Create a mission

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Creating a mission is tough. It is recommended that you start practicing with simple threads and work your way up instead of attempting to create a mission right away. There are many ways to create a mission so to simplify this for beginners, the rest of the article will show the basic structure of creating a working mission. The format uses Sanny Builder and should work for GTA III, Vice City, and San Andreas.

Define your mission

First define your mission. Find

DEFINE MISSIONS

Increment that number by one. Scroll down until you see the last defined mission. Define your mission below it.

DEFINE MISSION {xxx} AT @MissionStart

where {xxx} is the mission index, one more from the previous mission.

Insert your trigger

Next create a thread that will trigger your mission to start. Find

create_thread

Insert before it

004F: create_thread @MissionTrigger
or
create_thread @MissionTrigger

Find

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

That is where the MAIN section ends and the first mission begins. Insert your trigger between that.

:MissionTrigger
0001: wait 0 ms
00D6: if
0256:   player $PLAYER_CHAR defined
004D: jump_if_false @MissionTriggerEnd
00D6: if
0038:   $ONMISSION == 0
004D: jump_if_false @MissionTriggerEnd
00D6: if
// Place your condition to start your mission
004D: jump_if_false @MissionTriggerEnd
0417: start_mission {xxx}
0004: $ONMISSION = 1
  
:MissionTriggerEnd
0002: jump @MissionTrigger
or
:MissionTrigger
while true
    wait 0
    if
        0256:   player $PLAYER_CHAR defined
    then
        if
            $ONMISSION == 0
        then
            if
                // Condition to start your mission
            then
                start_mission {xxx}
                $ONMISSION = 1
            end
        end
    end
end

where {xxx} is your mission index or the label of your mission.

Insert your mission

Last insert your mission. If you are using GTA3 or Vice City, scroll all the way to the end of the file to insert your mission. If you are using San Andreas, find

//-------------External script 0 (PLAYER_PARACHUTE)---------------

That is where the last mission ends and the first external scrpt starts. Insert your mission between that.

:MissionStart
03A4: name_thread 'NAME'
0050: gosub @MissionBegin
00D6: if
0112:   wasted_or_busted
004D: jump_if_false @MissionEnd
0050: gosub @MissionFailed

:MissionEnd
0050: gosub @MissionCleanup
004E: end_thread

:MissionBegin
// This section is where you place the contents of your mission
0051: return

:MissionFailed
// This section is what happens after you died or got busted during your mission
0051: return

:MissionCleanup
// This section is where you clean up the contents of your mission so you can end it
0004: $ONMISSION = 0
00D8: mission_cleanup
0051: return
or
:MissionStart
thread 'NAME'
gosub @MissionBegin
if
    wasted_or_busted
then
    gosub @MissionFailed
end
gosub @MissionCleanup
end_thread

:MissionBegin
// Place the contents of your mission
return

:MissionFailed
// Died or got busted during your mission
return

:MissionCleanup
// Clean up the contents of your mission so you can end it
$ONMISSION = 0
mission_cleanup
return

CLEO Mission

First of all, in order to make a CLEO mission two files are required: A .cs file which will trigger the mission this file usually includess conditions. Also, you need a .cm file which contains the code of the mission.

Example

Mission Trigger

It contains some conditions and if they are true the mission is eventually triggered.

{CLEO .cs}

0000: NOP

while true
    wait 0
    if and
      $ONMISSION == 0
      player.defined(0)
    then
        if 
          // your conditions
        then
            0004: $ONMISSION =  1  
            0A94: start_custom_mission "MyMission"
        end
    end
end

Firstly, this script checks if the player is on a mission and if he is defined. Finally if your conditions are true too the mission script is triggered.

0A94: start_custom_mission "MyMission"

0A94 is used to start the mission the parameter must match to the mission name without the .cm extension because the opcode will search for the file with the extension .cm. The parameter can also contain the directory of the file (starting from game\CLEO) example "Missions\MyMission".

Mission Script

{CLEO .cm}

:MissionStart
03A4: name_thread "TEST"  
gosub @MissionBegin
if
    wasted_or_busted
then
    gosub @MissionFailed
end
gosub @MissionCleanup
end_thread
 
:MissionBegin
// Place the contents of your mission
return
 
:MissionFailed
// Died or got busted during your mission
return
 
:MissionCleanup
// Clean up the contents of your mission so you can end it
$ONMISSION = 0
mission_cleanup
return

{CLEO .cm}

This CLEO directive is used because we want the file to be compiled as a CLEO Mission(.cm).

Also in a .cm script you can use upto 1022 + 2 timers local varibles instead of 32 + 2 timers.
NOTE

In order to end a CLEO mission script you have to use 004E: end_thread insted of 0A93: end_custom_thread which is used in normal CLEO scripts.


Final note

Using this format requires you to start a new game. If you do not understand what is being said here, try looking into the Tutorial Forum for more in-depth tutorials or the Mission Coding Forum on how to understand this.

External Links