hex..end
block as a string if it's a sequence of ASCII characters ending with 00 #33tools
directory:0A9E
, 0A9F
, 0A90
, 0A91
in certain expressions when no opcode is suppliedmain.scm
prior to making any scripts for those games.04E3
in VCSSCM.INI
Write opcodes
option and producing a callable label when a regular label is expected()
substitutes a gosub
commandhelp\examples
directoryRun San Andreas
menu action now checks for gta-sa.exe
(Steam)0479
in VCS)script_controlled_player
and flag_player_on_mission
to PLAYER_ACTOR
and ONMISSION
respectively in GTA III's CustomVariables.ini
(#3)macroes.txt
to templates.txt
constants.txt
missing in the GTA SA
modeSCM
format09A4
and 0A18
not being properly decompiled in the SA_Mobile modegames.xml
file is now possibleGTA SA SCR
missions.txt
files.exe
).cs
and .cm
with Sanny BuilderVCSCM.ini
is updated to include opcodes for the GTA VC mobile version and unsupported opcodestools
folder)File
and Audiostream
for backward compatibility with CLEO 4 by AlienFile.Open
, Audiostream.Load
, Audiostream.Load3D
were methods in CLEO 4. Now they are properties. It means, if you get an error when compiling old sources with these commands, change their syntax to:
var = File.Open(file_name, mode)
var = Audiostream.Load(file_name)
var = Audiostream.Load3D(file_name)
text1"text2"
or text1'text2'
(without a leading quotation mark)"{text1}text2"
);
) can not be used to comment out a line of the codeActor.Armour
and Actor.Car
with their correct versions Actor.AddArmour
and Actor.MissionCar
Actor.CurrentCar
for the opcode 03C0
in the SA and VC classes.Ctrl+Num+
and Ctrl+Num-
to quickly change the text sizeCtrl+H
), and convert the model names to their IDs (Ctrl+Alt+H
)script.img
being used by the game when compiling a CLEO scriptLargest script
)F7
) does not create a copy of the output file if the source has $E
or $CLEO
directivesF6
, the output file for a source file with the $CLEO
directiveF7
the output file is created in the CLEO directory (similarly to SCM
files)SCM
format of Vice City StoriesAAA
WriteMem
and ReadMem
RTF
or HTML
formatsCtrl+Enter
SASCM.INI
SCM
format of Liberty City Storiesmain.scm
with the missing header segments (DEFINE XXX
)Unknown directive xxxx
when compiling the sources from v2.99, replace the line {$VERSION xxxx}
to any place after the header, for instance before the comment //-------------MAIN---------------
WriteMem
and ReadMem
HEX..END
statement accepts labels and global variablesGXT
files of GTA III & GTA VCSASCM.INI
by PLPynton). The script should have a line {$VERSION x.0.xxxx
} to support such order, see comments in the INI
about thisFloat
. Now the compiler chooses an opcode depending on the number type only (in math expressions without opcodes)Ctrl+Shift+E
(for SA)SASCM.INI
: 0181
, 00c3
, 00c4
in order to support the commands WriteMem
and ReadMem
. The original scripts did not use these opcodes and the unmodified games do not implement them so it should not break existing scripts.Car.SetSpeedInstantly
was named incorrectly (with a wrong opcode) in the classes.db
for SA. If you get an error message about this method during compilation, rename it toActor.DrivingPlane
. We apologize.OST Readme.txt
script.img
file manually if the folder with the main.scm
file does not have oneAlt+S
when the list is active)DEFINE OBJECT
list is now optional (the compiler can make it out of model names used in the script){}
IN
//
SCM
formats of Vice City and GTA 3start_mission MYMISSION
where MYMISSION
is the label defined in lineDEFINE MISSION XX at @MYMISSION
)Ctrl+Space
displays the list of imported models (DEFINE OBJECT
)script.img
file, it uses the one from the game folder0004..008B
)0004
, 0005
, 0006
, 0007
, 0038
, 0039
, 0042
, 0043
)00D6
the default parameter is 0
(if
= if 0
)american.gxt
in a source filemain.scm.txt
already exists, a new file will be main.scm[0].txt
)F1
button (beta)SCM
formatmain.scm
and script.img