Difference between revisions of "Create a script"

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==Create your thread==
 
==Create your thread==
 
First create your thread using opcode [[004F]] (or ''create_thread'' command). Find
 
First create your thread using opcode [[004F]] (or ''create_thread'' command). Find
  create_thread
+
<source lang="scm">create_thread</source>
 
Insert before it
 
Insert before it
  004F: create_thread @mythread
+
<source lang="scm">004F: create_thread @mythread</source>
 
''mythread'' is an arbitrary [[label]]. You can name the label with anything.
 
''mythread'' is an arbitrary [[label]]. You can name the label with anything.
  
 
==Insert your contents==
 
==Insert your contents==
 
Next you have to insert the contents into your thread. Find
 
Next you have to insert the contents into your thread. Find
  //-------------Mission 0---------------
+
<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 format of a thread have this format
 
That is where the MAIN section ends and the first mission begins. Insert your contents between it. The simplest format of a thread have this format
  :mythread
+
<source lang="scm">:mythread
  // Insert your contents here
+
// Insert your contents here
  [[004E]]: end_thread
+
004E: end_thread</source>
 
The contents can include simple [[:Category:OpCodes|opcodes]] or longer threads like in the examples of [[009A|creating a ped]] and [[00A5|creating a vehicle]].
 
The contents can include simple [[:Category:OpCodes|opcodes]] or longer threads like in the examples of [[009A|creating a ped]] and [[00A5|creating a vehicle]].
  
Line 22: Line 22:
 
==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 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
  :mythread
+
<source lang="scm">:mythread
  [[0001]]: wait 0 ms
+
0001: wait 0 ms
  // Insert your contents here
+
// Insert your contents here
  [[0002]]: jump @mythread
+
0002: jump @mythread</source>
 
This thread will repeat itself indefinitely so be careful what you put in it.
 
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. In Sanny Builder, they 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 checks whether the action is performed rather than to perform the action. In Sanny Builder, they 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.
  :Cbeck
+
<source lang="scm">:Cbeck
  0001: wait 0 ms
+
0001: wait 0 ms
  [[00D6]]: if
+
00D6: if
  // Conditional opcode
+
// Conditional opcode
  004D: jump_if_false @CheckEnd
+
004D: jump_if_false @CheckEnd
  // Command
+
// Command
 
    
 
    
  :CbeckEnd
+
:CbeckEnd
  0002: jump @Check
+
0002: jump @Check</source>
 
For IF statements with more than one conditions, you need to either add ''and'' or ''or'' after ''00D6: if''.
 
For IF statements with more than one conditions, you need to either add ''and'' or ''or'' after ''00D6: if''.
  
 
'''if and''' means if all of the conditions are met.
 
'''if and''' means if all of the conditions are met.
  :Cbeck
+
<source lang="scm">:Cbeck
  0001: wait 0 ms
+
0001: wait 0 ms
  00D6: if and
+
00D6: if and
  // First condition
+
// First condition
  // Second condition
+
// Second condition
  004D: jump_if_false @CheckEnd
+
004D: jump_if_false @CheckEnd
  // Command
+
// Command
 
    
 
    
  :CbeckEnd
+
:CbeckEnd
  0002: jump @Check
+
0002: jump @Check</source>
 
This means if both the first and second conditions are met, perform the command. Else jump to label ''CheckEnd''.
 
This means if both the first and second conditions are met, perform the command. Else jump to label ''CheckEnd''.
  
 
'''if or''' means if either one of these conditions are met.
 
'''if or''' means if either one of these conditions are met.
  :Cbeck
+
<source lang="scm">:Cbeck
  0001: wait 0 ms
+
0001: wait 0 ms
  00D6: if or
+
00D6: if or
  // First condition
+
// First condition
  // Second condition
+
// Second condition
  004D: jump_if_false @CheckEnd
+
004D: jump_if_false @CheckEnd
  // Command
+
// Command
 
    
 
    
  :CbeckEnd
+
:CbeckEnd
  0002: jump @Check
+
0002: jump @Check</source>
 
This means if either the first or the second condition is met, perform the command. Else jump to label ''CheckEnd''.
 
This means if either the first or the second condition is met, perform the command. Else jump to label ''CheckEnd''.
  

Revision as of 17:57, 2 February 2009

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 GTA3, Vice City, and San Andreas.

Create your thread

First create your thread using opcode 004F (or create_thread command). Find

create_thread

Insert before it

004F: create_thread @mythread

mythread is an arbitrary label. You can name the label with anything.

Insert your contents

Next you have to insert the contents into your thread. Find

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

That is where the MAIN section ends and the first mission begins. Insert your contents between it. The simplest format of a thread have this format

:mythread
// Insert your contents here
004E: end_thread

The contents can include simple opcodes or longer threads like in the examples of creating a ped and creating a vehicle.

Thread names

Your thread can have a name. Use opcode 03A4 to name your thread. It is essential if you need to end your thread from another part of the script with opcode 0459.

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

:mythread
0001: wait 0 ms
// Insert your contents here
0002: jump @mythread

This thread will repeat itself indefinitely so be careful what you put in it.

Conditions

Conditional opcodes checks whether the action is performed rather than to perform the action. In Sanny Builder, they 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.

:Cbeck
0001: wait 0 ms
00D6: if
// Conditional opcode
004D: jump_if_false @CheckEnd
// Command
  
:CbeckEnd
0002: jump @Check

For IF statements with more than one conditions, you need to either add and or or after 00D6: if.

if and means if all of the conditions are met.

:Cbeck
0001: wait 0 ms
00D6: if and
// First condition
// Second condition
004D: jump_if_false @CheckEnd
// Command
  
:CbeckEnd
0002: jump @Check

This means if both the first and second conditions are met, perform the command. Else jump to label CheckEnd.

if or means if either one of these conditions are met.

:Cbeck
0001: wait 0 ms
00D6: if or
// First condition
// Second condition
004D: jump_if_false @CheckEnd
// Command
  
:CbeckEnd
0002: jump @Check

This means if either the first or the second condition is met, perform the command. Else 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.

Final Notes

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.