This is the value of the angle around z axis which means what direction the player (CJ) is looking at. In new Sanny Builder you get the Z angle value. Set will put player at the position you've written in the three dimensions. Read will refresh the position of the player ingame. This screenshot is from old Sanny Builder new coord manager is slightly different.Ĭopy will copy into clipboard the 3d pos like 747.756 -1809.0986 13.0234
Center of the map is located at 0.0 0.0 0.0. Axis y is oriented south north, the y value increases when going north. Axis x is oriented west east, the x value increases when going east. The altitude (z) max of planes is about 800.0 units. The San Andreas map goes from -3000.0 to 3000.0 on x and y axis. The 3 dimension position is the value of each axis (x, y, z). Very usefull tool here which get the 3D position of the player. Notice that with models, the nudel number is shown, so it's a pretty easy way to find what number a model is. Those are the most used exemples, but you might find many use for this tool. Look the animation I think it explains well : Sanny can complete some thing for you like global variables, labels, model IDs, to use it just write first character ($, or #) and get what you need. F7 : compile and copy to GTA SA folder main.scm and script.img
Ctrl + Q : comment out the line your cursor is (adds // at begining of the line), so the line will be ignored when compiling. Ctrl + Shift + U/L : make word UPPERCASE / lowercase. Ctrl + Shift + Y : clear line, leave the line but delete what's written in it. Ctrl + T : delete word, remember things like end_thread will be considered as one word. Ctrl + Alt + E : Insert z angle value where you cursor is Ctrl + Alt + C : Insert player coordinates where you cursor is Ctrl + Alt + 1 : Coords Manager (game must be running) Ctrl + Alt holded : Rectangular selection :
Look animation to see that I've place on and it bring me to the label it self :PSAVE1_1498. Ctrl + Num2/Num8 : when you place your cusor (the blinky |) on a jump (or gosub or jf -jump_if_false-)and press it the editor will bring you the the label. Ctrl + : go to bookmark number, put you at the line of the bookmark (if it exist) They should be save when you save the file.
Ctrl + Shift + : make bookmark, at the line you are like : Remember (or learn if you didn't know) that F1 gets it's suggestions from opcodes.txt so make sure you did what it's in part II introduction. It won't do what you want everytime but it will get you going.īut notice that it only works for one and only one word.
Most examples are given in a CODE tag like this :Ġ04F: create_thread create_thread_with_wasted_busted_check name_thread 'MAIN'Ġ04F: create_thread will be the key you'll use a lot, just think about what you want (car, actor, checkpoint, markers, weapon, money, paintjob, etc.) write it and press F1. Often I will give a four digit hexadecimal number (like 0103, 02a8, 00ec, 032b, etc.) they're opcodes, to have a description write the four digit number on a new line in Sanny Builder and press F1. You only need to use gloabls when you need the varaible in two (or more) different threads (it's pretty rare, and it isn't usually much more than a few varaible). But when you'll be coding you should use locals, for many reasons they are better. I use gobals so I can name them for easier understading. Hi, in Part II we will get some basics of coding, create spheres, actors, cars, markers, texts, panels etc.Īs in Part I, I recommend you to print the topic using Printable Version of Topic, by clicking print this topic on top right of the first message.Ī lot of examples here use globals (variables that start with a $ like : $markerxx, $car00, $actor00, $myweaps00 ) but it doesn't mean you cannot use locals (varaiables that end with a like :, ,, ). Mission Coding with Sanny Builder Tutorial Mission Coding with Sanny Builder Tutorial Part II