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Pages: (9) « First ... 6 7 [8] 9   ( Go to first unread post ) Reply to this topicStart new topicStart Poll

 [GTA IV|EFLC|REL] Scocl

 High level *.sco script compiler
 
Deluxe8900  
Posted: Thursday, Jun 28 2012, 11:29
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QUOTE (Limiter @ Thursday, Jun 28 2012, 07:54)
Hi, I want to know is it possible to alter the pool game such that Niko can play by himself as well. I want to use this as a base to learn sco.

Yes you can change it, just mod the original sco file. To be honest that is not the best place to learn, I would look at Skorpro SCO releases for this compiler in this section, towards the top. And look at them, and build onto what people have released.
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Limiter  
Posted: Friday, Jun 29 2012, 01:25
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I understand what you are saying thankfully since I have C++ background. smile.gif If I understood correctly, basically everyone is contributing towards one huge sco script where you add in many features and call it in a while loop in the main program. In other words, building on top like what you mentioned. But then from what I heard, you have to start a new game since new sco scripts can affect save files.

Correct me if I am wrong, wouldn't just doing tweaks to original pool_game.sco allow me to achieve playing pool by Niko's self without have to start a new game? edit: Darn it, seems like a new game must be started with any sco modification.

This post has been edited by Limiter on Friday, Jun 29 2012, 01:45
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unknown modder  
Posted: Wednesday, Jul 4 2012, 23:04
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does this handle switch constructs as everytime i try to use it it says its a reserved keyword and errors out on compiling even though i have put the c code in right
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Limiter  
Posted: Thursday, Jul 5 2012, 07:39
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QUOTE (unknown modder @ Wednesday, Jul 4 2012, 23:04)
does this handle switch constructs as everytime i try to use it it says its a reserved keyword and errors out on compiling even though i have put the c code in right

From what I know, this project is based on a C-like language. So if something works in C, it might not work here since it may be a reserved word pre-defined in SCOCL.
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Mainline421  
Posted: Thursday, Jul 12 2012, 15:58
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QUOTE (Skorpro @ Sunday, Feb 26 2012, 06:04)
Yeeah, back home again... back to GTA... GTA addicted?!? mercie_blink.gif

QUOTE (jdmalex2)

By doing so I dont need puzzle and startup or remove game saves


Wow sounds good! Maybe I'll try it smile.gif


QUOTE (terreur69)

it alters nothing in the games, i just want to add a filed of views of 70°, he is 50°, but nothing .


Yesterday I've created a small mod. Like GTA 2 style.

user posted image


Press left ALT + X to switch mod on/off!

CODE


#include <natives.h>
#include <common.h>
#include <strings.h>
#include <types.h>
#include <consts.h>



void main(void)
{
FORCE_LOADING_SCREEN(TRUE);
THIS_SCRIPT_SHOULD_BE_SAVED();
SET_CAR_DENSITY_MULTIPLIER(1.0);
SET_MAX_WANTED_LEVEL(6);
SET_PLAYER_CONTROL(GetPlayerIndex(), TRUE);
LOAD_SCENE(-420.245, 1137.605, 12.530);
SET_CHAR_COORDINATES_NO_OFFSET(GetPlayerPed(), -420.245, 1137.605, 12.530);
SET_CHAR_HEADING(GetPlayerPed(), 360.0);
ADD_HOSPITAL_RESTART(1283, -966.899, 641.137, 6000.0, 0);
ADD_POLICE_RESTART(1478.99, -1134.73, 607.902, 6000.0, 0);
FORCE_TIME_OF_DAY(8, 0);
RELEASE_TIME_OF_DAY();
RELEASE_WEATHER();
WAIT(2000);
FORCE_LOADING_SCREEN(FALSE);
DO_SCREEN_FADE_IN_UNHACKED(4000);

Blip testBlip;
ADD_BLIP_FOR_COORD(1283, -966.899, 641.137, &testBlip);   // Your own x,y,z coords!
CHANGE_BLIP_SPRITE(testBlip, BLIP_HOSPITAL);   // OR this "CHANGE_BLIP_SPRITE(testBlip, BLIP_SAFEHOUSE);" ??
CHANGE_BLIP_COLOUR(testBlip, 0);   // 0 = white
CHANGE_BLIP_DISPLAY(testBlip, BLIP_DISPLAY_MAP_ONLY);   // OR this "CHANGE_BLIP_DISPLAY(testBlip, 2);"
CHANGE_BLIP_NAME_FROM_ASCII(testBlip, "New Hospital");

WAIT(2000);
PRINT_STRING_WITH_LITERAL_STRING_NOW("string", "Scocl test!", 3000, 1);

boolean start_var = 0;

while (TRUE)
{
 // IS_GAME_KEYBOARD_KEY_PRESSED
 if ( (IS_GAME_KEYBOARD_KEY_PRESSED(56)) && (IS_GAME_KEYBOARD_KEY_PRESSED(45)) )   // press left ALT + X
 {
  Camera testCam;
  Ped playerPed = GetPlayerPed();
 
  if (start_var == 0)
  {
   PRINT_STRING_WITH_LITERAL_STRING_NOW("STRING", "Mod ON!", 2000, 1);
   CREATE_CAM(14, &testCam);
   SET_CAM_ACTIVE(testCam, 1);
   SET_CAM_PROPAGATE(testCam, 1);
   ACTIVATE_SCRIPTED_CAMS(1, 1);
   
   ATTACH_CAM_TO_PED(testCam, playerPed);
   SET_CAM_ATTACH_OFFSET(testCam, 0.0, 0.0, 19.27);
   //SET_CAM_ATTACH_OFFSET_IS_RELATIVE(testCam, 1);
   POINT_CAM_AT_PED(testCam, playerPed);
   
   //SET_CAM_POINT_OFFSET(testCam, 0.0, 0.0, 10.0);
   //SET_CAM_POINT_OFFSET_IS_RELATIVE(testCam, 1);
   SET_CAM_FOV(testCam, 70.0);
   WAIT(500);
   
   start_var = 1;
  }
  else if (start_var == 1)
  {
   PRINT_STRING_WITH_LITERAL_STRING_NOW("STRING", "Mod OFF!", 2000, 1);
   SET_CAM_ACTIVE(testCam, 0);
   SET_CAM_PROPAGATE(testCam, 0);
   ACTIVATE_SCRIPTED_CAMS(0, 0);
   if (DOES_CAM_EXIST(testCam))
   {
    DESTROY_CAM(testCam);
   }
   WAIT(100);
   SET_CAM_BEHIND_PED(playerPed);
   
   start_var = 0;
  }
 }
 WAIT(0);
}
}


Now you have some cam natives to play around with it. Have fun smile.gif

So, need some sleep now, c ya...

How do I install this?
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jdmalex2  
Posted: Saturday, Jul 14 2012, 18:45
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here is the source code for my simple trainer... may have some bugs but it works for me.

there is 2 versions .

source pack


Video of the 1st trainer

compile 1_newscript.c with scocl
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Skorpro  
Posted: Sunday, Jul 15 2012, 04:42
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Hi,

@Mainline421
How to install!

@jdmalex2
Wow icon14.gif Thanx for it smile.gif I'll check out your trainer on occasion!
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Deluxe8900  
Posted: Sunday, Jul 15 2012, 15:30
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QUOTE (Limiter @ Thursday, Jul 5 2012, 07:39)
QUOTE (unknown modder @ Wednesday, Jul 4 2012, 23:04)
does this handle switch constructs as everytime i try to use it it says its a reserved keyword and errors out on compiling even though i have put the c code in right

From what I know, this project is based on a C-like language. So if something works in C, it might not work here since it may be a reserved word pre-defined in SCOCL.

Scocl stripped down the basic Syntax to C, and made a framework to call native functions, you always need to start a new script unless you are loading it through the main.sco.
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aoxsystems  
Posted: Sunday, Jul 29 2012, 21:52
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Hi,i decided to try some sco modding myself...have some previous knowladge of c,c++,c#
-So,in the begining i created in OpenIV new archive,in archive i'v placed main,puzzle and startup sco from stripped folder just to try if it works....saved as script.img,replaced original script.img
-Removed saves from my docs
Started new game and up with error while loading new game.
Am i doing something wrong,maybe im missing something here?

Also manualy compiled .c files same thing happened
Version is 1.0.4.0


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Frank.s  
Posted: Sunday, Jul 29 2012, 22:39
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Upload the sources, i'll compile them and see if i get the same crash. If it happens then i'll find out what caused it and tell ya'

Edit: I think it's caused by compilation designed for patch7, i've heard it's possible to change it to patch4 after compilation using sco toolbox by Flitskikker.

This post has been edited by Frank.s on Sunday, Jul 29 2012, 22:41
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aoxsystems  
Posted: Sunday, Jul 29 2012, 22:45
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Ty 4 response,here's the script(original stripped sco no modification):
Download

If it passes your test,must be the patch issue...i ll try flits toolbox.

This post has been edited by aoxsystems on Sunday, Jul 29 2012, 22:47
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Frank.s  
Posted: Sunday, Jul 29 2012, 22:50
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Yep, it's the patch issue: your script.img works fine on my patch7.
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aoxsystems  
Posted: Monday, Jul 30 2012, 01:47
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Updated to 1.0.7.0:

GOOD NEWS:
Script works!!!!

BAD NEWS:
I know that only bcs of sound -.-,apparently unknown graphical issue in patch 7 made my screen black except for hud and radar.

xD

No problem i ll orient myself to Eflc,until this problem isnt' solved..
Thx Frank for helping out wink.gif

This post has been edited by aoxsystems on Monday, Jul 30 2012, 03:04
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jdmalex2  
Posted: Tuesday, Jul 31 2012, 23:28
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if you want to compile for 1.4 natives then open up natives.cfg in notepad and replace and save with this 1.4 natives.cfg then use the compiler as you would.

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unknown modder  
Posted: Wednesday, Aug 1 2012, 22:59
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anyone able to shed light on this error on the compiler
i have tried loads of methods to get it to work, but they just keep giving the same error, but i dont recieve this error when i try to input a file that doesnt exist

CODE
Process started >>>
C:\Users\Nathan\modding\GTA_IV\compile\Compiler\scocl.exe GTAIV "WeaponMods.c" "C:\Users\Nathan\modding\GTA_IV\compile\WeapMod/"
WeaponMods.c compile started
WeaponMods.c compile failed, compiler internal error, check params first, using: scocl.exe <[s]globals version> <filein> <dirout> <options>
globals version : GTAIV/TLAD/TBOGT
options : GLOBALSEG, KEEPTEMP, DEBUGOUTPUT
examples :
normal script compiling : scocl.exe GTAIV "c:\gta\scripts\main.c" "c:\gta\scripts\out\" KEEPTEMP DEBUGOUTPUT
compiling script with global seg (startup.sco): scocl.exe TLAD "c:\gta\scripts\startup.c" "c:\gta\scripts\out\" GLOBALSEG
<<< Process finished.
================ READY ================

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aoxsystems  
Posted: Wednesday, Aug 1 2012, 23:25
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I think u should put full path to you script.....not just "weaponmods.c"

Example:

"C:\Documents and Settings\Username\Desktop\Foldername\weaponmods.c"

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unknown modder  
Posted: Thursday, Aug 2 2012, 09:07
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QUOTE (aoxsystems @ Wednesday, Aug 1 2012, 23:25)
I think u should put full path to you script.....not just "weaponmods.c"

Example:

"C:\Documents and Settings\Username\Desktop\Foldername\weaponmods.c"

I have tried that and the error still came up, then i deleted scocl and the other files in the compiler folder, then put fresh ones in and now it says it was sucessful, but it wont make an output file, however it will update a file already made

nevermind, i used ++ inside a struct

This post has been edited by unknown modder on Thursday, Aug 2 2012, 11:25
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iriedreadlock23  
Posted: Wednesday, Nov 21 2012, 14:32
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SCOCL works just great with TBOGT (1.1.2.0). Good to have Niko back : ) Now, trick question. Is there any possible way to access in game objects? For example, how to get closest object of certain type? There is function to check if it exists DOES_OBJECT_OF_TYPE_EXIST_AT_COORDS, but how to get it's handle?
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Alexander Blade  
Posted: Saturday, Dec 15 2012, 06:51
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do u guyz need smt like cleo for iv but 'bout dynamic sco loading , saves and so on ?
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lpgunit  
Posted: Saturday, Dec 15 2012, 07:26
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That could work. Also, how mature and reliable are custom SCOs compared to writing stuff on .NET?
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