Difference between revisions of "0180"

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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.
 
* 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.
  
: 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 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.
+
: 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.
  
 
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]].
 
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]].

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