Create a thread
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 GTA 3, Vice City, and San Andreas.
Create your thread
First create your thread using opcode 004F (or create_thread command). Find
Insert before it
004F: create_thread @mythread
mythread is an arbitrary label. It merely helps the game locate your thread. You can name the label anything.
Insert your contents
Next you have to insert the contents into your thread. Find
That is where the MAIN section ends and the first mission begins. Insert your contents between it. The simplest form of a thread has this format:
:mythread // Insert your contents here 004E: end_thread
:mythread // Insert your contents here end_thread
- Thread names
It is optional for your thread to have a name. Use opcode 03A4 to name your thread. A maximum of 8 characters is allowed for the name. If needed, you can end your thread from another part of the script with opcode 0459.
:mythread 03A4: name_thread 'MYTHREAD' :mythread_start // Insert your contents here 004E: end_thread
:mythread thread 'MYTHREAD' :mythread_start // Insert your contents here end_thread
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
:mythread while true wait 0 // Insert your contents here end
This thread will repeat itself indefinitely so be careful what you put in it.
Conditional opcodes checks whether the action is performed rather than to perform the action. If the condition is satisfied, it returns true, otherwise it returns false. In Sanny Builder, conditional opcodes 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.
:mythread 0001: wait 0 ms 00D6: if // Conditional opcode, i.e. 00E1: player 0 pressed_key 13 004D: jump_if_false @check_failed // Command, if the condition returns true, i.e. if the key is being pressed, then add $2000 0109: player $PLAYER_CHAR money += 2000 0002: jump @threadend :check_failed // Command, if the condition returns false, i.e if the key is not being pressed, then subtract $10 0109: player $PLAYER_CHAR money += -10 :threadend 0002: jump @mythread
:mythread while true wait 0 if // Conditional opcode, i.e. 00E1: player 0 pressed_key 13 then // Command if the condition returns true, i.e. if the key is being pressed, then add $2000 0109: player $PLAYER_CHAR money += 2000 else // Command if the condition returns false, i.e if the key is not being pressed, then subtract $10 0109: player $PLAYER_CHAR money += -10 end end
This shows if one condition is met (if the CAMERA key is pressed), the condition is true and the first command will be performed (add $2000). Otherwise, the condition would be false and reaches the alternate command (subtract $10).
For IF statements with more than one conditions, you need to either add and or or after if.
if and means if all of the conditions are met.
:MyThread 0001: wait 0 ms 00D6: if and 00E1: player 0 pressed_key 4 // First condition 00E1: player 0 pressed_key 19 // Second condition 004D: jump_if_false @CheckEnd // Command :CheckEnd 0002: jump @MyThread
This shows that if all conditions (if both keys 4 and 19 are pressed in this example) are met, the command will be performed. Otherwise, the code will skip the command and jump to label CheckEnd.
if or means if either one of these conditions are met.
:MyThread 0001: wait 0 ms 00D6: if or 00E1: player 0 pressed_key 4 // First condition 00E1: player 0 pressed_key 19 // Second condition 004D: jump_if_false @CheckEnd // Command :CheckEnd 0002: jump @MyThread
This shows that if either condition (if either key 4 or key 19 is pressed in this example) is met, the command will be performed. Otherwise, the code will skip the command and 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.
00E1: player 0 pressed_key 4 // IS pressed 80E1: not player 0 pressed_key 4 // is NOT pressed
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.
|Grand Theft Auto: San Andreas|
|File Formats||.b • .col • .cfg • .cut • .dff • .dat • .fxp • .gxt • .ide • .ifp • .img • .ipl • nodes*.dat • .ped • .rep • .rrr • .scm • .set • .txd|
|Documentation||Audio • Cryptography • Cutscenes • Game memory • Handling.cfg • Map Listing • Mission Packs • Opcodes • Paths • Replays • Saves • Scripts • Sound Effects • Statistics • Vehicles|
|Tools||CLEO • Collision File Editor II • ENBSeries • G-Tools • IMG Tool • Limit Adjuster • Map Editor • Mod Loader • San Andreas Audio Toolkit • Sanny Builder • TXD Workshop|
|Tutorials||San Andreas v2.0 Modding • How to create a mission • How to create a thread • How to use Map Editor • Vehicle Mod Installation|
|Modifications||Design Your Own Mission • Gostown Paradise • GTA: United • Myriad Islands|
|Multiplayer||gtaTournament • Multi Theft Auto • San Andreas Multiplayer • (more...)|