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GTA3script Toolchain


Link2012
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It's still kinda weird it has to be like this though; since basically every other programming language uses the '==' notation, it's become sorta habitual.

gta3sc follows the original gta3script syntax, and in R* sources comparisons were written like this. It's weird, I agree, but accuracy is one of the priorities there.

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  • 4 weeks later...

The editor extension has been updated to gather docs from GTAG again. Make sure you Ctrl+Shift+P > Clear Documentation Cache if something gets weird.

 

To be clear on the status of this project: It's not dead. Just lacking the time to make progress. I have learned a lot about compilers and language pragmatics since the last release, so I'll probably do some major changes here and be much more conservative language-design wise.

 

For those using the language constantly, feedback on what are the difficulties you encounter while coding is welcome.

Edited by LINK/2012
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27 minutes ago, LINK/2012 said:

The editor extension has been updated to gather docs from GTAG again. Make sure you Ctrl+Shift+P > Clear Documentation Cache if something gets weird.

 

To be clear on the status of this project: It's not dead. Just lacking the time to make progress. I have learned a lot about compilers and language pragmatics since the last release, so I'll probably do some major changes here and be much more conservative language-design wise.

 

For those using the language constantly, feedback on what are the difficulties you encounter while coding is welcome.

Thats why I was wondering whats wrong.Nice to get the feature back.Would be nice to get some of the unsupported commands to work though.

 

Edit; Whats am i doing wrong here.Doesnt seem the docs feature to work.Using latest verson of VS code.

 

Edited by Inan-Ahammad
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Try WAIT. Probably will not make a different, but yeah. Damn.

I hope GTA Modding gets back online soon.

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7 hours ago, LINK/2012 said:

Try WAIT. Probably will not make a different, but yeah. Damn.

I hope GTA Modding gets back online soon.

so the docs are dependent on gta modding or gtagmodding?

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4 minutes ago, guru_guru said:

@Inan-Ahammad because it's called TAKE_PHOTO

 

@LINK/2012 a decompiler would be nicee

opps.Most of the commands were same as gtagmodding.But its an exceptional i guess.

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Yes, a decompiler would be nice. Some applications:

- Decompile for learning from existing scripts

- Decompile to manually check and debug scripts from other authors

- Automatic static analysis of existing scripts for code smells

- Automatic translation of missions between game versions (the holly grail)

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On 6/18/2018 at 2:35 AM, Inan-Ahammad said:

so the docs are dependent on gta modding or gtagmodding?

Both. It tries GTAModding first (which is down), then GTAG.

 

Regarding a decompiler. Sure. Will try doing that again. I hope to succeed this time :)

 

 

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On 6/21/2018 at 8:34 AM, LINK/2012 said:

Both. It tries GTAModding first (which is down), then GTAG.

 

Regarding a decompiler. Sure. Will try doing that again. I hope to succeed this time :)

 

 

But gtag is on.So shouldnt I get info from there.That i dont in above vid.

 

Edit:I know I'm kinda posting a lot here.So just gonna add what i wanna say,hope it get noticed.

GTA3sc supports most all of CLEO opcodes.But what about those new ones.Added by Dkpac22 and Shmoopy?Does GTA3sc include them also?If not how about including them?

Edited by Inan-Ahammad
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@Inan-Ahammad you can add them yourself by editing cleo.xml

 

	<Command ID="0xd11" Name="SET_OBJECT_ALPHA">
		<Args>
			<Arg Type="INT" Entity="OBJECT"/>
			<Arg Type="INT"/>
		</Args>
	</Command>

 

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  • 1 month later...

I have updated the VSCode extension, it is capable of crawling GTAModding again, even though it is still offline. Apparently its MediaWiki API is still working!

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  • 3 months later...

I feel the need to just drop by and say that this toolchain is amazing and I love it!

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51 minutes ago, guard3 said:

I feel the need to just drop by and say that this toolchain is amazing and I love it!

Thank you. Glad you like it :)

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how about using this one? as gtamodding.com is still dead. :)
https://gtamodding.wiki/

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  • 1 month later...

Hello fellas,

 

I would like to share some updates regarding this project.

 

For at least seven months I have been working on formalizing this language [draft], and as I finish a portion of the document, I go on to rewrite the part of the compiler that handles that portion. I'm doing so in no rush, in such a way that I have time to think and rethink about the aspects that goes into play. I intend to produce something very clean and precise.

 

I have made a decision on the scope of the project too, and that is front-end tooling. Meaning, I'm not working on a decompiler. I'm sure there are people out there that can handle this gap at some point.

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Looks great so far, keep up the good work, this tool is awesome :D

Edited by guard3
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  • 1 month later...

I'm sorry for bumping this, but I need some help.

I don't get the suggestions when I'm typing something.

And I have installed the extension.

 

Also, I can't find where you're supposed to enter the code for the compiler.

The path aren't the same as in the description

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  • 2 weeks later...

 

On 3/19/2019 at 5:34 PM, Davve95 said:

I'm sorry for bumping this, but I need some help.

I don't get the suggestions when I'm typing something.

And I have installed the extension.

 

Also, I can't find where you're supposed to enter the code for the compiler.

The path aren't the same as in the description

Hi Davve. I suppose you don't get autocompletion because you have not setup the compiler path (if I understood you correctly?).


On newer VSCode versions the correct directions are: Go to File > Preferences > Settings and within the user settings tab paste that JSON. For example:

 

https://i.imgur.com/yw11tMy.png

 

Hope that helps.

 

Edited by LINK/2012
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The only acceptable identifiers within the arguments to a procedure call are variables (which can be seen in Stories SCM). What R* Leeds did to bypass this restriction was to assign the constant to a temporary variable, and subsequently pass this variables as argument.

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1 hour ago, LINK/2012 said:

The only acceptable identifiers within the arguments to a procedure call are variables (which can be seen in Stories SCM). What R* Leeds did to bypass this restriction was to assign the constant to a temporary variable, and subsequently pass this variables as argument.

in other words:

CONST_INT idOwned_l 11
LVAR_INT iTempVar
iTempVar = idOwned_l
CLEO_CALL GUI_DrawBoxOutline_WithText 0 (572.0 37.5) (136.0 15.0) (31 181 240 200) (0.5) (0 0 0 0) (0 125 180 150) iTempVar 9 -9.0 

thanks!!! :cookie::cookie::cookie:

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  • 1 year later...

Hello, may I ask if the next version supports GTASA Mobile OP.  Also there is OP of Android CLEO made by Alexander Blade?

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  • 1 month later...

gta3sc 0.9.6

  • Fixed a bug where label offsets for multiple REQUIREd files were broken (see #121).
  • Fixed LOAD_AND_LAUNCH_CUSTOM_MISSION definition missing optional parameters.

Download

 

On 4/4/2020 at 7:52 PM, China·XMDS said:

Hello, may I ask if the next version supports GTASA Mobile OP.  Also there is OP of Android CLEO made by Alexander Blade?

Perhaps in 1.0 which may take a while.

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Thanks for the update!

Edited by Vadim M.
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  • 5 months later...

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