Vannimon Posted March 10, 2014 Share Posted March 10, 2014 I have a mission pack I made myself, and all seems fine to me, except it crashes GTA_SA.exe.... Other MPCAKs work fine, so what could the problem be? Code for scr.scm { use macro (Ctrl+J) "headsa" to insert a file header } DEFINE MISSIONS 1DEFINE MISSION 0 AT @MISSION0_STARTDEFINE EXTERNAL_SCRIPTS 0 // Use -1 in order not to compile AAA script DEFINE UNKNOWN_EMPTY_SEGMENT 0DEFINE UNKNOWN_THREADS_MEMORY 0{$VERSION 3.0.0000} // put your create_thread commands here:MAIN_LOOPvar $PLAYER_CHAR: Playerend // var 03A4: name_thread 'MAIN' 01F0: set_max_wanted_level_to 6 0111: toggle_wasted_busted_check 0004F: create_thread @MISSION0 0053: $PLAYER_CHAR = create_player #NULL at 2488.56 -1666.84 13.38 01F5: $PLAYER_ACTOR = create_player_actor $PLAYER_CHAR 07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 0373: set_camera_directly_behind_player 01B6: set_weather 0 0001: wait 0 ms 087B: set_player $PLAYER_CHAR clothes_texture "PLAYER_FACE" model "HEAD" body_part 1 087B: set_player $PLAYER_CHAR clothes_texture "JEANSDENIM" model "JEANS" body_part 2 087B: set_player $PLAYER_CHAR clothes_texture "SNEAKERBINCBLK" model "SNEAKER" body_part 3 087B: set_player $PLAYER_CHAR clothes_texture "VEST" model "VEST" body_part 0 01B4: toggle_player $PLAYER_CHAR can_move 1 016A: fade 1 time 0 04BB: select_interior 0 0629: change_integer_stat 181 to 4 016C: restart_if_wasted_at 2027.77 -1420.52 15.99 angle 137.0 town_number 0 016D: restart_if_busted_at 1550.68 -1675.49 14.51 angle 90.0 town_number 0 0004: $DEFAULT_WAIT_TIME = 25003E6: remove_text_box0417: start_mission 00180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here0001: wait $DEFAULT_WAIT_TIME ms00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes0002: jump @MAIN_LOOP// put your mods (threads) here//-------------Mission 0---------------// put your missions here:MISSION0_START0002: jump @MISSION0:MISSION003A4: name_thread 'MISSION_0'00A5: 0@ = create_car #bf400 at 2263.5156 -1260.8978 23.5762 00BC: show_text_highpriority GXT 'MISS_0_1' time 1000 flag 10001: wait 0 ms00BC: show_text_highpriority GXT 'MISS_0_2' time 1000 flag 104AE: $ICON_SWEET = 380042: $X_JOHNSON_HOUSE == 2520.32840042: $Y_JOHNSON_HOUSE == -1678.54710042: $Z_JOHNSON_HOUSE == 15.022302A7: $439 = create_icon_marker_and_sphere $ICON_SWEET at $X_JOHNSON_HOUSE $Y_JOHNSON_HOUSE $Z_JOHNSON_HOUSE0001: wait 0 msif00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 2520.3284 -1678.5471 15.0223 radius 15.0 15.0 15.0 then0002: jump @MISSION_CLEANUPend:MISSION_CLEANUP0001: wait 0 ms0595: mission_complete00D8: mission_cleanup0109: player $PLAYER_CHAR money += 100004E: end_thread//-------------External script 0---------------// put your external scripts here What could be my problem? Link to comment Share on other sites More sharing options...
Silent Posted March 10, 2014 Share Posted March 10, 2014 Why such a main loop? It'll create player and everything infinitely. Link to comment Share on other sites More sharing options...
Vannimon Posted March 10, 2014 Author Share Posted March 10, 2014 (edited) Why such a main loop? It'll create player and everything infinitely. Ha, I did not even realize that. I will fix it and try again. EDIT: Nope... { use macro (Ctrl+J) "headsa" to insert a file header } DEFINE MISSIONS 1 DEFINE MISSION 0 AT @MISSION0_START DEFINE EXTERNAL_SCRIPTS 0 // Use -1 in order not to compile AAA script DEFINE UNKNOWN_EMPTY_SEGMENT 0 DEFINE UNKNOWN_THREADS_MEMORY 0 {$VERSION 3.0.0000} // put your create_thread commands here var $PLAYER_CHAR: Player end // var 03A4: name_thread 'MAIN' 01F0: set_max_wanted_level_to 6 0111: toggle_wasted_busted_check 0 004F: create_thread @MISSION0 0053: $PLAYER_CHAR = create_player #NULL at 2488.56 -1666.84 13.38 01F5: $PLAYER_ACTOR = create_player_actor $PLAYER_CHAR 07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 0373: set_camera_directly_behind_player 01B6: set_weather 0 0001: wait 0 ms 087B: set_player $PLAYER_CHAR clothes_texture "PLAYER_FACE" model "HEAD" body_part 1 087B: set_player $PLAYER_CHAR clothes_texture "JEANSDENIM" model "JEANS" body_part 2 087B: set_player $PLAYER_CHAR clothes_texture "SNEAKERBINCBLK" model "SNEAKER" body_part 3 087B: set_player $PLAYER_CHAR clothes_texture "VEST" model "VEST" body_part 0 01B4: toggle_player $PLAYER_CHAR can_move 1 016A: fade 1 time 0 04BB: select_interior 0 0629: change_integer_stat 181 to 4 016C: restart_if_wasted_at 2027.77 -1420.52 15.99 angle 137.0 town_number 0 016D: restart_if_busted_at 1550.68 -1675.49 14.51 angle 90.0 town_number 0 0004: $DEFAULT_WAIT_TIME = 250 03E6: remove_text_box 0417: start_mission 0 0180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here :MAIN_LOOP 0001: wait $DEFAULT_WAIT_TIME ms 00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes 0002: jump @MAIN_LOOP // put your mods (threads) here //-------------Mission 0--------------- // put your missions here :MISSION0_START 0002: jump @MISSION0 :MISSION0 03A4: name_thread 'MISSION_0' 00A5: 0@ = create_car #bf400 at 2263.5156 -1260.8978 23.5762 00BC: show_text_highpriority GXT 'MISS_0_1' time 1000 flag 1 0001: wait 0 ms 00BC: show_text_highpriority GXT 'MISS_0_2' time 1000 flag 1 04AE: $ICON_SWEET = 38 0042: $X_JOHNSON_HOUSE == 2520.3284 0042: $Y_JOHNSON_HOUSE == -1678.5471 0042: $Z_JOHNSON_HOUSE == 15.0223 02A7: $439 = create_icon_marker_and_sphere $ICON_SWEET at $X_JOHNSON_HOUSE $Y_JOHNSON_HOUSE $Z_JOHNSON_HOUSE 0001: wait 0 ms if 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 2520.3284 -1678.5471 15.0223 radius 15.0 15.0 15.0 then 0002: jump @MISSION_CLEANUP end :MISSION_CLEANUP 0001: wait 0 ms 0595: mission_complete 00D8: mission_cleanup 0109: player $PLAYER_CHAR money += 100 004E: end_thread //-------------External script 0--------------- // put your external scripts here Edited March 10, 2014 by gta3masta5000 Link to comment Share on other sites More sharing options...
Silent Posted March 10, 2014 Share Posted March 10, 2014 Missions shouldn't be launched by using start_new_script. Take a look at the Tutorials, I'm sure they cover the subject well. Link to comment Share on other sites More sharing options...
Vannimon Posted March 10, 2014 Author Share Posted March 10, 2014 Missions shouldn't be launched by using start_new_script. Take a look at the Tutorials, I'm sure they cover the subject well. start_new_script? dafuq do you mean by that? Link to comment Share on other sites More sharing options...
Silent Posted March 10, 2014 Share Posted March 10, 2014 http://gtag.gtagaming.com/opcode-database/opcode/004F/ You DID use it to launch a mission there. Link to comment Share on other sites More sharing options...
Vannimon Posted March 10, 2014 Author Share Posted March 10, 2014 http://gtag.gtagaming.com/opcode-database/opcode/004F/ You DID use it to launch a mission there. I see.. I removed it, now what? I still get crash... { use macro (Ctrl+J) "headsa" to insert a file header } DEFINE MISSIONS 1 DEFINE MISSION 0 AT @MISSION0_START DEFINE EXTERNAL_SCRIPTS 0 // Use -1 in order not to compile AAA script DEFINE UNKNOWN_EMPTY_SEGMENT 0 DEFINE UNKNOWN_THREADS_MEMORY 0 {$VERSION 3.0.0000} // put your create_thread commands here var $PLAYER_CHAR: Player end // var 03A4: name_thread 'MAIN' 01F0: set_max_wanted_level_to 6 0111: toggle_wasted_busted_check 0 0053: $PLAYER_CHAR = create_player #NULL at 2488.56 -1666.84 13.38 01F5: $PLAYER_ACTOR = create_player_actor $PLAYER_CHAR 07AF: $PLAYER_GROUP = player $PLAYER_CHAR group 0373: set_camera_directly_behind_player 01B6: set_weather 0 0001: wait 0 ms 087B: set_player $PLAYER_CHAR clothes_texture "PLAYER_FACE" model "HEAD" body_part 1 087B: set_player $PLAYER_CHAR clothes_texture "JEANSDENIM" model "JEANS" body_part 2 087B: set_player $PLAYER_CHAR clothes_texture "SNEAKERBINCBLK" model "SNEAKER" body_part 3 087B: set_player $PLAYER_CHAR clothes_texture "VEST" model "VEST" body_part 0 01B4: toggle_player $PLAYER_CHAR can_move 1 016A: fade 1 time 0 04BB: select_interior 0 0629: change_integer_stat 181 to 4 016C: restart_if_wasted_at 2027.77 -1420.52 15.99 angle 137.0 town_number 0 016D: restart_if_busted_at 1550.68 -1675.49 14.51 angle 90.0 town_number 0 0004: $DEFAULT_WAIT_TIME = 250 03E6: remove_text_box 0417: start_mission 0 0180: set_on_mission_flag_to $ONMISSION // Note: your missions have to use the variable defined here :MAIN_LOOP 0001: wait $DEFAULT_WAIT_TIME ms 00BF: $TIME_HOURS = current_time_hours, $TIME_MINS = current_time_minutes 0002: jump @MAIN_LOOP // put your mods (threads) here //-------------Mission 0--------------- // put your missions here :MISSION0_START 0002: jump @MISSION0 :MISSION0 03A4: name_thread 'MISSION_0' 00A5: 0@ = create_car #bf400 at 2263.5156 -1260.8978 23.5762 00BC: show_text_highpriority GXT 'MISS_0_1' time 1000 flag 1 0001: wait 0 ms 00BC: show_text_highpriority GXT 'MISS_0_2' time 1000 flag 1 04AE: $ICON_SWEET = 38 0042: $X_JOHNSON_HOUSE == 2520.3284 0042: $Y_JOHNSON_HOUSE == -1678.5471 0042: $Z_JOHNSON_HOUSE == 15.0223 02A7: $439 = create_icon_marker_and_sphere $ICON_SWEET at $X_JOHNSON_HOUSE $Y_JOHNSON_HOUSE $Z_JOHNSON_HOUSE 0001: wait 0 ms if 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 2520.3284 -1678.5471 15.0223 radius 15.0 15.0 15.0 then 0002: jump @MISSION_CLEANUP end :MISSION_CLEANUP 0001: wait 0 ms 0595: mission_complete 00D8: mission_cleanup 0109: player $PLAYER_CHAR money += 100 004E: end_thread //-------------External script 0--------------- // put your external scripts here Link to comment Share on other sites More sharing options...
Silent Posted March 10, 2014 Share Posted March 10, 2014 You also start a mission via 0417 (the proper way), but the mission is a mess to be honest. It crashes probably because you're creating BF400 without loading the model first. The mission syntax is just wrong though, a proper mission should follow this style - copied ZAZ's post as apparently someone on this page has an avatar/sig from an untrusted source (Chrome blocks the page for me): CLEO Script Tutorial english language CLEO Script Tutorial deutschsprachig INDEX Chapter lesson First Stepsin Cleo scripting with Sannybuilder - Start for newbies The Editor - The main functions - Option: different view of the decompiled code - Classes and Keywords Data types - locals @, globals $, "strings ' and hash # to enter modelname Scripting/Writing a Thread coding in praxis, a must-read for newbies - Using conditional checks - The IF - Variation - Script structure simple - Script structure extended - Script exemble: Slowmotion - Spawn a 3D model - Placing cars by using parked_car_generator Special Particularities in Cleo - enable_thread_saving - special cleo global var - Script Exemble by using Special Global Cleo Variable/ Store a car at any place - Template for Cleo Mission Script gosub ... to read a subscript - basic knowledge to understand mission scripts Chapter lesson Additional Themes the lessons are in one post - Create a FXT file - Load a special actor - Tuning parts - Animations - sounds of Audio folder Math coding the lessons are in one post - give access with math coding - Access check with local variables - Declare or not declare (first reason) - Time check for milliseconds in real time - Time check for game hours - Integer values and floating points - Declare or not declare (second reason) - Integer to float and reversed - Show the calculated values with text_draw opcode - Math calculations Save script - simple save script example Arrays - advanced method to unify same functions of more instances in one process Memory Coding the lessons are in one post -cheat codes - Gravity - ASCII Table - related links to car struct, actor struct, object struct Advanced Memory Access to learn the basics Changing Car Handling call_scm_function - for advanced Catch random actor - get_actor_in_sphere - RandomActor_for_to_step_method KEY_PRESS - external topic about key_press Car Drive Tutorial the lessons are in one post - car drive_to - drive-to commands - Let the driver do corrections - Let the driver drive - Define a scmpath for the driver - Car drive scripts in praxis Carrec Paths - Record a path with Seemanns carrec.cs - assign_car to_path Particle Effects - show particle effects of effects.fxp Special opcodes to show particles - sparks, gunflash, blood, corona, shadow, smoke LIGHT and shadow - the light in gta - Flash_Light_Illumination - create_searchlight - shadow Object - COLLISION - check the lessons are in one post - object.dat definitions - beachball and bball_col - throw object - Missilescript MENUE-interactive - create_panel JumpTable - 0871: init_jump_table Teleport - Sphere (red marker) - Location Check Teleport into interior - Interior Entrance related links gtamodding.com: List_of_opcodes GTA:SA Opcodes, Discussion thread PLPyntons_UnifiedOpcodes opcode descriptions by PLPynton in sascm.ini format (be careful, some opcodes are nevermore compatible because of changed parameter order) my opcodes.txt Dejis Opcode Database ______________________________________________________________________________________ ______________________________________________________________________________________ FirstStepsin Cleo scripting with Sannybuilder Download newest version of Sannybuilder from Seeman at http://sannybuilder.com/ Install Sannybuilder and create a folder for your scripts Therefor youre promt to indicate your GTASA-Install dir. Then start Sannybuilder, Open a new blank page, copy the script below and insert it into the new page. CODE {$CLEO .cs} :DEMOTEXT 03A4: name_thread "DEMO" wait 1000 :DEMOTEXT_1 wait 0 if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @DEMOTEXT_1 if 00E1: key_pressed 0 17 004D: jump_if_false @DEMOTEXT_1 00BA: text_styled 'FEM_OK' 1000 ms 1 0A93: end_custom_thread Save it in your Sannyscript folder and give it a name. Compile the script. Click on menue icon with "running man" to choose compile + copy If the CLEO - Library is installed, the script will be compiled and copied in to GTASA\CLEO - folder The Cleo script file get then the file extension, which is written in the Cleo Script directive at the beginning of the script {$CLEO .cs}= Cleo directive will be compiled to *.cs As DEMOTEXT.txt saved and compiled as DEMOTEXT.cs ______________________________________________________________________________________ If CLEO is not installed, then sannybuilder will prompt you to do it and at the lower right corner of the editor appears the CLEO - box with a red border. Click on it and Sannybuilder installs Cleo immediately. Or download the cleo auto install exe at http://cleo.sannybuilder.com ______________________________________________________________________________________ If the compiling process was successful you get then a report message click on OK to confirm the lower value "Largest Script" shows the script file size the other values belongs to a compiling process of a main.scm Test then the script ingame, press fire button to display the text message "OK" The script ends then, will be deactivated because it ends with opcode 0A93: end_custom_thread ______________________________________________________________________________________ ______________________________________________________________________________________ The Editor The main functions can be found as icon button in the menue bar 1. Decompile: sanny opens script files with extensions .CS, .CMor .SCM 2. Compile: sanny compiles by default to a [Name]main.SCM Sanny compiles automaticly to Cleoscript files, if the script have a Cleo-Direktive as entry {$CLEO .cs}= Cleo-Direktive, will be compiled to Name.CS {$CLEO .cm}= Cleo-Direktive, will be compiled to Name.CM Useful tools Choose TOOLS on menue, then IDE Tools >> Coords Manager to read the x,y,z coordinate and the z-angle of the current player position if the game is running Choose TOOLS on menue, then IDE Tools >> Opcode Search to search for opcodes type any keyword to find a codeline which include this word or type an opcode to find the description the foundings are allways existing lines of original main.scm The opcode search tool requires to create the opcode.txt in Sanny Builder 3\data\sa folder Load the decompiled original main into sannybuilder then choose TOOLS on sanny menue, then: make opcodes.txt Line numbers Choose TOOLS, then options in option menu EDITOR you can find the feature to switch Line numbers off/on The line number is part of the editor, not of the script The Sannybuilder HELP Choose HELP on menue, then Content to find informations, such like key_press numbers, weapon numbers, bodyparts etc.. ______________________________________________________________________________________ ______________________________________________________________________________________ Option: different view of the decompiled code Choose TOOLS, then options in option menu GENERAL you can find the feature to switch between 2 ways for decompiling either decompile by writing opcodes or decompiling without opcodes 1. Writing Opcodes All entries are shown with their opcodes The opcodes are the real programm codes of the script functions and by showing them is like to see the name of the command Script with opcodes: CODE :CARSL_6439 00D6: if 00E1: player 0 pressed_key 16 004D: jump_if_false @CARSL_6535 010B: 5@ = player $PLAYER_CHAR money 00D6: if 002D: 5@ >= 14@ // (int) 004D: jump_if_false @CARSL_6512 0012: 14@ *= -1 0109: player $PLAYER_CHAR money += 14@ 0002: jump @CARSL_6700 2. Without Opcodes The script is more slim, maybe more clear (but not for me) especially 004D: jump_if_false will be now jf But not all opcodes are disappeared. Many codes must be used furthermore by applying their opcodes. Script without opcodes: CODE :CARSL_6439 if 00E1: player 0 pressed_key 16 jf @CARSL_6535 5@ = Player.Money($PLAYER_CHAR) if 002D: 5@ >= 14@ // (int) jf @CARSL_6512 14@ *= -1 Player.Money($PLAYER_CHAR) += 14@ jump @CARSL_6700 By compiling it doesnt matter if you use codes with opcodes or without opcodes You can merge everything and sanny compile it as well, provided that the code is correct and codelines which includes opcodes by decompiling without opcodes must be used furthermore by using opcodes A special feature by decompiling without opcodes is to translate opcode based commands into Classesand Keywords For a couple of codes can be used CLASSES Read more about classes in Sannybuilder-HELP theme: Coding >> Classes This code by decompiling with writing opcodes 00AB: put_car 22@ at -1577.942 52.6333 40.0 will by shown by decompiling with without opcodes in this kind: Car.PutAt(22@, -1577.942, 52.6333, 40.0) the meaning of the code is defined by the class entries Car= class-name PutAt= class-member name and member are combined with a dot in the middle 22@= class-owner class-owner and parameters are placed in brackets and separated with comma (parameter = needed information for the command) Sanny allows to use some KEYWORDS instead using opcodes Opcode = Keyword _____________ 0001: = wait 00d6: = if 004d: = else_jump 004d: = jf 0002: = jump 0051: = return 0050: = gosub 016a: = fade 01B6: = set_weather 03a4: = thread 04BB: = select_interior 0417: = start_mission 00d8: = mission_cleanup 0317: = increment_mission_attempts Instead writing 004D: jump_if_false @MAIN_6 can be written jf @MAIN_6 or else_jump @MAIN_6 you also can merge it 004D: jf @MAIN_6 ______________________________________________________________________________________ ______________________________________________________________________________________ Datatypes :(doublepoint) marks a Label (adress) CODE :MAIN_1 @is used for 2 different functions 1. in jump instruction to mark the label which should be reached CODE 004D: jump_if_false @SAVE_5 0050: gosub @SAVE_14 0002: jump @SAVE_1 2. to mark LOCAL VARIABLES The stuff in the game needs a identity for registration to can handle with it The identities can be variable, for exemble by calculating something The local variable is builded with the @ sign and a number 0@, 1@, ... 30@ from 0@ up to 31@ is possible, 32@ and 33@ are for timers, thats maximum in an .cs file 1@ defines a parked_car generator CODE 014B: 1@ = init_parked_car_generator #PCJ600 0 17 1 alarm 0 door_lock 0 0 10000 at 2490.0 -1682.0 13.5 angle 90.0 1@ can then be used furthermore as variable name of the parked_car generator CODE 014C: set_parked_car_generator 1@ cars_to_generate_to 101 $is used to mark a GLOBAL VARIABLE The stuff in the game needs a identity for registration to can handle with it The identities can be variable, for exemble by calculating something The global variable is builded with the $ sign and a a letter or a word or a number or both But using global variables in Cleo scripts can cause heavy bugs or crashs only $PLAYER_CHAR, $PLAYER_ACTOR, $ONMISSION are valid global, local, whats that ? Global variables are used in the main.scm to communicate between different threads Local variables are also used in the main.scm but they can not communicate between different threads You can create a car with a LOCAL variable in a thread as 1@ and also with 1@ in an other thread of main.scm 1@ = create_car You have then 2 different cars, commanded from 2 different threads You can create a car with GLOBAL variable in a thread but dont use again the same global to create it again in an other thread. $mycar5 = create_car But you can command the car from an other thread of the main.scm by using a GLOBAL variable At least: The GLOBAL variables are storable, the LOCAL variables not But dont using global variables in Cleo scripts because they can cause heavy bugs or crashs only $PLAYER_CHAR, $PLAYER_ACTOR, $ONMISSION are valid #marks the connected entry as filename of a loadable model CODE 0247: load_model #BMYCG 0247: load_model #HMYCM 0247: load_model #SWATVAN 0247: load_model #M4 0247: load_model #COLT45 For Cleo can only be used models which are defined in vehicles.ide, peds.ide or default.ide Other models needs to use their ID number '...'short string to insert letters or numbers like GXT entrynames or names of special IPL entries CODE 03A4: name_thread 'MAIN' 0917: audio_zone 'BEACH' enable_sound 0 00BA: show_text_styled GXT 'INTRO_1' time 1000 style 2 0299: activate_garage 'MODLAST' 07FB: set_interior 'GYM1' access 1 // Ganton Gym 0390: load_txd_dictionary 'LD_BEAT' 076C: set_zone 'GAN1' gang 1 density_to 25 "..."long string to insert letters or numbers like animation- and IFP file names, bodypart names, particel names, etc... CODE 087B: set_player $PLAYER_CHAR clothes_texture "PLAYER_FACE" model "HEAD" body_part 1 038F: load_texture "DOWN" as 1 // Load dictionary with 0390 first 0605: actor -1 perform_animation_sequence "DAN_LOOP_A" IFP_file "DANCING" 4.0 loop 1 0 0 0 time -1 // versionA 0674: set_car_model #GREENWOO numberplate "GROVE4L_" 0245: set_actor 5@ walk_style_to "GANG2" 064B: 25@ = create_particle "EXPLOSION_MOLOTOV" at 2010.0 -1610.0 16.5 type 1 To set entries of strings equal to variable names must be used special opcodes and extended variable signs 05AA: 05A9: 06D2: 06D1: furthermore can strings also replaced with variables by using extended variable signs @s- local-string-variable CODE 05AA: 5@s = 'FEM_OK' 00BC: show_text_highpriority GXT 5@s time 10000 flag 1 s$- global-string-variable Attension by using Global vars in cleo scripts, it can cause bugs or crashes! CODE 05A9: s$Actor_Speech_GXT_Reference = 'CATX_UA' // ~z~Carl, you are a f*cking idiota! 00BC: show_text_highpriority GXT s$Actor_Speech_GXT_Reference time 10000 flag 1 05AA: 5@s = s$Actor_Speech_GXT_Reference 00BC: show_text_highpriority GXT 5@s time 10000 flag 1 @v- local-long-string-variable CODE 06D2: 28@v = "LAPDAN1" // @v = string 0812: AS_actor $PLAYER_ACTOR perform_animation "LAPDAN_P" IFP_file 28@v 1000.0 loopA 0 lockX 0 lockY 0 lockF 1 time -1 v$- global-long string-variable Attension by using Global vars in cleo scripts, it can cause bugs or crashes! CODE 06D1: v$1225 = "Bat_block"// 16-byte strings 0605: actor $PLAYER_ACTOR perform_animation_sequence v$1225 from_file "BASEBALL" 4.0 1 0 0 0 -1 ms ______________________________________________________________________________________ ______________________________________________________________________________________ Scripting/Writing a Thread The scripts which are running in GTA are called THREAD They are defined in the main.scm as thread with the create_thread command or a mission script as mission As well the Extern scripts of script.img are also threads. The cleo programm checks if there is .csfile in the Cleo folder and if yes, it start this script as thread Script structur / short version: At first, the head, it beginns with the Cleo directive CODE {$CLEO .cs} First Label (adress) CODE :Akt Then give the thread a name CODE 03A4: name_thread 'AKT' now put a code inthere which will doing something and then end_custom_thread as last code its ready then to test it ingame CODE {$CLEO .cs} :Akt 03A4: name_thread 'AKT' 08B2: toggle_thermal_vision 1 0A93: end_custom_thread Script above activates the Infrarot view unless in cutscenes The script ends then, will be deactivated because it ends with opcode 0A93: end_custom_thread The script will be started by each loading of savegame or by start new game ______________________________________________________________________________________ Next step / using conditional checks A conditional check requires minimum 3 opcodes 1. the IF-variation 2. the real question 3. the jump instruction by negation 1. if 2. 0AB0: key_pressed 8 3. 004D: jump_if_false @akt_01 We use the previous script again but now we wonna be able to switch into normal view Therefore we use a conditional check and build a "LOOP" Loop means that a jump instruction can send the reading process to a previous adress I call such an adress "Loop-adress" Important: The first opcode after such a Loop-adress must be the wait opcode mostly wait 0 millisecond the jump instruction can be a jump instruction by negation or also a normal jump instruction CODE 004D: jump_if_false @akt_01 or CODE 0002: jump @akt_01 The conditional check of a key press in the script below should be passed by pressing BACKSPACE CODE {$CLEO .cs} :Akt 03A4: name_thread 'AKT' 08B2: toggle_thermal_vision 1 :Akt_01//----------------------------Loop adresse 0001: wait 0 ms if 0AB0: key_pressed 8 004D: jump_if_false @Akt_01//--------jump instruction by negation 08B2: toggle_thermal_vision 0 0A93: end_custom_thread Script above activates the Infrarot view and toggle back to normal view by key_press The reading process is looping as long as BACKSPACE is not pressed the jump instruction by negation sends the reading process allways to the label :Akt_01 1000 times per second ______________________________________________________________________________________ The IF - Variation CODE if 00FF: actor $PLAYER_ACTOR 1 (in-sphere)near_point_on_foot 2493.5 -1682.5 13.35 radius 1.0 1.0 1.0 004D: jump_if_false @Teleport_2 By more than one question in an conditional check requires to determine, if it means if or or if and CODE if and 00DF: actor $PLAYER_ACTOR driving 8119: NOT car 0@ wrecked 004D: jump_if_false @AD_5 CODE if or 00E1: key_pressed 0 0 00E1: key_pressed 0 1 00E1: key_pressed 0 14 00E1: key_pressed 0 18 004D: jump_if_false @AD_7 CODE if or 8118: NOT actor 7@ dead 8118: NOT actor 8@ dead 004D: jump_if_false @AD_25 0002: jump @AD_12 The most question codes can be changed into the opposite question by changing the ciro of the opcode into 8 and insert "not" into the code line exemble: CODE 00E1: key_pressed 0 10 and CODE 80E1: NOT key_pressed 0 11 ______________________________________________________________________________________ Next Step/ Script structure simple The previous scripts ended because of the opcode 0A93: end_custom_thread Instead let the script ending we use a jump instruction at script end to the 1.Loop adress So the reading process is permanent looping CODE 0002: jump @Akt_01 And since now we add a check in our loop which we add allways after a Loop adress. It is: CODE if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @Akt_01 It should prevent crashes if the player dies or gets arrested The "IF Player- Defined-check" should allway be the first check in a loop Script structure simple with 1 Loop: -Script head -1.Loop-Adress -wait code -IF player_defined-check -Conditional Check -Event -Normal jump instruction to 1.LoopAdress CODE {$CLEO .cs} :Akt 03A4: name_thread 'AKT' :Akt_01 0001: wait 0 ms if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @Akt_01 if 0AB0: key_pressed 8//-----------------key = Backspace 004D: jump_if_false @Akt_01 08B2: toggle_thermal_vision 1 0001: wait 3000 ms 08B2: toggle_thermal_vision 0 0002: jump @Akt_01//--------Normal jump instruction to 1.LoopAdress Script above activates the Infrarot view after key_press and toggle back to normal view after 3 seconds ______________________________________________________________________________________ Next Step/ Script structure extended To start an event with our script will change the game state and the conditions. This needs to redirect the reading process to prevent that the same code will be read again. Therefore we add a second Loop in the script Loop 1 - before the event Loop 2 - after the event Script structure extended with 2 Loops: -Script head -1.Loop-Adress -wait code -IF player_defined-check -Conditional Check -Event -2.Loop-Adress -wait code -IF player_defined-check -Conditional Check -Normal jump instruction to 1.LoopAdress CODE {$CLEO .cs} :akt 03A4: name_thread 'AKT' :akt01//----------------------------1.Loop Adress 0001: wait 0 ms if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @akt01 if 00DF: actor $PLAYER_ACTOR driving 004D: jump_if_false @akt01 03C0: 1@ = actor $PLAYER_ACTOR car 0229: set_car 1@ color_to 17 0 02AC: set_car 1@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 053F: set_car 1@ tires_vulnerability 0 :akt03//----------------------------2.Loop Adress 0001: wait 0 ms if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @akt03 if 80DF: not actor $PLAYER_ACTOR driving 004D: jump_if_false @akt03 01C3: remove_references_to_car 1@ 0002: jump @akt01//--------Normal jump instruction to 1.LoopAdress The script above makes the player_car undestructable as soon as a car is entered Therefore we must registrate the instance of the car and define it with a variable name 03C0: 1@ = actor $PLAYER_ACTOR car Then we can use this variable name 1@ to make the car immun After player has left the car, the reading process jumps back into the first Loop. Youre not restricted by 2 Loops and there are also other kinds of script structure But I recommand to build your scripts with this structure as long as you have not much experience ______________________________________________________________________________________ Script exemble: Slowmotion The script toggle by key_press between slowmotion and normal speed set_gamespeed .3 make the game slow and also the reading process wait 50 milliseconds needs ca. 1 second A "if_player_defined"-check is not nessesary because the script dont have any codes which belongs to the player After a passed key_press check it makes sense to set a wait of one second otherwise the key_press check will be repeated to fast. CODE {$CLEO .cs} :slow_0 03A4: name_thread 'SLW' :slow_1 0001: wait 0 ms if 0AB0: key_pressed 8//-----------------key = Backspace 004D: jump_if_false @slow_1 015D: set_gamespeed .3 0001: wait 50 ms :slow_2 0001: wait 0 ms if 0AB0: key_pressed 8//-----------------key = Backspace 004D: jump_if_false @slow_2 015D: set_gamespeed 1.0 0001: wait 1000 ms 0002: jump @slow_1 ______________________________________________________________________________________ Next Step/ Spawna 3D model Using models requires 5 steps by applying with models and their definition in its variable name 1. first step to load the model CODE 0247: request_model #INFERNUS 2. second step to prove if the model is loaded in an extra "load-model-check-Loop" CODE :Load_Model_Check 0001: wait 0 ms if 0248: model #INFERNUS available 004D: jump_if_false @Load_Model_Check 3. The model can be created as soon as the model file is loaded and define it with a variable name CODE 00A5: 1@ = create_car #INFERNUS at 2487.5 -1660.5 13.35 0175: set_car 1@ z_angle_to 90.0 4. release the loaded model file if it not needed anymore CODE 0249: release_model #INFERNUS 5. Release the defined item from script when the script has done its work The script can then go to the status quo by jumping back into the first Loop CODE 01C3: remove_references_to_car 1@ // Like turning a car into any random car Releasing a spawned car by using 01C3: remove_references_to_car deletes the instance of the car for our script but its still available in the game but can not used anymore in our script. An other way to release the car is to delete it complete: CODE 00A6: destroy_car 1@ This 2 different kinds for releasing exist for vehicles, actors and objects each with own opcodes CODE {$CLEO .cs} :3dModels_1 03A4: name_thread 'MODL' :3dModels_2 0001: wait 0 ms if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @3dModels_2 if 00FF: actor $PLAYER_ACTOR 1 (in-sphere)near_point_on_foot 2491.5 -1667.5 13.35 radius 1.0 1.0 1.0 004D: jump_if_false @3dModels_2 0247: request_model #INFERNUS :Load_Model_Check 0001: wait 0 ms if 0248: model #INFERNUS available 004D: jump_if_false @Load_Model_Check 00A5: 1@ = create_car #INFERNUS at 2487.5 -1660.5 13.35 0175: set_car 1@ z_angle_to 90.0 0249: release_model #INFERNUS :3dModels_3 0001: wait 0 ms if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @3dModels_3 if 80FF: NOT actor $PLAYER_ACTOR 0 ()near_point_on_foot 2491.5 -1667.5 13.35 radius 2.0 2.0 2.0 004D: jump_if_false @3dModels_3 01C3: remove_references_to_car 1@ // Like turning a car into any random car 0002: jump @3dModels_2 Script above spawns the car Infernus in Grovestreet if player goes into red marker(sphere) If player leave the spot the car will be released from script and the reading process jumps back into 1.Loop #marks the connected entry as filename of a loadable model For Cleo can only be used models which are defined in vehicles.ide, peds.ide or default.ide Other models needs to use their ID number For exemble to spawn the object 1655, waterjumpx2 of data\maps\generic\multiobj.ide CODE {$CLEO .cs} :JumpR00 03A4: name_thread 'JPR' :JumpR01 0001: wait 0 ms if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @JumpR01 if 00E1: key_pressed 0 10//--------- No key 004D: jump_if_false @JumpR01 0247: request_model 1655 :JumpR02 0001: wait 0 ms if 0248: model 1655 available 004D: jump_if_false @JumpR02 0172: 2@ = actor $PLAYER_ACTOR z_angle 04C4: create_coordinate 11@ 12@ 13@ from_actor $PLAYER_ACTOR offset 0.0 14.5 -1.8 0107: 1@ = create_object 1655 at 11@ 12@ 13@ 0177: set_object 1@ z_angle_to 2@ 0001: wait 0 ms 0249: release_model 1655 0001: wait 1000 ms 01C4: remove_references_to_object 1@ // This object will now disappear when the player looks away 0002: jump @JumpR01 Script above spawns a jumpramp by key_press You can allways use the ID number to spawn models, also for cars and actors As next we use 120 intead #TRIBOSS to spawn an actor CODE {$CLEO .cs} :Actor_1 03A4: name_thread 'Actor' :Actor_2 0001: wait 0 ms if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @Actor_2 if 00FF: actor $PLAYER_ACTOR 1 (in-sphere)near_point_on_foot 2491.5 -1667.5 13.35 radius 1.0 1.0 1.0 004D: jump_if_false @Actor_2 0247: request_model 120 0247: request_model #AK47 :Load_models_check 0001: wait 0 ms 00D6: if and 0248: model 120 available 0248: model #AK47 available 004D: jump_if_false @Load_models_check 009A: 1@ = create_actor 24 120 at 2486.5 -1664.5 13.45 0173: set_actor 1@ z_angle_to 180.0 01B2: give_actor 1@ weapon 30 ammo 99999 // Load the weapon model before using this 02E2: set_actor 1@ weapon_accuracy_to 100 0223: set_actor 1@ health_to 1000 05E2: AS_actor 1@ kill_actor $PLAYER_ACTOR 0249: release_model 120 :Loop_1 0001: wait 0 ms if 8118: NOT actor 1@ dead 004D: jump_if_false @Cleanup_1 if 0104: actor $PLAYER_ACTOR near_actor 1@ radius 80.0 80.0 10.0 sphere 0 004D: jump_if_false @Cleanup_1 0002: jump @Loop_1 :Cleanup_1 01C2: remove_references_to_actor 1@ // Like turning an actor into a random pedestrian 0002: jump @Actor_2 Script above spawns the actor Triboss with gun in Grovestreet If player leave the area with radius 80.0 80.0 or if the actor is dead, the actor will be released from script and the reading process jumps back into 1.Loop To give the actor or the player a weapon requires also to load first the model file But to give it then really into his hands needs to insert a special weapon number which is not documented in any game file. To find the right weapon number look in Sannybuilder HELP: SCM Documentation >> GTA SA >> Weapon numbers Weapon given to actors are not created in same sense like the other models, so it dont it to release them from script like other items The spawned actors have predefined execodet behaviors which is dependent by the pedtype parameter of the create_actor opcode. Look for pedtypes in Sannybuilder HELP: SCM Documentation >> GTA SA >> PedTypes An actor with pedtype 8 is recruitable like a homie CODE 009A: 1@ = create_actor 8 #TRIBOSS at 2486.5 -1664.5 13.45 An actor with pedtype 7 is agressive like an enemy gangmember CODE 009A: 1@ = create_actor 7 #TRIBOSS at 2486.5 -1664.5 13.45 ______________________________________________________________________________________ Placing cars by using parked_car_generator Init parked_car_generators or pickups need to insert the Cleo opcode: 0A95: enable_thread_saving Read the discription about enable_thread_saving in the theme: Special Particularities in Cleo >> Registrate (store) the Script State The placing of cars by using parked_car_generator dont allows the using of its variable name in vehicle associated opcodes because its not a car but a car_generator CODE {$CLEO .cs} :PaCar_1 03A4: name_thread "PACR" 0001: wait 1000 ms 0A95: enable_thread_saving 014B: 1@ = init_parked_car_generator #BANSHEE -1 -1 1 alarm 0 door_lock 0 0 10000 at 920.1994 2020.546 11.79 angle 100.0 014C: set_parked_car_generator 1@ cars_to_generate_to 101 032B: 2@ = create_weapon_pickup #MINIGUN 15 ammo 5000 at 2113.373 1520.674 10.82 0A93: end_custom_thread Script above adds a parked_car_generator to spawn the car Banshee and a weapon pickup with MINIGUN generate_to 101 means that the car will be spawned again and again generate_to 0 deactivates the car_generator the two parameters after the model name -1 -1 gives the secondary and primary color by setting -1 -1the game choose the colors randomly by setting 0 17 it give black (0) to primary and red (17) to secondary color alarm 0 can be a value between 0 and 100 and means the probable chance to execute an alarm door_lock 0 can be a value between 0 and 100 and means the probable chance to execute a door lock For pickups exist 2 different opcodes for 2 different kinds of pickups 032B: for weapons with ammo and for the Jetpack 0213: for melee weapons and objects like parachute (GUN_PARA) or bodyarmour (1242, bodyarmour) the parameter after the model ID #MINIGUN 15 is the pickup-typ Typ 15 is a pickup, which appears again and again Typ 3 is a pickup, which appears only for one time ______________________________________________________________________________________ ______________________________________________________________________________________ Special Particularitiesin Cleo The extra-Cleo opcodes can be found in Sannybuilder-HELP CLEO 3 Code Library >> CLEO 3: opcodes CLEO 3 Code Library>> CLEO 3: opcodes ______________________________________________________________________________________ Two major codes to start scripts are those which already exist in the main.scm and have been re-created for Cleo: 1.)004F: create_thread @SAVEGAME starts an ordinary thread in the main.scm. We dont need it in Cleo because it will be allready started from Cleo programm To start an other thread of a cleo script, started from a cleo script needs following opcode: 0A92: create_custom_thread "New_Test_thread.cs" The code needs to insert the name of the script file which should get started inclusiv dot and extension The Cleo script file get then the file extension, which is written in the Cleo Script directive at the beginning of the script {$CLEO .cs} = Cleo directive will be compiled to *.cs As New_Test_thread.txt saved and compiled as New_Test_thread.cs The script get then started at second once. Once from Cleo programm and once from the 0A92: create_custom_thread It needs to set a conditional check at script beginn to let the script ending when it was started from Cleo programm. An other chance is to give the script the extension .s This needs to insert following: 0A92: create_custom_thread "New_Test_thread.s" The Cleo script file which should get started, must have {$CLEO .cs} as directive and will be compiled as *.cs You must change the extension manual by renaming from *.cs into *.s In this case the Cleo script will only run if it was started with 0A92: create_custom_thread from an other Cleo script. The opcode 0A92: create_custom_thread can transport more information to the script which should be started This opcode can be extended with up to 30 values or variables as parameters exemble: CODE 0A92: create_custom_thread "PimpmyCarFULL2A1.cs" 1 2 0 3@ 4@ 5@ 6@ 29@ 8@ 9@ 10@ The started thread recieves these parameter values with following rule 0@ get value of 1.parameter 1@ get value of 2.parameter 2@ get value of 3.parameter 3@ get value of 4.parameter 4@ get value of 5.parameter etc... Its also possible to start much threads in one and the same Cleo script, started from the same script which recieve the create_thread commands. 2.) 0417: start_mission 3 starts a mission script of the main.scm. It needs to insert the number which the mission script get from the listing of the mission table In Cleo dont exist a mission table and its listing. But it needs allways a Cleo mission starter script with following command: 0A94: start_custom_mission "DriftMission" The code needs to insert the name of the script file which should get started but without extension The Cleo script file get then the file extension, which is written in the Cleo Script directive at the beginning of the script {$CLEO .cm} = Cleo directive will be compiled to *.cm As DriftMission.txt saved and compiled as DriftMission.cm ______________________________________________________________________________________ 0A93: end_custom_threadlet a script ending. Its disabled then. The original version of this code of the main.scm is 004E: end_thread And this original version must be used furthermore in Cleo mission scripts (*.cm) 004E: end_thread Again: 0A93: end_custom_thread in normal Cleo scripts, compiled to a *.cs file CODE {$CLEO .cs} 0A93: end_custom_thread 004E: end_thread in mission scripts, compiled to a *.cm file CODE {$CLEO .cm} 004E: end_thread ______________________________________________________________________________________ Cleo creates extra save files if a save was done, stored in folder CLEO\Cleo_save By loading a save file must taken care to check that the presence of the scripts in Cleo folder is the same as it was as the save was done. Special attention in this case are going to those scripts which includes the Cleo opcode to registrate and store the Script State ______________________________________________________________________________________ Registrate (store) the Script State The Cleo scripts with extension .cs are started allways from new by loading a save game or start new game, If such a script includes for exemble a parked car generator and execute it and after this a save game is made, and then this save game is loaded, will be created a duplicate of the item, in this case a duplicate of a parked car generator. This happens with parked car generator, pickups as well as placed objects. To prevent this or to read the script state by using special special Cleo-variable must be used following Cleo opcode: CODE 0A95: enable_thread_saving This instruct Cleo to store the script state by making a savegame ______________________________________________________________________________________ Special GlobalCleo Variable This theme requires the understanding of the description about Local Variables and Global Variables of the previous theme Datatype especially this part which tells why there exist Local Variables and Global Variables Global Variables are used in main.scm to communicate between different scripts and they are storable. Using Global Variables in Cleo scripts can cause bugs and crashes To realize Global Variables for Cleo scripts exist following Cleo opcode connected with a special expression: Opcode 0AB3: and 0AB4: The expression var together with a number, is builing the Special Global Cleo Variable CODE 0AB3: var 0 = 10 or 0006: 13@ = 10 // integer values 0AB3: var 0 = 13@ and 0AB4: 0@= var 0 var 0 up to var 999 will be stored, in exemble var 0 is stored with 10 to get then stored value into your script needs to submit into a local: CODE 0AB4: 13@ = var 44 if 0039: 13@ == 1 // integer values 004D: jump_if_false @nextlabel ______________________________________________________________________________________ ______________________________________________________________________________________ Script Exemble by using Special Global Cleo Variable/ Store a car at any place (requires to understand all previous themes of this tut) Script below saves a car at any place If player is in car and key F7 is pressed, it stores x,y,z coords and angle, also the car ID, its primary and secondary color and its paintjob. The player exit then the car and car will be locked and made immun If player leave the location and the distance to the car will be greater then 100.0 the car will be released from script and the reading process jumps back into an other Loop If player then comes back to the location, near 80.0 the car will be spawned as new Only to store the car settings by making savegame needs to give the values into the Special Global Cleo Variable As I wrote in the theme "Registrate (store) the Script State" is the Carstore script running from new by loading a save game or start new game"... ...and checks first if var 955 is ciro its only not ciro if a car was stored in the loaded savegame If var 955 is ciro, the script starts with the 1.Loop If var 955 is not ciro, the reading process jumps into the 3.Loop with the check if player is near the car store location A special side effect of this kind of car store is that the storable entries then available in memory for all savefiles. Only by shut down the game and start again is the stored car only stored in the savegame which was done to store the car. CODE {$CLEO .cs} :CARSTORE 03A4: name_thread 'CARSTOR' 0001: wait 1000 ms 0AB4: 7@ = var 955 00D6: if 8039: not 7@ == 0 004D: jump_if_false @CARSTOR_150 0AB4: 3@ = var 951 0AB4: 4@ = var 952 0AB4: 5@ = var 953 0AB4: 6@ = var 954 0AB4: 7@ = var 955 0AB4: 8@ = var 956 0AB4: 9@ = var 957 0AB4: 10@ = var 958 0093: 3@ = integer 3@ to_float 0093: 4@ = integer 4@ to_float 0093: 5@ = integer 5@ to_float 0093: 6@ = integer 6@ to_float 0001: wait 1000 ms 0002: jump @CARSTOR_555 :CARSTOR_150 0001: wait 0 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @CARSTOR_150 00D6: if and 00DF: actor $PLAYER_ACTOR driving 0AB0: key_pressed 118//-------------------key F7 004D: jump_if_false @CARSTOR_150 01B4: set_player $PLAYER_CHAR can_move 0 03C0: 2@ = actor $PLAYER_ACTOR car 00AA: store_car 2@ position_to 3@ 4@ 5@ 0174: 6@ = car 2@ Z_angle 0441: 7@ = car 2@ model 0988: get_car 2@ paintjob 8@ 03F3: get_car 2@ primary_color_to 9@ secondary_color_to 10@ 020A: set_car 2@ door_status_to 0 02AC: set_car 2@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 0519: set_car 2@ locked 1 0633: AS_actor $PLAYER_ACTOR exit_car 0092: 13@ = float 3@ to_integer 0092: 14@ = float 4@ to_integer 0092: 15@ = float 5@ to_integer 0092: 16@ = float 6@ to_integer 0AB3: var 951 = 13@ 0AB3: var 952 = 14@ 0AB3: var 953 = 15@ 0AB3: var 954 = 16@ 0AB3: var 955 = 7@ 0AB3: var 956 = 8@ 0AB3: var 957 = 9@ 0AB3: var 958 = 10@ 0001: wait 2000 ms 01B4: set_player $PLAYER_CHAR can_move 1 0002: jump @CARSTOR_403 :CARSTOR_403 0001: wait 0 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @CARSTOR_550 00D6: if 82BF: not car 2@ sunk 004D: jump_if_false @CARSTOR_738 00D6: if 8119: not car 2@ wrecked 004D: jump_if_false @CARSTOR_550 00D6: if 0202: actor $PLAYER_ACTOR near_car 2@ radius 100.0 100.0 flag 0 004D: jump_if_false @CARSTOR_550 00D6: if 00DF: actor $PLAYER_ACTOR driving 004D: jump_if_false @CARSTOR_403 00D6: if 00DB: actor $PLAYER_ACTOR in_car 2@ 004D: jump_if_false @CARSTOR_403 02AC: set_car 2@ immunities BP 0 FP 0 EP 0 CP 0 MP 0 0519: set_car 2@ locked 0 0002: jump @CARSTOR_738 :CARSTOR_550 01C3: remove_references_to_car 2@ // Like turning a car into any random car :CARSTOR_555 0001: wait 0 ms 00D6: if 0256: player $PLAYER_CHAR defined 004D: jump_if_false @CARSTOR_555 00D6: if 00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 3@ 4@ 5@ radius 80.0 80.0 50.0 004D: jump_if_false @CARSTOR_555 0002: jump @CARSTOR_624 :CARSTOR_624 0247: load_model 7@ :CARSTOR_629 0001: wait 0 ms 00D6: if 0248: model 7@ available 004D: jump_if_false @CARSTOR_629 0001: wait 0 ms 00A5: 2@ = create_car 7@ at 3@ 4@ 5@ 0175: set_car 2@ Z_angle_to 6@ 06ED: set_car 2@ paintjob 8@ 0229: set_car 2@ primary_color_to 9@ secondary_color_to 10@ 020A: set_car 2@ door_status_to 0 02AC: set_car 2@ immunities BP 1 FP 1 EP 1 CP 1 MP 1 0519: set_car 2@ locked 1 0249: release_model 7@ 0002: jump @CARSTOR_403 :CARSTOR_738 01C3: remove_references_to_car 2@ // Like turning a car into any random car 0AB3: var 955 = 0 0002: jump @CARSTOR_150 ______________________________________________________________________________________ ______________________________________________________________________________________ Templatefor Cleo Mission Script (requires to understand all previous themes of this tut) To run a Cleo mission script requires allways 2 Cleo script files 1. A .cs file to start the Cleo mission script file 2. The Cleo mission script file itself with extension .cm The mission starter thread below is done with a conditional check to check if the player is near a specified point, which must passed to start the mission. The coordinates of the near_point check are the location in San Fierro/Carlton Heights near savehouse Edit the coordinates to set your own location for starting The parameter 1 of the near_point opcode 00FE: actor $PLAYER_ACTOR 1 (in-sphere)near_point is displaying a red marker (sphere). If the parameter is ciro 00FE: actor $PLAYER_ACTOR 0 (in-sphere)near_point does not displaying a red marker. To display a red marker in this way needs to set 0ms as maximum in the wait code of this Loop CODE {$CLEO .cs} :Test_M_Start_1 03A4: name_thread 'TSTM' :Test_M_Start_2 0001: wait 0 ms 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false @Test_M_Start_2 00D6: if 0 0038: $ONMISSION == 0 // integer values 004D: jump_if_false @Test_M_Start_2 :Test_M_Start_6 00D6: if 0 00FE: actor $PLAYER_ACTOR 1 (in-sphere)near_point 2480.1343 -1665.475 13.3348 radius 3.5 3.5 5.5 004D: jump_if_false @Test_M_Start_2 00BA: text_styled 'STAD_02' 1000 ms 2 0004: $ONMISSION = 1 // integer values 0A94: start_custom_mission "TestMission" // 0002: jump @Test_M_Start_2 The mission starter script includes the following Cleo opcode to start the Cleo mission script: 0A94: start_custom_mission "TestMission" The code needs to insert the name of the script file which should get started but without extension The Cleo script file get then the file extension, which is written in the Cleo Script directive at the beginning of the script {$CLEO .cm} = Cleo directive will be compiled to *.cm As TestMission.txt saved and compiled as TestMission.cm CODE {$CLEO .cm} :TestMiss_1 03A4: name_thread "TESTM" 0050: gosub @TestMiss_main_1 00D6: if 0 0112: wasted_or_busted 004D: jump_if_false @TestMiss_end_1 0050: gosub @TestMiss_fail_1 :TestMiss_end_1 0050: gosub @TestMiss_clep_1 004E: end_thread :TestMiss_main_1 0317: increment_mission_attempts//here starts the missionscript 0004: $ONMISSION = 1 054C: use_GXT_table 'MENU2P' 00BC: text_highpriority 'MENU_18' 5000 ms 1 :TestMiss_11 0001: wait 0 ms if and 02D8: actor $PLAYER_ACTOR currentweapon == 0 00E1: key_pressed 0 17 004D: jump_if_false @TestMiss_11 :TestMiss_pass_1 00BA: text_styled 'M_PASS' 5000 ms 1 0051: return :TestMiss_fail_1 00BA: text_styled 'M_FAIL' 5000 ms 1 0051: return :TestMiss_clep_1 0004: $ONMISSION = 0 00D8: mission_cleanup 0051: return When the mission script from above is running it can be completed by pressing fire key while player have weapon 0/naked fist. The secret of the onmission 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 CODE 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. CODE 0050: gosub @TestMiss_main_1 3. By starting the mission script must be activated the onmission mode with CODE 0004: $ONMISSION = 1 0317: increment_mission_attempts//here starts the missionscript Then the mission is running in a subroutine and dont needs to check if player is defined or dead or busted. If player dies or get busted, the exe cancels the subroutine as like as a return code of our script is readed The rest of the mission script is just a cunning gosub construct. ______________________________________________________________________________________ ______________________________________________________________________________________ gosub The gosub command leads the reading process to an excluded subscript. Excluded means the codes of the subscript are not binded in code following of our thread. CODE 0050: gosub @MODLSUBROUTINE The subscript must end with return CODE 0051: return If the subscript ends with 0051: return, our thread then continues with reading the codes after the 0050: gosub command Exemble: CODE {$CLEO .cs} :MODLSUB_1 03A4: name_thread 'MODLSUB' :MODLSUB_2 0001: wait 0 ms 00D6: if 0 0256: player $PLAYER_CHAR defined 004D: jump_if_false @MODLSUB_2 00D6: if 0 00FF: actor $PLAYER_ACTOR 1 (in-sphere)near_point_on_foot 2491.5 -1667.5 13.35 radius 1.0 1.0 1.0 004D: jump_if_false @MODLSUB_2 0050: gosub @MODLSUBROUTINE :Loop_1 0001: wait 0 ms 00D6: if 0 8118: NOT actor 1@ dead 004D: jump_if_false @Cleanup_1 00D6: if 0 0104: actor $PLAYER_ACTOR near_actor 1@ radius 80.0 80.0 10.0 sphere 0 004D: jump_if_false @Cleanup_1 0002: jump @Loop_1 :Cleanup_1 01C2: remove_references_to_actor 1@ // Like turning an actor into a random pedestrian 0002: jump @MODLSUB_2 :MODLSUBROUTINE 0005: 1@ = 2473.25 0005: 2@ = -1657.79 0005: 3@ = 13.4 0005: 4@ = 2501.12 0005: 5@ = -1676.5 0005: 6@ = 13.4 0208: 7@ = random_float_in_ranges 1@ 4@ 0208: 8@ = random_float_in_ranges 2@ 5@ 0208: 9@ = random_float_in_ranges 3@ 6@ 0247: request_model #TRIBOSS 0247: request_model #AK47 :Load_MODLSUB_Check 0001: wait 0 ms 00D6: if and 0248: model #TRIBOSS available 0248: model #AK47 available 004D: jump_if_false @Load_MODLSUB_Check 009A: 1@ = create_actor 24 #TRIBOSS at 7@ 8@ 9@ 0173: set_actor 1@ z_angle_to 180.0 01B2: give_actor 1@ weapon 30 ammo 99999 // Load the weapon model before using this 02E2: set_actor 1@ weapon_accuracy_to 100 0223: set_actor 1@ health_to 1000 05E2: AS_actor 1@ kill_actor $PLAYER_ACTOR 0249: release_model #TRIBOSS 0051: return Script above spawns the actor Triboss with gun in Grovestreet at different places The coords are generated random The part with the coords generation and actor spawn is excluded in a subscript If player leave the area with radius 80.0 80.0 or if the actor is dead, the actor will be released from script and the reading process jumps back into 1.Loop ______________________________________________________________________________________ ______________________________________________________________________________________ Additional Themes Link to comment Share on other sites More sharing options...
ZAZ Posted March 10, 2014 Share Posted March 10, 2014 Omg, he won't understand it. The problem is that newbies are fixed to the plan to make a "Mission" But there's a big different between mission script method and making a simple script which is enough for their plan So i advice gta3masta5000 to forget making a Mission script learn main.scm coding by writing small simple scripts, implemented as thread, initialized by 004F: create_thread @myscript and study my new tutorial about GTA SA Main.scm coding Link to comment Share on other sites More sharing options...
Silent Posted March 10, 2014 Share Posted March 10, 2014 (edited) Well, taking the mission template and then trying to get the mission working step by step doesn't sound like a terrible plan IMO Edited March 10, 2014 by Silent Link to comment Share on other sites More sharing options...
ZAZ Posted March 10, 2014 Share Posted March 10, 2014 yeh ok but the quote is too much and it's cleo Link to comment Share on other sites More sharing options...
Deji Posted March 13, 2014 Share Posted March 13, 2014 I wish people would stop using such an outdated 'stripped SCM' source. It doesn't even work when used as the base of a proper project - as I found out the hard way many times. Missions are overrated. What is wrong with an interactive script? It doesn't have to technically be a mission and therefore risk conflict with the many real missions which are loaded and unloaded from the same space, yet can still function pretty well as one. It also avoids 'mission cleanup' which shouldn't be heavily relied on in the CLEO scope (CLEO is yet to reliably manage script objects which are handled by mission cleanup) and is way easier for people used to writing scripts and not missions. A badly written script is way better than a badly written mission. And my god, why is this topic a mile long? What kind of moderating cookie monster would do such a thing? Link to comment Share on other sites More sharing options...
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