Jump to content

How can i compile a mod?


CanerKaraca

Recommended Posts

For CLEO scripts (source files *.txt) you need Sanny Builder.

 

For .asi or .cleo plugins you need Visual Studio, GTA Plugin SDK and maybe CLEO SDK.

Link to comment
Share on other sites

7 hours ago, MiranDMC said:

For CLEO scripts (source files *.txt) you need Sanny Builder.

 

For .asi or .cleo plugins you need Visual Studio, GTA Plugin SDK and maybe CLEO SDK.

Thanks, is there tutorial or video that shows how can i do it?

Link to comment
Share on other sites

Sanny is easy. You download it, open code file, press compile and you have ready .cs file.

 

Quoting Seemann:
 

Quote

If you want to know how scripts work you should start from learning the information this is already available out there. I would suggest to read these articles:
https://gtamods.com/wiki/SCM_language
https://gtamods.com/wiki/SCM_Instruction

for more in-depth overview of GTA script internals:
https://github.com/thelink2012/gta3sc - gta3 script compiler
https://github.com/GTAmodding/re3/blob/master/src/control/Script.cpp - gta3 re-implementation

Then if you need details on how new opcodes are created, take a look into CLEO plugins implementation
https://github.com/JuniorDjjr/CLEOPlus
https://github.com/cleolibrary/opcodes-restoration-project

 

ASI plugins is more complicated. Plugin SDK contains installer making setup of SDK automatic. In case you have no  experience with C++ and Visual Studio projects configuration there is no single tutorial that will help you.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • 1 User Currently Viewing
    0 members, 0 Anonymous, 1 Guest

×
×
  • Create New...

Important Information

By using GTAForums.com, you agree to our Terms of Use and Privacy Policy.