Elbermen Posted September 11, 2021 Share Posted September 11, 2021 I dont really understand the variable thing, so when code wants variable from me i dont know which variable to give, for example: the opcode 0175: set_car [email protected] Z_angle_to 315.0 we can see there is [email protected], what is this [email protected], is it some random peds vehicle? My vehicle? or its maybe the vehicles that has more 2 passangers inside it? even if you know what is [email protected] stands for how do you know it? is there an list or something like that? Im sorry if i talk like stupid because i dont simply understand this. Thanks. Link to comment Share on other sites More sharing options...
cjfan_ Posted September 11, 2021 Share Posted September 11, 2021 5 minutes ago, Elbermen said: set_car [email protected] Z_angle_to 315.0 I assume you got this from an documentation example. If so it is a random variable. It does not mean anything. You need to enter a variable with the car handle of the car you want (whatever that variable in your script is) where [email protected] is. Elbermen 1 Link to comment Share on other sites More sharing options...
Elbermen Posted September 11, 2021 Author Share Posted September 11, 2021 3 minutes ago, GrGTaGamer said: I assume you got this from an documentation example. If so it is a random variable. It does not mean anything. You need to enter a variable with the car handle of the car you want (whatever that variable in your script is) where [email protected] is. So I can change this to whatever i want? or simply how can i do that variable represent the players car? Im sorry to bother. Link to comment Share on other sites More sharing options...
ZAZ Posted September 11, 2021 Share Posted September 11, 2021 (edited) The variable is a placeholder and an identification together It needs always to declare a variable There are many ways to do that The easiest way is: 0@ = 0 That means, the content of the local variable [email protected] is zero 03C0: 5@ = actor $PLAYER_ACTOR car That means, get the control of the car, which is driven by $PLAYER_ACTOR we call it handle so [email protected] is car handle of the $PLAYER_ACTOR car 00A5: 1@ = create_car #INFERNUS at 2487.5 -1660.5 13.35 [email protected] is car handle of a car, spawned in Groovestreet This code gives the car 1000 health 0224: set_car 1@ health_to 1000 This code read the health of the car 0227: 7@ = car 1@ health Another code pair, one gets, the other sets 0174: 9@ = car 1@ Z_angle 0175: set_car 1@ Z_angle_to 315.0 An example: the car becomes the health of the declaration and same z_angle as Player_Actor 0@ = 5000 0172: 13@ = actor $PLAYER_ACTOR Z_angle 00A5: 1@ = create_car #INFERNUS at 2487.5 -1660.5 13.35 0175: set_car 1@ Z_angle_to 13@ 0224: set_car 1@ health_to 0@ 1 hour ago, Elbermen said: is there an list or something like that? Im sorry if i talk like stupid because i dont simply understand this. yes, many lists as first should you know that the mother of all code lists is the sascm.ini (for SA) or vcscm.ini (for vc) etc.. sascm.ini is stored in sannybuilder install dir\data\sa and is used to compile and decompile the scripts (it was updated many times over the years and often became a few code incompatibility and so some old scripts source texts too) Furthermore can you find in same folder the opcodes.txt, which is used for the opcode search, when you click in sannybuilder main menue > Tools > IDE tools > opcode search One more list can you find at https://library.sannybuilder.com/#/ Edited September 11, 2021 by ZAZ Elbermen 1 CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
Elbermen Posted September 12, 2021 Author Share Posted September 12, 2021 11 hours ago, ZAZ said: The variable is a placeholder and an identification together It needs always to declare a variable There are many ways to do that The easiest way is: 0@ = 0 That means, the content of the local variable [email protected] is zero 03C0: 5@ = actor $PLAYER_ACTOR car That means, get the control of the car, which is driven by $PLAYER_ACTOR we call it handle so [email protected] is car handle of the $PLAYER_ACTOR car 00A5: 1@ = create_car #INFERNUS at 2487.5 -1660.5 13.35 [email protected] is car handle of a car, spawned in Groovestreet This code gives the car 1000 health 0224: set_car 1@ health_to 1000 This code read the health of the car 0227: 7@ = car 1@ health Another code pair, one gets, the other sets 0174: 9@ = car 1@ Z_angle 0175: set_car 1@ Z_angle_to 315.0 An example: the car becomes the health of the declaration and same z_angle as Player_Actor 0@ = 5000 0172: 13@ = actor $PLAYER_ACTOR Z_angle 00A5: 1@ = create_car #INFERNUS at 2487.5 -1660.5 13.35 0175: set_car 1@ Z_angle_to 13@ 0224: set_car 1@ health_to 0@ yes, many lists as first should you know that the mother of all code lists is the sascm.ini (for SA) or vcscm.ini (for vc) etc.. sascm.ini is stored in sannybuilder install dir\data\sa and is used to compile and decompile the scripts (it was updated many times over the years and often became a few code incompatibility and so some old scripts source texts too) Furthermore can you find in same folder the opcodes.txt, which is used for the opcode search, when you click in sannybuilder main menue > Tools > IDE tools > opcode search One more list can you find at https://library.sannybuilder.com/#/ Thank you very much. I finally understand it! Link to comment Share on other sites More sharing options...
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