Difference between revisions of "0180"

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(probably we need to think of merging part of this article with Create_a_mission tutorial.)
 
 
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<code>0180=1,set_on_mission_flag_to %1d%<br></code>
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{{OpCode
'''Description''': Links a global variable to an on_mission <span class="plainlinks">[http://en.wikipedia.org/wiki/Flag_(computing) flag]</span><br>
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| games      = {{Icon|t}}
'''Parameter 1''': A global variable<br>
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| command    = DECLARE_MISSION_FLAG
'''Supports''': GTA3, Vice City, San Andreas<br>
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| description = Links a global variable to the onmission [[wikipedia:Flag field|flag]]
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| syntax1    = 0180: set_on_mission_flag_to [''global var'']
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| p1t        = [''global var'']
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| p1d        = Global variable
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}}
  
This opcode links a global variable to a specific [[hardcoded]] flag that defines is there an active mission or not. Common name for that variable is $ONMISSION and it isn't recommended to change this name to prevent incompatibilies with already released scripts using $ONMISSION variable.
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This opcode links a global variable to the specific [[hardcoded]] flag that defines is there an active mission or not. Common name for that variable is <span style="color: blue;">$ONMISSION</span> in [[Sanny Builder]] and it isn't recommended to change this name to prevent incompatibilities with already released scripts using <span style="color: blue;">$ONMISSION</span> variable (Mission Builder uses <span style="color: blue;">$ON_MISSION</span> and Rockstar's original script uses <code>flag_player_on_mission</code>).
 
A scripter can use the ONMISSION variable in two cases:
 
A scripter can use the ONMISSION variable in two cases:
* [[00D6|Check]] if there's an active mission and do or not to do some actions. Commonly this check is placed at the beginning of a [[thread]].
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* [[00D6|Check]] if there's an active mission and do or not to do some actions. Commonly this check is placed at the beginning of a [[script]].
  [[0038]]:  $ONMISSION == 0
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{{Pre|class=sb-code|1=
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[[0038]]:  <span class="nv">$ONMISSION</span> == <span class="m">0</span>
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}}
 
The original main.scm by Rockstar Games contains these checks as well.
 
The original main.scm by Rockstar Games contains these checks as well.
* Notify the game that there's a running mission. When you [[0417|starts a mission]], you have to set the ONMISSION variable to 1. If you don't do this, your mission will work incorrectly. At the end of the mission you have to set the ONMISSION variable to 0.
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* Notify the game that there's a running mission. When you [[0417|start a mission]], you have to set the ONMISSION variable to 1. If you don't do this, your mission will work incorrectly. At the end of the mission you have to set the ONMISSION variable to 0.
The reason of setting the ONMISSION variable to 1 is that, the game, when it set to 1, constantly checks the player's state and if he's dead or busted, it automatically cancels the active mission (you fails the mission in that case). To cancel the mission correctly, Rockstar Games uses a specific mission structure as [[Create_a_mission#Insert your mission|covered there]]. Note that mission body is placed in the [[0050|gosub]] subroutine. If the player is dead or busted, the game automatically makes returning for all gosubs in the mission, so the execution point returns to the next opcode after gosub @MissionBegin, which is the check [[0112|wasted_or_busted]]. This condition is true, so the script execution proceeds to the MissionFailed block.
 
  
In short, if the ONMISSION variable isn't set to 1 at the beginning of the mission, the mission couldn't be cancelled in case of player being dead or busted. Note that this only works for missions, so you can't cancel the threads in that way.
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: Story missions can be cancelled at any point of time if the player is dead or caught by the police. The game developers used a specific [[Create_a_mission#Insert your mission|mission structure]] to avoid the need to repeatedly check the player's state in the script. The entire mission body runs as a [[0050|subroutine]]. When the player is dead or caught by the police and the ONMISSION flag is set to 1, the game automatically [[0051|unrolls]] all active subroutines. The next command in the given mission structure to be executed is [[0112|wasted_or_busted]]. As this condition returns true, so the script continues to the MissionFailed block, and the mission ends.
  
==Keywords==
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There are some hardcoded features that depend on this variable. It can affect the behavior of [[Pickup|property pickups]] and the visibility of [[Blip|contact point blips]].
mission, flag
 
  
[[Category:OpCodes]]
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== Keywords ==
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set, declare, on, mission, flag
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== See also ==
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* {{Icon|3}} [[0181]], used to declare on mission flag for individual contacts

Latest revision as of 15:06, 1 July 2021

GTA III Vice City San Andreas DECLARE_MISSION_FLAG


Description
Links a global variable to the onmission flag
Syntax
0180: set_on_mission_flag_to [global var]
Parameter
[global var]
Global variable

This opcode links a global variable to the specific hardcoded flag that defines is there an active mission or not. Common name for that variable is $ONMISSION in Sanny Builder and it isn't recommended to change this name to prevent incompatibilities with already released scripts using $ONMISSION variable (Mission Builder uses $ON_MISSION and Rockstar's original script uses flag_player_on_mission). A scripter can use the ONMISSION variable in two cases:

  • Check if there's an active mission and do or not to do some actions. Commonly this check is placed at the beginning of a script.
0038:   $ONMISSION == 0

The original main.scm by Rockstar Games contains these checks as well.

  • Notify the game that there's a running mission. When you start a mission, you have to set the ONMISSION variable to 1. If you don't do this, your mission will work incorrectly. At the end of the mission you have to set the ONMISSION variable to 0.
Story missions can be cancelled at any point of time if the player is dead or caught by the police. The game developers used a specific mission structure to avoid the need to repeatedly check the player's state in the script. The entire mission body runs as a subroutine. When the player is dead or caught by the police and the ONMISSION flag is set to 1, the game automatically unrolls all active subroutines. The next command in the given mission structure to be executed is wasted_or_busted. As this condition returns true, so the script continues to the MissionFailed block, and the mission ends.

There are some hardcoded features that depend on this variable. It can affect the behavior of property pickups and the visibility of contact point blips.

Keywords

set, declare, on, mission, flag

See also

  • GTA III 0181, used to declare on mission flag for individual contacts