Author Topic: Introduction to SCM coding VC\LC  (Read 25563 times)

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Offline Master_Yayo

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« Reply #15 on: May 29, 2007, 05:17:25 PM »
Just wondering is it possible to take an animation file like "insert name".ifp in the cutscene.img and script it so peds you choose act out the animation in given coordinates?

Offline Neo Anderson

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« Reply #16 on: May 29, 2007, 06:35:33 PM »
First I wanna thank Dannye    man you know waaaay more about this stuff than me.

Kan has played with just this idea Master_Yayo. Not sure how well it works though as I have not tried it myself.

Offline Dark Rebel

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« Reply #17 on: May 29, 2007, 06:38:10 PM »
Very nice tut

Offline Cody

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« Reply #18 on: May 29, 2007, 08:01:12 PM »
Quote from: Neo Anderson
First I wanna thank Dannye    man you know waaaay more about this stuff than me.

Kan has played with just this idea Master_Yayo. Not sure how well it works though as I have not tried it myself.
He wants to make a CF porno.

Offline n0ah

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« Reply #19 on: May 30, 2007, 10:27:59 AM »
Thank you very much Neo, I always wanted to learn this.

Offline deVon

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« Reply #20 on: May 31, 2007, 12:31:45 AM »
This helped a LOT. Thanks!

Offline VenomX

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« Reply #21 on: June 02, 2007, 05:31:10 PM »
"ERROR: Expected the DEFINE VERSION command before DEFINE OBJECTS.
Command: OBJECTS 1"

Help please anyone?   This is my first few lines:

0002: jump ££Label008620
DEFINE MEMORY 34329

:Label008620
0002: jump ££Label008644
DEFINE OBJECTS 1
DEFINE OBJECT DOOR \\ This is an unused object. You can put anything here.


:Label008644
0002: jump ££Label008658
DEFINE MISSIONS 0

Offline Dannye

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« Reply #22 on: June 02, 2007, 05:36:56 PM »
Quote from: VenomX
0002: jump ££Label008620
DEFINE MEMORY 34329

That should be your second/third line of code.

The first line of code should be something along the lines of:

DEFINE VERSION VICE 0.22

(Where the number may be different based on which compiler you use. To check exactly what number you need, just de-compile the game's standard scm, and look at the first line, then copy that into yours).

Offline Jason

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« Reply #23 on: June 03, 2007, 03:47:27 AM »
requesting opcode to make set_car to ignore road-paths

Offline Neo Anderson

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« Reply #24 on: June 03, 2007, 08:08:22 AM »
Quote from: Haywire
requesting opcode to make set_car to ignore road-paths


00AF: set_car_driver_behaviour  400??  x?


- use following bits for behavior (simply add the second values together) -
. - go nowhere
1 - follow road, drive back if way is blocked
2 - kill the player
4 - drive to player and stop
8 - ignore road-paths
« Last Edit: June 04, 2007, 04:59:28 AM by Neo Anderson »

Offline Aeneon

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« Reply #25 on: June 03, 2007, 12:55:02 PM »
Neo, If you know how, Could you make a tut that spawns peds at certain locations? Thx.

Offline VenomX

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« Reply #26 on: June 03, 2007, 01:21:23 PM »
Thanks Dannye!


Offline Neo Anderson

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« Reply #27 on: June 04, 2007, 04:32:28 AM »
Quote from: Blaze
Neo, If you know how, Could you make a tut that spawns peds at certain locations? Thx.

This tut does that

Offline DJS

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« Reply #28 on: June 16, 2007, 04:50:24 AM »
Hi, i find it very hard to find the tools to make my own main.scm. Could you maybe post some links in the first post Neo XD

Offline VenomX

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« Reply #29 on: June 16, 2007, 05:20:22 AM »
I believe that everything you need is on the GTAS Filefront account, check there .

 

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