Mission Coding for Dummies!
Lots of people want to learn coding, but when they see the code, they give up. This is a big tutorial that will walk through the basic options of SCM-coding. I can promise that you are able to create a simple mission when you worked through this tutorial. The best way to learn it with this tutorial, is to try every complete script, so you will see what happens ingame. This way you will learn it faster and better, because you can visualize it in your mind.
The difference between this tutorial and most others, is that this tutorial is written from another point of view. It contains (at this moment) 12 short tutorials, which you can follow separately. In every tutorial, you will learn another aspect of coding. The first 3 tutorials aren't about things ingame, it is about coding itself and about the structures. You have to learn it first, but this won't be as pleasant as the tutorials that follow. Then you will learn things like creating actors and cars, the basics of a mission. Almost every tutorial will end with a stripped file and the code, so that you can use it in SannyBuilder to see what you did learn. You can also use this as a base for your own experiments to see what other opcodes do.
We will use SannyBuilder, because learning to code is easier with this tool.
For these tutorials you need:
- SannyBuilder (Download)
- A "stripped" code (SannyBuilder folder > Data > SA > Stripped)
- Grand Theft Auto: San Andreas
- Ped Editor (Download)
- San Andreas Place Manager (Download)
- Introduction
- Before you begin
- Basics of coding (coding structures)
- Actors
- Give weapons (and other properties) to actors
- Cars
- Spheres, icons and markers
- A simple mission
- A mission Rockstar Style
- Status bar
- Menus
- MPACKs
- Actor animations and Animation paths
- Pickups
- Texts
- Custom Save Point
- Cutscenes
- Reactiontopic - for all responses to this tutorial.
- Mission Coding for Pro's
- SCM Coding FAQ
- Mission Coding subforum
- CLEO Script Tutorial
- Coding Bible Part I
- Coding Bible Part II
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