. Instead of editing the default IPL files, it is safer to create a new IPL file for enexes with an added reference line in GTA.DAT after all the other IPL references.

Edited by OrionSR

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ZAZ

 

To modify or add enex entries requires to start a new game otherwise you will get buggy interior accesses

New enexes can be added to an existing save if they are added after all the other enexes and the save is indoors or far away from any burglary locations. Instead of editing the default IPL files, it is safer to create a new IPL file for enexes with an added reference line in GTA.DAT after all the other IPL references.

hey, cool

this also applies in the case if you add just one exterior enex with existing name, for example "SVLAMD" to get access to the save apartement?

 

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HighD

but if I'd like to make a mod wich doesn't requires cleo... where do I have to put the codes in? I know, that I have to put it in the main.scm (and I also know, that savegames wont be playable anymore...), but where belong they to in this script? Right after the ;---------main--------- line? Or anywhere else?

 

And another question: how to make a garage that stores cars?

 

THANKS A LOT FOR YOUR HELP!!!

Edited by HighD

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UNRATED69

You can put it anywhere that it will be executed by the script when the game starts, but the easiest way would be to create your own thread for them.

 

Search for where the other threads are created and insert this line.

 

 

create_thread @ISLAND

 

 

Then find the end of the main file, right before the external scripts, and add the thread and your spawns.

 

 

:ISLANDthread 'ISLAND'//------add the codes to spawn whatever you want here.

 

 

Garages are defined in the IPL files. You can read about how that works here.

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OrionSR

To modify or add enex entries requires to start a new game otherwise you will get buggy interior accesses

New enexes can be added to an existing save if they are added after all the other enexes and the save is indoors or far away from any burglary locations. Instead of editing the default IPL files, it is safer to create a new IPL file for enexes with an added reference line in GTA.DAT after all the other IPL references.

hey, cool

this also applies in the case if you add just one exterior enex with existing name, for example "SVLAMD" to get access to the save apartement?

Yes. This won't mess with the destinations of existing connections so if you add an county safehouse when CJ is in an existing country safehouse CJ should still exit to the original location. Also, if you are unhappy with your new enexes you can remove them from the IPL files, start the game, load the save and save again, and they will be removed from the save.

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HighD

 

You can put it anywhere that it will be executed by the script when the game starts, but the easiest way would be to create your own thread for them.

 

Search for where the other threads are created and insert this line.

 

 

create_thread @ISLAND

 

 

Then find the end of the main file, right before the external scripts, and add the thread and your spawns.

 

 

:ISLANDthread 'ISLAND'//------add the codes to spawn whatever you want here.

 

 

Garages are defined in the IPL files. You can read about how that works here.

Thanks so much.... that was exactly what I needed biggrin.gif

 

EDIT: Do you know where exatcly is placed the IPL file with the grge section in it? It's hard to find XD

Edited by HighD

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HighD

I've got two little problems.

First is about the savepoint. I inserted following code:

:SAVE_103A4: name_thread 'SAVE'0213: $SAVE_PICKUP = create_pickup #PICKUPSAVE type  3 at  -2024.453  1703.622  7.46:SAVE_50001: wait  0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ££SAVE_500D6: if  00214:   pickup $SAVE_PICKUP picked_up004D: jump_if_false ££SAVE_50050: gosub ££SAVE_50 0002: jump ££SAVE_1:SAVE_5001B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)03D8: show_save_screen00A1: put_actor $PLAYER_ACTOR at  -2024.453  1702.0  7.4601B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen) 0051: return 

to my main.scm into the ;---------MAIN--------- section... little bit above I created this thread:

;-------------MAIN---------------:MAIN_103A4: name_thread 'MAIN' 016A: fade  0 ()  0 ms042C: set_total_missions_to  147030D: set_total_mission_points_to  187 0997:  1339 01F0: set_max_wanted_level_to  6 0111: set_wasted_busted_check_to  0 (disabled) 00C0: set_current_time  8  0 04E4: unknown_refresh_game_renderer_at  2488.562 -1666.864 03CB: set_camera  2488.562 -1666.864  13.3757062A: change_stat  165 to  800.0;; floating-point values062A: change_stat  23 to  50.0;; floating-point values062A: change_stat  21 to  200.0;; floating-point values062A: change_stat  160 to  0.0;; floating-point values0629: change_stat  181 to  0;; integer values 0629: change_stat  68 to  0;; integer values 0053: $PLAYER_CHAR = create_player #NULL at  2488.562 -1666.864  12.8757 0002: jump ££MAIN_20 0053: $155 = create_player #CSPLAY at  2488.562 -1666.864  12.8757004F: create_thread ££SAVE_1004F: create_thread ££MAIN_61 

.

I think, like this, it should work, but there is no Savepoint at the place... what went wrong? I work with mission-builder...

 

Second problem is a bit difficult... I work in optimise a mod... this mod contains some files and a new main.scm without missions. Code:

DEFINE VERSION SA 0.330002: jump ££Second_SegmentDEFINE MEMORY  43800  ; Equals Mission Builder type global variable range $2 to $10949:Second_Segment0002: jump ££Third_SegmentDEFINE OBJECTS  7DEFINE OBJECT OCRAM                      ; This is an unused object. You can put anything here.DEFINE OBJECT BODYARMOUR                ; Object number -1DEFINE OBJECT BRIBE                      ; Object number -2DEFINE OBJECT HEALTH                    ; Object number -3DEFINE OBJECT ADRENALINE                ; Object number -4DEFINE OBJECT NTO_B_S                    ; Object number -5DEFINE OBJECT WHEEL_OR1                  ; Object number -6:Third_Segment0002: jump ££Fourth_SegmentDEFINE MISSIONS  0:Fourth_Segment0002: jump ££Fifth_SegmentDEFINE EXTERNAL_SCRIPTS  0:Fifth_Segment0002: jump ££Sixth_SegmentDEFINE UNKNOWN_FIFTH_SEGMENTDEFINE UNKNOWN1  0:Sixth_Segment0002: jump ££MAIN_1DEFINE UNKNOWN_SIXTH_SEGMENTDEFINE UNKNOWN3  574;-------------MAIN---------------:MAIN_103A4: name_thread 'MAIN' 016A: fade  0 ()  0 ms042C: set_total_missions_to  0030D: set_total_mission_points_to  0 01F0: set_max_wanted_level_to  6 0111: set_wasted_busted_check_to  0 (disabled) 00C0: set_current_time  14  30 0109: player $PLAYER_CHAR money +=  1000000 04E4: unknown_refresh_game_renderer_at -2025.38  1706.459 03CB: set_camera -2025.38  1706.459  7.012201F0: set_max_wanted_level_to  6 0998: add_respect  3500 062A: change_stat  21 to  0.0;; floating-point values062A: change_stat  22 to  1000.0;; floating-point values062A: change_stat  23 to  1000.0;; floating-point values062A: change_stat  24 to  1454.0;; floating-point values062A: change_stat  80 to  2000.0;; floating-point values062A: change_stat  160 to  1000.0;; floating-point values062A: change_stat  165 to  1000.0;; floating-point values0629: change_stat  181 to  3;; integer values 062A: change_stat  223 to  1000.0;; floating-point values062A: change_stat  225 to  1000.0;; floating-point values062A: change_stat  229 to  1000.0;; floating-point values062A: change_stat  230 to  1000.0;; floating-point values062A: change_stat  69 to  1000.0;; floating-point values062A: change_stat  70 to  1000.0;; floating-point values062A: change_stat  71 to  1000.0;; floating-point values062A: change_stat  72 to  1000.0;; floating-point values062A: change_stat  73 to  1000.0;; floating-point values062A: change_stat  74 to  1000.0;; floating-point values062A: change_stat  75 to  1000.0;; floating-point values062A: change_stat  76 to  1000.0;; floating-point values062A: change_stat  77 to  1000.0;; floating-point values062A: change_stat  78 to  1000.0;; floating-point values0053: $PLAYER_CHAR = create_player #NULL at -2025.38  1706.459  7.0122 07AF: $PLAYER_GROUP = player $PLAYER_CHAR group01F5: $PLAYER_ACTOR = create_emulated_actor_from_player $PLAYER_CHAR 0187: $10949 = create_marker_above_actor $PLAYER_ACTOR 0373: set_camera_directly_behind_player0173: set_actor $PLAYER_ACTOR z_angle_to  262.0 0180: set_on_mission_flag_to $ON_MISSION 01B6: set_weather  1 087B: set_player $PLAYER_CHAR clothes "PLAYER_TORSO" "TORSO" body_part  0 087B: set_player $PLAYER_CHAR clothes "JEANSDENIM" "JEANS" body_part  2 087B: set_player $PLAYER_CHAR clothes "CONVPROBLU" "CONV" body_part  3 087B: set_player $PLAYER_CHAR clothes "CORNROWSB" "CORNROWS" body_part  1 087B: set_player $PLAYER_CHAR clothes "BBSHORTWHT" "BOXINGSHORT" body_part  2 087B: set_player $PLAYER_CHAR clothes "WATCHCRO2" "WATCH" body_part  14 087B: set_player $PLAYER_CHAR clothes "GLASSES05" "GLASSES03" body_part  15 070D: rebuild_player $PLAYER_CHAR 07FE: set_actor $PLAYER_ACTOR fighting_style_to  6  6 04BB: select_interior  0;; select render area01B4: set_player $PLAYER_CHAR frozen_state  1 (unfrozen) 01B7: release_weather016C: restart_if_wasted at -2025.38  1706.459  7.0122 angle  0.0 unknown  0 016D: restart_if_busted at -2025.38  1706.459  7.0122 angle  0.0 unknown  0 016A: fade  1 (back)  1000 ms02A8: $10948 = create_marker  0 at -2249.583  1952.097  12.49844 02A8: $10947 = create_marker  0 at -2424.773  1883.756  12.49844 004F: create_thread ££MAIN_63 :MAIN_610001: wait  2000 ms0002: jump ££MAIN_61 :MAIN_630001: wait  0 ms00D6: if  0 00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot -2249.583  1952.097  12.49844 radius  1.0  1.0  2.0 004D: jump_if_false ££MAIN_69 00A1: put_actor $PLAYER_ACTOR at -2261.421  1954.286  428.8172 0002: jump ££MAIN_63 :MAIN_690001: wait  0 ms00D6: if  0 00FF:   actor $PLAYER_ACTOR  0 ()near_point_on_foot -2424.773  1883.756  12.49844 radius  1.0  1.0  2.0 004D: jump_if_false ££MAIN_63 00A1: put_actor $PLAYER_ACTOR at -2436.666  1885.7  429.1172 0002: jump ££MAIN_63 

. That is the whole new code. Because I don't like this, I play with normal main.scm... at some point, there is now a unvisible wall created, but I didn't change any other file from this mod! What happened? Why does this wall not exist with this shortened main.scm but with the original one it does? Someone any clues?

 

Thanks for your help

 

HighD

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ZAZ

You're still using Bart Waterducks Missionbuilder, but this tool is out of date since 5 years

No support for it, the author has left the community.

 

The actually tool is Sannybuilder. All people of GTA modding scene are using this tool

 

Sannybuilder have another script syntax than BWMissionbuilder, so nobody can or want help fixing

BWMissionbuilder-syntax-scripts

 

Further advatages of Sannybuilder:

-The one-click-function to compile and copy your main.scm into game directory works well

-is faster by compiling as well as decompiling

-have an extensive Help documentation

-can create scripts for cleo script plugin

-have a function to convert BWMissionbuilderscripts into Sannybuilderscripts

and much more

 

You can continue riding your old donky but note, it makes much more fun to work with Sannybuilder

As newbie should you take Sannybuilder and learn the right coding

So go back to my previous post and start from new

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HighD

Oh, well thanks for your answer. I'll download sannybuilder biggrin.gif

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