InsertNameHere
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- Sep 21, 2003
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Hey there, I'm new, but I think you guys will be seeing a lot more of me in the future. As you can see from my sig, I'm the lead programmer and developer of an Assassin conversion for Vice City. Please check out our forums, which contain a summary and some screencaps, and consider giving it a download when it comes out.
But I digress. The point of my post is this: the Vice City mission builder has its own language, and as such is basically useless outside of VC. I was just curious how easily you guys think I could convert my knowledge to C++. I see the lessons below, but I have to be going soon, and haven't had time to read them. I will tomorrow.
Here's some VC code examples:
:Label0290CB
03A4: name_thread "INTER2"
:Label0290D5
0001: wait 250& ms
00D6: if 0?
0256: player $PLAYER_CHAR defined
004D: jump_if_false ££Label0290D5
00D6: if 0?
0038: $ONMISSION == 0? \\ integer values
004D: jump_if_false ££Label0290D5
00D6: if 0?
0121: player $PLAYER_CHAR in_zone "DTOWN"
004D: jump_if_false ££Label029236
00D6: if 0?
00F6: player $PLAYER_CHAR 0? ()near_point_on_foot -597.3! 651.6! 10.4! radius 1! 1! 1!
004D: jump_if_false ££Label029236
00D6: if 0?
0038: 328?? == 0? \\ integer values
004D: jump_if_false ££Label029236
00BA: text_styled "BIKEBAR" 3000& ms 2? \\ The Greasy Chopper
0050: gosub ££Label015F63
04BB: select_interiour 11? \\ select render area
0055: put_player $PLAYER_CHAR at -597.02! 642.46! 11!
0171: set_player $PLAYER_CHAR z_angle_to 23!
0004: 328?? = 1? \\ integer values
004F: create_thread ££Label0291A4
0050: gosub ££Label016057
:Label0291A4
0001: wait 250& ms
00D6: if 0?
00F6: player $PLAYER_CHAR 0? ()near_point_on_foot -597.3! 650.8! 11.7! radius 1! 1! 1!
004D: jump_if_false ££Label0291A4
00D6: if 0?
0038: 328?? == 1? \\ integer values
004D: jump_if_false ££Label0291A4
00BA: text_styled "DTOWN" 3000& ms 2? \\ Downtown
0050: gosub ££Label015F63
04BB: select_interiour 0? \\ select render area
0055: put_player $PLAYER_CHAR at -598.3! 656.3! 11.1!
0171: set_player $PLAYER_CHAR z_angle_to 8!
0004: 328?? = 0? \\ integer values
0001: wait 1000& ms
0050: gosub ££Label016057
:Label029236
0001: wait 0? ms
0002: jump ££Label0290D5
Label016057 and Label015F63 fade out and in, respectively. Everything else should be shown there. Note that the text displayed (Downtown and The Greasy Chopper) must be added to a separate text archive.
How hard is this going to be? I also know a smattering of PASCAL.
EDIT: I forgot to tell you what it actually does! This allows you to enter the biker bar by walking into the door of the building, something the original VC didn't allow you to do.
But I digress. The point of my post is this: the Vice City mission builder has its own language, and as such is basically useless outside of VC. I was just curious how easily you guys think I could convert my knowledge to C++. I see the lessons below, but I have to be going soon, and haven't had time to read them. I will tomorrow.
Here's some VC code examples:
:Label0290CB
03A4: name_thread "INTER2"
:Label0290D5
0001: wait 250& ms
00D6: if 0?
0256: player $PLAYER_CHAR defined
004D: jump_if_false ££Label0290D5
00D6: if 0?
0038: $ONMISSION == 0? \\ integer values
004D: jump_if_false ££Label0290D5
00D6: if 0?
0121: player $PLAYER_CHAR in_zone "DTOWN"
004D: jump_if_false ££Label029236
00D6: if 0?
00F6: player $PLAYER_CHAR 0? ()near_point_on_foot -597.3! 651.6! 10.4! radius 1! 1! 1!
004D: jump_if_false ££Label029236
00D6: if 0?
0038: 328?? == 0? \\ integer values
004D: jump_if_false ££Label029236
00BA: text_styled "BIKEBAR" 3000& ms 2? \\ The Greasy Chopper
0050: gosub ££Label015F63
04BB: select_interiour 11? \\ select render area
0055: put_player $PLAYER_CHAR at -597.02! 642.46! 11!
0171: set_player $PLAYER_CHAR z_angle_to 23!
0004: 328?? = 1? \\ integer values
004F: create_thread ££Label0291A4
0050: gosub ££Label016057
:Label0291A4
0001: wait 250& ms
00D6: if 0?
00F6: player $PLAYER_CHAR 0? ()near_point_on_foot -597.3! 650.8! 11.7! radius 1! 1! 1!
004D: jump_if_false ££Label0291A4
00D6: if 0?
0038: 328?? == 1? \\ integer values
004D: jump_if_false ££Label0291A4
00BA: text_styled "DTOWN" 3000& ms 2? \\ Downtown
0050: gosub ££Label015F63
04BB: select_interiour 0? \\ select render area
0055: put_player $PLAYER_CHAR at -598.3! 656.3! 11.1!
0171: set_player $PLAYER_CHAR z_angle_to 8!
0004: 328?? = 0? \\ integer values
0001: wait 1000& ms
0050: gosub ££Label016057
:Label029236
0001: wait 0? ms
0002: jump ££Label0290D5
Label016057 and Label015F63 fade out and in, respectively. Everything else should be shown there. Note that the text displayed (Downtown and The Greasy Chopper) must be added to a separate text archive.
How hard is this going to be? I also know a smattering of PASCAL.
EDIT: I forgot to tell you what it actually does! This allows you to enter the biker bar by walking into the door of the building, something the original VC didn't allow you to do.