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GTA Series => GTA Modding => Tutorials => Topic started by: Nitzkit on January 21, 2007, 03:55:03 PM

Title: [VC] Dummies Guide To SCM scripting
Post by: Nitzkit on January 21, 2007, 03:55:03 PM
Mission Builder Tutorial

First of all this tutorial is gonna talk about how to make your own scenes using SCM coding while using Mission Builder.

Stuff in the attachment:
The Opcodes.txt (contains possibly every opcode line for VC)
Stript.scm (a clean version of the main.scm with no missions or anything else of relevance)
Vice Mission Builder 0.14 (Program to decompile/compile SCM files)
Spawn ped.txt (text file example for Lesson 1)

Tutorial Video archive:

Lesson 01 - Spawning a Ped/Hacer Aparecer un actor
English Version (http://files.filefront.com/Spawn_Ped_Tut_Englishwmv/;6582624;;/fileinfo.html)
Spanish Version (http://files.filefront.com/Hacer_Un_actor_Tut_Spanishwmv/;6582663;;/fileinfo.html)
Lesson 01 - BreakDown (http://files.filefront.com/Break_Down_Lesson_01wmv/;6587833;;/fileinfo.html) - English
Leccion 01 - Mas Informativa - dentro de poco...

more Lessons to come....
Title: [VC] Dummies Guide To SCM scripting
Post by: Torque on January 21, 2007, 04:03:25 PM
Very good job Nitzkit I'll check this stuff out.

I'll post comments about results I got,  later on today.


Title: [VC] Dummies Guide To SCM scripting
Post by: finallight on January 21, 2007, 04:32:50 PM
That's good, it's very easy to understand, thanks.
Title: [VC] Dummies Guide To SCM scripting
Post by: Dannye on January 21, 2007, 04:33:12 PM
Multi-lingual, cool. Sounds good Nitzy, I'll check it out.
Lucky you didnt call it SCM Scripting "For Dummies", if you did you might have lawyers breathing down your neck  .
Title: [VC] Dummies Guide To SCM scripting
Post by: Neo Anderson on January 21, 2007, 04:50:38 PM
  very cool idea man  
Title: [VC] Dummies Guide To SCM scripting
Post by: Daffy on January 22, 2007, 12:51:02 AM
Maybe i can finally learn how to script like you guys...!
Title: [VC] Dummies Guide To SCM scripting
Post by: WEREWOLF on January 22, 2007, 12:55:29 AM
Maybe i can finally learn spanish
Title: [VC] Dummies Guide To SCM scripting
Post by: bj070893 on January 22, 2007, 07:36:49 AM
Great work Nitz. Now we might see more scripted intros. I'll read through it, even though I don't need too  I learnt pretty much by looking for opcodes in the opcode database then checking it in the VC .SCM.
Title: [VC] Dummies Guide To SCM scripting
Post by: JayFoxRox on January 22, 2007, 08:23:36 AM
argh sry i dont like it - its not a tutorial imo.

the zone of main.scm was also wrong - its the entry point of the scm and basicly the game calls the buffer "main" until it reaches a new "name thread"

the taxiguy thread was a bit eh dno - complex. also for spawning a simple person no thread is needed.
Another thing i cant understand is the integer pointer ? - symbol. in all newer BW builder versions you can simply define opcode parameters so it will automark.

The stripped main isnt fully stripped and also the builder itself comes with one.
Title: [VC] Dummies Guide To SCM scripting
Post by: Nitzkit on January 22, 2007, 09:15:27 AM
Quote from: Fox
argh sry i dont like it - its not a tutorial imo.

the zone of main.scm was also wrong - its the entry point of the scm and basicly the game calls the buffer "main" until it reaches a new "name thread"

the taxiguy thread was a bit eh dno - complex. also for spawning a simple person no thread is needed.
Another thing i cant understand is the integer pointer ? - symbol. in all newer BW builder versions you can simply define opcode parameters so it will automark.

The stripped main isnt fully stripped and also the builder itself comes with one.

I'm glad you pointed out these things because since you are an experience SCM scripter you can tell that the  "non-tutorial" (as you called it) was very simple. The tutorial is simple so people simply know how to do basic stuff. I myself am not an expert in SCM scripting but I do know enough (or I'd like to think I do) to at least show others what I know, so they can do theme videos or intros that require SCM scripting. It's also highly "unfair" for you Fox to judge the "Dummies Guide to SCM scripting" when you are in my view an expert.

EDIT: forgot to mention that the version 014 of mission builder does not come with a stript.scm and it does not have some of those fancy features you mentioned. I'm used to that one, and since scripting isn't something I fully care about I never used the updated version.





p.s....WEREWOLF....you might learn spanish
Title: [VC] Dummies Guide To SCM scripting
Post by: JayFoxRox on January 22, 2007, 10:31:27 AM
Ehe - just call me on msn when you are online i think i can show you some cool things you could explain and stuff

PS: I like the idea making the "tutorial" as video - but it should have some content and not only now we copy/paste this here and there.. - No offence
Title: [VC] Dummies Guide To SCM scripting
Post by: ImPaKt on January 22, 2007, 11:12:39 AM
Does this have a Nitz voice-over?
Title: [VC] Dummies Guide To SCM scripting
Post by: Nitzkit on January 22, 2007, 11:22:17 AM
nah it doesn't impakt....I thought of making it like that, but It was gonna be a longer video if it had been.

A more in-depth look at Lesson 01.
Lesson 01 - BreakDown (http://files.filefront.com/Break_Down_Lesson_01wmv/;6587833;;/fileinfo.html)
Title: [VC] Dummies Guide To SCM scripting
Post by: bj070893 on January 22, 2007, 12:30:51 PM
^Even better. Nice job Nitz.
Title: [VC] Dummies Guide To SCM scripting
Post by: JayFoxRox on January 22, 2007, 12:41:10 PM
last lesson was pretty good  

still alot parts where you could explain more - where did yo got the opcodes from, what does ?! and stuff mean (which is not needed in newer bw builder versions - i really recomment an upgrade), i hope that will be explained in lesson 2
Title: [VC] Dummies Guide To SCM scripting
Post by: Energise on January 22, 2007, 01:04:55 PM
Hmmm i really can't be bothered to download this, sorry nitzkit .
Title: [VC] Dummies Guide To SCM scripting
Post by: Aries on January 22, 2007, 01:09:49 PM
Quote from: Energise
Hmmm i really can't be bothered to download this, sorry nitzkit .

Don't post then.

Downloading second one man.
Title: [VC] Dummies Guide To SCM scripting
Post by: Nitzkit on January 22, 2007, 01:16:56 PM
an explanation of the symbols is useless since all you need to know is that you have to use them. Another thing which is obvious and thats why it was left out is that the opcodes come from the "opcodes.txt" file, so why even bother, this is the "dummies guide" not the "retard guide".

onyx: you're sad dude, you go out of your way to post shit no one wants or cares to hear. So yea, stay ignorant of scm scripting, no one really cares what you do.
Title: [VC] Dummies Guide To SCM scripting
Post by: Energise on January 22, 2007, 02:18:00 PM
It's a really good idea man but my internet is a bitch and i'm doing a SA vid at the moment so thats why i said it and i'm not as sad as you mate.
Title: [VC] Dummies Guide To SCM scripting
Post by: Dannye on January 22, 2007, 02:30:16 PM
I'm with you Nitzy, I use v0.22 and I'm in love with my symbols, I'll never give them up !!!  

BTW. There might be a newer list of opcodes than the one you posted  . The VICESCM.ini I have was last updated (by gtaf ppl) in 2006...  (although I dont use it for consistency reasons)

EDIT: Just added to Modding Tutorials Index
Title: [VC] Dummies Guide To SCM scripting
Post by: Nitzkit on January 22, 2007, 03:07:18 PM
Quote from: Dannye
EDIT: Just added to Modding Tutorials Index

w00t!  
Title: [VC] Dummies Guide To SCM scripting
Post by: Neo Anderson on January 22, 2007, 05:10:11 PM
All I'm gonna say is it is a nice idea for BEGINNERS. Why someone like you Fox is even in here I have no idea.

I remember when I first started, everything seemed so complex. There's still a ton of things I have no clue about. All I know is they work. I read through an original scm and pick things (codes) out to try. It's mostly trial and error but playin around and messing things up is a good way to learn for me. I've offered to help out Aries with what I know about coding and would gladly do the same for anyone who asks. Hope you do more of these Nitz. Wish something like it was there to help me out in the beginning.
Title: [VC] Dummies Guide To SCM scripting
Post by: Nitzkit on January 22, 2007, 05:28:54 PM
I'll try and do one each day
Title: [VC] Dummies Guide To SCM scripting
Post by: Dannye on January 23, 2007, 05:25:28 AM
Just wanted to say I really agree with Neo there, especially the last sentence. Its looking great sofar Nitz, and I'm glad to hear you are gonna keep them coming, good stuff buddy.
Title: [VC] Dummies Guide To SCM scripting
Post by: GriMm on January 23, 2007, 05:31:39 AM
ah I just read it
Title: [VC] Dummies Guide To SCM scripting
Post by: JayFoxRox on January 23, 2007, 05:44:28 AM
Neo: Why you are in here then?  I try to give tipps. I can say for sure that it would alot easier to use a newer mission builder - believe me.

Onyx: eh? i hope you know that sa and vc scm are almost the same filetype. only some minor changes and opcode changes.

Dannye: upgrade, upgrage, upgrade  Just wondering: has v0.22 allready had the F1 key?

** Waits for next lesson **
Title: [VC] Dummies Guide To SCM scripting
Post by: Neo Anderson on January 23, 2007, 01:35:58 PM
I'm in here to support my friend and crew mate, also I'm only a beginner still
Title: [VC] Dummies Guide To SCM scripting
Post by: Jason on January 23, 2007, 02:10:01 PM
my current progress: i can spawn tommy WHERE EVER I WANT  WOW!
                               conquered the first lesson. looking for previous tuts.
Title: [VC] Dummies Guide To SCM scripting
Post by: arKy on January 24, 2007, 04:02:01 AM
Thanks Nitzkit that's awesome
My hero!!!  God bless you!
my msn menssages about that with you .... oh god .... thanks hit me in msn    i want know more about my spanish version

PS: Waiting to watch the Lesson 1º in spanish











and the lesson 2 too
Title: [VC] Dummies Guide To SCM scripting
Post by: Jason on January 24, 2007, 12:50:03 PM
yo yo yo, my SCM says:

DEFINE VERSION VICE 0.14

and wont let me change it. is that why it has a hissy fit when i use the code:

01B4: set_player $PLAYER_CHAR frozen_state  0 (frozen)
02A3: toggle widescreen  1 (on)
016A: fade  0 ()  1000 ms
0001: wait  1000 ms
016A: fade  1 ()  1000 ms
0460: set_camera_pointing_time  0.0  3000

i have to go through and change the 1000's to -127 - 127, and put question marks after the numbers. i dont want to have to do that.
Title: [VC] Dummies Guide To SCM scripting
Post by: JayFoxRox on January 24, 2007, 01:00:02 PM
its cause of the datatype.

One byte is a value from 0-255  or also you could say from  -127 to 127 (256 possibilities) where the ? means 1 byte and ?? should mean 2 bytes - i never understood the paramidentifiers of BW

Just get a newer missionbuilder (i recommend v1.2) and you can simply leave the identifiers out - it will automaticly use the correct one.

Also a little note: The code interpreter goes from top to the bottom all the way until it finds a jump or something - the game is only executing one command each thread per millisecond! *hope this isnt confusing*

and changing the text has no effect! the number infron of the line is the opcode - the command/operation id/code. So

01B4: set_player $PLAYER_CHAR frozen_state 0 (frozen)
equals
01B4: set_player $PLAYER_CHAR frozen_state 0 (unfrozen)

while

01B4: set_player $PLAYER_CHAR frozen_state 1 (frozen)
equals
01B4: set_player $PLAYER_CHAR frozen_state 1 (unfrozen)

this is often done wrong in cases like

xxxx: set_player_health $PLAYER_CHAR to 100.0 ;; (cant remember opcode)
equals
xxxx: set_player_armor $PLAYER_CHAR to 100.0 ;; same opcode as above
(;; or // means comment)

when xxxx is the opcode for set player health it wont touch the armor - your text is simply for helping.

0001: wait 1000 ms
can also be written as
0001: 1000

hope this helped you a tiny bit

Edit:

Remember kids: threadnames and text display is still looking for your text - though it wont on normal commands/opcodes

Mission Builder 1.3 (http://gta-action.planet-multiplayer.de/dlm/download.php?id=117)
thats the only GOOD - BW MB 1.xx i found left on the net
Title: [VC] Dummies Guide To SCM scripting
Post by: Jason on January 24, 2007, 01:06:07 PM
i have ViceBuilder0.14

i'll try some of your codes, see if they work. if they dont, i want my money back.

RESULTS: nope, ive tried versions 0.12 and 1.1 and it still gives me shit for no reason. fuck this.
Title: [VC] Dummies Guide To SCM scripting
Post by: Nitzkit on January 25, 2007, 08:03:07 AM
you're trying to move ahead of the lessons....
Title: [VC] Dummies Guide To SCM scripting
Post by: Crazy on February 17, 2007, 07:47:58 AM
bump...

i have a question nitz...how can i spawn a player model with a skin thats in my GTA:VC skin map ? Like for an example , i wan't to spawn the default skin and my made skin...how can i do it?
Title: [VC] Dummies Guide To SCM scripting
Post by: JayFoxRox on February 17, 2007, 07:53:58 AM
to spawn a player model actor use "#NULL" or "0" (without ") as model.
besides that you could replace the taxi driver model with player.dff and a new player.txd

nitz: eh any new lessons?

Title: [VC] Dummies Guide To SCM scripting
Post by: Crazy on February 17, 2007, 08:16:29 AM
cool , thanks Fox!
Title: [VC] Dummies Guide To SCM scripting
Post by: arKy on February 17, 2007, 11:39:18 AM
When is the next lesson in spanish Nitz¿?
Title: [VC] Dummies Guide To SCM scripting
Post by: Flat Face on April 30, 2007, 05:02:22 PM
Quote from: WEREWOLF
Maybe i can finally learn spanish
ROFL!!! that was soo funny ps nice guide nitz
Title: [VC] Dummies Guide To SCM scripting
Post by: Samurai on March 19, 2008, 06:13:25 AM
Lesson 2  

  lol.
Title: Re: [VC] Dummies Guide To SCM scripting
Post by: Allen on December 08, 2009, 12:36:16 AM
Download link fails, please fix link!
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