Difference between revisions of "Create a script"

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'''Creating a simple thread''' is one of the first steps in understanding how to code. This article will show you the basic steps on how to create the simplest thread using [[Sanny Builder]]. It should work for [[GTA 3]], [[Vice City]], and [[San Andreas]].
+
This tutorial will show you the basic steps on how to '''create a simple script''' in the <code>[[main.scm]]</code> using the latest version of [[Sanny Builder]]. This tutorial applies to [[GTA III]], [[Vice City]], and [[San Andreas]].
  
== Create your thread ==
+
== Start your script ==
First create your thread using opcode [[004F]] (or ''create_thread'' command). Find
+
Prior to the advent of [[CLEO]], this section was one of the first steps in understanding how to create scripts. First make sure you are working with a decompiled <code>main.scm</code> file. If you don't have a decompiled file, go to Sanny Builder and press F5. Find and open the <code>main.scm</code> file for decompiling. The program will create the <code>main.txt</code> file in the same directory. That is the file you will be working with. Now we need a command to start your first script by using opcode [[004F]] (or ''create_thread'' command). Find:
 
<source lang="scm">create_thread</source>
 
<source lang="scm">create_thread</source>
Insert before it
+
Insert before it:
{| style="margin-right:auto"
+
<source lang="scm">004F: create_thread @simple_script</source>
| width="500px" | <source lang="scm">
 
004F: create_thread @mythread
 
</source>
 
| width="100px" style="text-align:center" | or
 
| width="500px" | <source lang="scm">
 
create_thread @mythread
 
</source>
 
|}
 
  
''mythread'' is an arbitrary [[label]]. It merely helps the game locate your thread. You can name the label anything.
+
''simple_script'' is an arbitrary but unique name for a [[label]]. It helps the game locate the location of your script.
  
== Insert your contents ==
+
== Create your script ==
Next you have to insert the contents into your thread. Find
+
Next create your script by inserting it in the appropriate place. Find:
 
<source lang="scm">//-------------Mission 0---------------</source>
 
<source lang="scm">//-------------Mission 0---------------</source>
That is where the MAIN section ends and the first mission begins. Insert your contents between it. The simplest form of a thread has this format:
+
That is where the MAIN section ends and the first mission begins. Insert your script between it. The simplest scripts have this format:
{| style="margin-right:auto"
+
<source lang="scm">:simple_script
| width="500px" | <source lang="scm">
+
// Insert your code here
:mythread
+
004E: end_thread</source>
// Insert your contents here
 
004E: end_thread
 
</source>
 
| width="100px" style="text-align:center" | or
 
| width="500px" | <source lang="scm">
 
:mythread
 
// Insert your contents here
 
end_thread
 
</source>
 
|}
 
  
The contents can include simple [[opcode]]s or longer threads like in the examples of [[009A|creating a ped]] and [[00A5|creating a vehicle]].
+
Your script can include a combination of [[List of opcodes|opcodes]] like [[0109|adding cash to you]] or [[010D|setting your wanted level]]:
 +
<source lang="scm">:simple_script
 +
0109: player $PLAYER_CHAR money += 1000
 +
010D: set_player $PLAYER_CHAR wanted_level_to 6
 +
004E: end_thread</source>
 +
More complex scripts can be placed there instead, including [[Spawn a ped#Full example|spawning a ped]] or creating a [[Clothes pickup|clothes pickup]]. Check out the [[:Category:Code Snippets|Code Snippets category]] for some scripts that you can use.
  
; Thread names
+
Your script can have an optional name with which the game can identify. Use opcode [[03A4]] to name your script. A maximum of 7 characters is allowed for the name. If needed, you can end your script from different scripts with opcode [[0459]].
<hr/>
+
<source lang="scm">:simple_script
It is optional for your thread to have a name. Use opcode [[03A4]] to name your thread. A maximum of 8 characters is allowed for the name. If needed, you can end your thread from another part of the script with opcode [[0459]].
+
03A4: name_thread 'SCRIPTA'
{| style="margin-right:auto"
 
| width="500px" | <source lang="scm">
 
:mythread
 
03A4: name_thread 'MYTHREAD'
 
  
:mythread_start
+
:simple_script_start
// Insert your contents here
+
// Insert your code here
004E: end_thread
+
004E: end_thread</source>
</source>
 
| width="100px" style="text-align:center" | or
 
| width="500px" | <source lang="scm">
 
:mythread
 
thread 'MYTHREAD'
 
 
 
:mythread_start
 
// Insert your contents here
 
end_thread
 
</source>
 
|}
 
  
 
== Loops ==
 
== Loops ==
The example above shows you a thread that ends straight away. If you want the thread to run continuously, you have to loop the thread. For the most part, looping the thread requires opcode [[0001]] (or ''wait'' command) to be placed somewhere within the loop or else the game will crash. There are exceptions but it is safer to have it. The simplest loop has this format:
+
The example above shows you a script that ends immediately. If you want your script to run continuously, you have insert a loop. For most cases, looping requires opcode [[0001]] (or ''wait'' command) to be placed somewhere within the loop or else the game will crash. There are exceptions but it is safer to have it. The simplest loop has this format:
{| style="margin-right:auto"
+
<source lang="scm">:simple_script
| width="500px" | <source lang="scm">
+
while true
:mythread
+
    0001: wait 0 ms
 +
    // Insert your code here
 +
end</source>
 +
This script will repeat itself indefinitely so be careful what you put in it. In older or decompiled scripts, you may see this format:
 +
<source lang="scm">:simple_script
 
0001: wait 0 ms
 
0001: wait 0 ms
// Insert your contents here
+
// Insert your code here
0002: jump @mythread
+
0002: jump @simple_script</source>
</source>
+
This style is lower level and behaves equivalently to the prior example script.
| width="100px" style="text-align:center" | or
 
| width="500px" | <source lang="scm">:mythread
 
while true
 
    wait 0
 
    // Insert your contents here
 
end
 
</source>
 
|}
 
 
 
This thread will repeat itself indefinitely so be careful what you put in it.
 
  
 
== Conditions ==
 
== Conditions ==
Conditional opcodes checks whether the action is performed rather than to perform the action. If the condition is satisfied, it returns true, otherwise it returns false. In Sanny Builder, conditional opcodes are noted by spaces between the opcode and the description of the opcode. Conditions start with IF statements that checks if an action is performed.
+
Conditional opcodes are used to check whether the action is performed rather than to perform the action. If the condition is satisfied, it returns true, otherwise it returns false. In Sanny Builder, conditional opcodes are noted by spaces between the opcode and the description of the opcode. Conditions start with IF statements that checks if an action is performed.
<source lang="scm">
+
<source lang="scm">:simple_script
:mythread
 
0001: wait 0 ms
 
00D6: if
 
// Conditional opcode, i.e.
 
00E1:  player 0 pressed_key 13
 
004D: jump_if_false @check_failed
 
// Command, if the condition returns true, i.e. if the key is being pressed, then add $2000
 
0109: player $PLAYER_CHAR money += 2000
 
0002: jump @threadend
 
 
 
:check_failed
 
// Command, if the condition returns false, i.e if the key is not being pressed, then subtract $10
 
0109: player $PLAYER_CHAR money += -10
 
 
 
:threadend
 
0002: jump @mythread
 
</source>
 
or
 
<source lang="scm">
 
:mythread
 
 
while true
 
while true
     wait 0
+
     0001: wait 100 ms
 
     if
 
     if
         // Conditional opcode, i.e.
+
         // Conditional opcode, e.g.
 
         00E1:  player 0 pressed_key 13
 
         00E1:  player 0 pressed_key 13
 
     then
 
     then
         // Command if the condition returns true, i.e. if the key is being pressed, then add $2000
+
         // Command if the condition returns true, e.g. if the key is being pressed, then add $2000
 
         0109: player $PLAYER_CHAR money += 2000
 
         0109: player $PLAYER_CHAR money += 2000
 
     else
 
     else
         // Command if the condition returns false, i.e if the key is not being pressed, then subtract $10
+
         // Command if the condition returns false, e.g. if the key is not being pressed, then subtract $10
 
         0109: player $PLAYER_CHAR money += -10
 
         0109: player $PLAYER_CHAR money += -10
 
     end
 
     end
end
+
end</source>
</source>
+
In older or decompiled scripts, you may see this format:
 +
<source lang="scm">:simple_script
 +
0001: wait 100 ms
 +
00D6: if
 +
// Conditional opcode, e.g.
 +
00E1:  player 0 pressed_key 13
 +
004D: jump_if_false @simple_script_check_failed
 +
// Command, if the condition returns true, e.g. if the key is being pressed, then add $2000
 +
0109: player $PLAYER_CHAR money += 2000
 +
0002: jump @simple_script_end
  
This shows if '''one''' condition is met (if the CAMERA key is pressed), the condition is true and the first command will be performed (add $2000). Otherwise, the condition would be false and reaches the alternate command (subtract $10).
+
:simple_script_check_failed
 +
// Command, if the condition returns false, e.g. if the key is not being pressed, then subtract $10
 +
0109: player $PLAYER_CHAR money += -10
  
For IF statements with more than one conditions, you need to either add ''and'' or ''or'' after ''if''.
+
:simple_script_end
 +
0002: jump @simple_script</source>
 +
It behaves equivalently to the prior example script. Both of the examples above show if '''one''' condition is met (the CAMERA key is pressed), the condition is true and the first command will be performed (add $2000). Otherwise, the condition would be false and reaches the alternate command (subtract $10). For IF statements with more than one conditions, you need to either add ''and'' or ''or'' after ''if''.
  
'''if and''' means if all of the conditions are met.
+
'''if and''' means if all of the conditions are met, then perform the command.
<source lang="scm">:MyThread
+
<source lang="scm">// ...
0001: wait 0 ms
+
if and
00D6: if and
+
    00E1:  player 0 pressed_key 4  // first condition
00E1:  player 0 pressed_key 4  // First condition
+
    00E1:  player 0 pressed_key 19  // second condition
00E1:  player 0 pressed_key 19  // Second condition
+
then
004D: jump_if_false @CheckEnd
+
    // command
// Command
+
end
 
+
// ...</source>
:CheckEnd
+
This shows that if '''all''' conditions (if both keys 4 and 19 are pressed in this example) are met, the command will be performed. Otherwise, the code will skip the command and continue onwards.
0002: jump @MyThread</source>
 
This shows that if '''all''' conditions (if both keys 4 and 19 are pressed in this example) are met, the command will be performed. Otherwise, the code will skip the command and jump to label ''CheckEnd''.
 
  
'''if or''' means if either one of these conditions are met.
+
'''if or''' means if any one of these conditions are met, then perform the command.
<source lang="scm">:MyThread
+
<source lang="scm">// ...
0001: wait 0 ms
+
if or
00D6: if or
+
    00E1:  player 0 pressed_key 4  // first condition
00E1:  player 0 pressed_key 4  // First condition
+
    00E1:  player 0 pressed_key 19  // second condition
00E1:  player 0 pressed_key 19  // Second condition
+
then
004D: jump_if_false @CheckEnd
+
    // command
// Command
+
end
 
+
// ...</source>
:CheckEnd
+
This shows that if '''either''' condition (if either key 4 or key 19 is pressed in this example) is met, the command will be performed. Otherwise, the code will skip the command and continue onwards.
0002: jump @MyThread</source>
 
This shows that if '''either''' condition (if either key 4 or key 19 is pressed in this example) is met, the command will be performed. Otherwise, the code will skip the command and jump to label ''CheckEnd''.
 
  
 
Opcodes normally starts with the number ''0'', but conditional opcodes can start with the number ''8''. This checks if the condition is '''not''' performed.
 
Opcodes normally starts with the number ''0'', but conditional opcodes can start with the number ''8''. This checks if the condition is '''not''' performed.
<source lang="scm">
+
<source lang="scm">00E1:  player 0 pressed_key 4 // IS pressed
00E1:  player 0 pressed_key 4 // IS pressed
 
 
80E1:  not player 0 pressed_key 4 // is NOT pressed</source>
 
80E1:  not player 0 pressed_key 4 // is NOT pressed</source>
  
== Final Notes ==
+
== Save your changes ==
Using this format requires you to start a new game. If you do not understand what is being said here, try looking into the [http://www.gtaforums.com/?showforum=109 Tutorial Forum] for more in-depth tutorials or the [http://www.gtaforums.com/index.php?showforum=49 Mission Coding Forum] on how to understand this.
+
Finally, after you have finished all the necessary changes, you have to compile the file you are working on by pressing F6. The compilation is successful when a "Report" dialog box pops up and your <code>main.scm</code> file is successfully modified. In order to play the game with the modification, you must start a new game or else the game can crash. Check out the [http://gtaforums.com/forum/109-tutorials/ Tutorial Forum] for more in-depth tutorials or the [http://gtaforums.com/forum/317-coding/ Mission Coding Forum] for further help on coding.
  
 
== See also ==
 
== See also ==
 
* [[Mission Scripting (Overview)]]
 
* [[Mission Scripting (Overview)]]
 
* [[CLEO]]
 
* [[CLEO]]
* [[Wikipedia:Thread_(computer_science)|Multithreading theory (Wikipedia)]]
 
 
[[Category:Mission Scripting]][[Category:GTA 3]][[Category:GTA VC]][[Category:Code Snippets]]
 
  
{{SA-navi}}
+
{{N|SA|VC|3}}
 +
[[Category:Mission Scripting]][[Category:Code Snippets]]

Revision as of 00:42, 22 July 2015

This tutorial will show you the basic steps on how to create a simple script in the main.scm using the latest version of Sanny Builder. This tutorial applies to GTA III, Vice City, and San Andreas.

Start your script

Prior to the advent of CLEO, this section was one of the first steps in understanding how to create scripts. First make sure you are working with a decompiled main.scm file. If you don't have a decompiled file, go to Sanny Builder and press F5. Find and open the main.scm file for decompiling. The program will create the main.txt file in the same directory. That is the file you will be working with. Now we need a command to start your first script by using opcode 004F (or create_thread command). Find:

create_thread

Insert before it:

004F: create_thread @simple_script

simple_script is an arbitrary but unique name for a label. It helps the game locate the location of your script.

Create your script

Next create your script by inserting it in the appropriate place. Find:

//-------------Mission 0---------------

That is where the MAIN section ends and the first mission begins. Insert your script between it. The simplest scripts have this format:

:simple_script
// Insert your code here
004E: end_thread

Your script can include a combination of opcodes like adding cash to you or setting your wanted level:

:simple_script
0109: player $PLAYER_CHAR money += 1000
010D: set_player $PLAYER_CHAR wanted_level_to 6
004E: end_thread

More complex scripts can be placed there instead, including spawning a ped or creating a clothes pickup. Check out the Code Snippets category for some scripts that you can use.

Your script can have an optional name with which the game can identify. Use opcode 03A4 to name your script. A maximum of 7 characters is allowed for the name. If needed, you can end your script from different scripts with opcode 0459.

:simple_script
03A4: name_thread 'SCRIPTA'

:simple_script_start
// Insert your code here
004E: end_thread

Loops

The example above shows you a script that ends immediately. If you want your script to run continuously, you have insert a loop. For most cases, looping requires opcode 0001 (or wait command) to be placed somewhere within the loop or else the game will crash. There are exceptions but it is safer to have it. The simplest loop has this format:

:simple_script
while true
    0001: wait 0 ms
    // Insert your code here
end

This script will repeat itself indefinitely so be careful what you put in it. In older or decompiled scripts, you may see this format:

:simple_script
0001: wait 0 ms
// Insert your code here
0002: jump @simple_script

This style is lower level and behaves equivalently to the prior example script.

Conditions

Conditional opcodes are used to check whether the action is performed rather than to perform the action. If the condition is satisfied, it returns true, otherwise it returns false. In Sanny Builder, conditional opcodes are noted by spaces between the opcode and the description of the opcode. Conditions start with IF statements that checks if an action is performed.

:simple_script
while true
    0001: wait 100 ms
    if
        // Conditional opcode, e.g.
        00E1:   player 0 pressed_key 13
    then
        // Command if the condition returns true, e.g. if the key is being pressed, then add $2000
        0109: player $PLAYER_CHAR money += 2000
    else
        // Command if the condition returns false, e.g. if the key is not being pressed, then subtract $10
        0109: player $PLAYER_CHAR money += -10
    end
end

In older or decompiled scripts, you may see this format:

:simple_script
0001: wait 100 ms
00D6: if
// Conditional opcode, e.g.
00E1:   player 0 pressed_key 13
004D: jump_if_false @simple_script_check_failed
// Command, if the condition returns true, e.g. if the key is being pressed, then add $2000
0109: player $PLAYER_CHAR money += 2000
0002: jump @simple_script_end

:simple_script_check_failed
// Command, if the condition returns false, e.g. if the key is not being pressed, then subtract $10
0109: player $PLAYER_CHAR money += -10

:simple_script_end
0002: jump @simple_script

It behaves equivalently to the prior example script. Both of the examples above show if one condition is met (the CAMERA key is pressed), the condition is true and the first command will be performed (add $2000). Otherwise, the condition would be false and reaches the alternate command (subtract $10). For IF statements with more than one conditions, you need to either add and or or after if.

if and means if all of the conditions are met, then perform the command.

// ...
if and
    00E1:   player 0 pressed_key 4  // first condition
    00E1:   player 0 pressed_key 19  // second condition
then
    // command
end
// ...

This shows that if all conditions (if both keys 4 and 19 are pressed in this example) are met, the command will be performed. Otherwise, the code will skip the command and continue onwards.

if or means if any one of these conditions are met, then perform the command.

// ...
if or
    00E1:   player 0 pressed_key 4  // first condition
    00E1:   player 0 pressed_key 19  // second condition
then
    // command
end
// ...

This shows that if either condition (if either key 4 or key 19 is pressed in this example) is met, the command will be performed. Otherwise, the code will skip the command and continue onwards.

Opcodes normally starts with the number 0, but conditional opcodes can start with the number 8. This checks if the condition is not performed.

00E1:   player 0 pressed_key 4 // IS pressed
80E1:   not player 0 pressed_key 4 // is NOT pressed

Save your changes

Finally, after you have finished all the necessary changes, you have to compile the file you are working on by pressing F6. The compilation is successful when a "Report" dialog box pops up and your main.scm file is successfully modified. In order to play the game with the modification, you must start a new game or else the game can crash. Check out the Tutorial Forum for more in-depth tutorials or the Mission Coding Forum for further help on coding.

See also