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http://www.gamespot.com/pc/action/gta4/ ... 26774.html

Its a very nice Q and A. Check this question out.

GS: What can be scripted in-game? How are the scripts managed?

CR: The GTA scripting engine is incredibly powerful and flexible, and within the game there is very little that cannot be affected, altered, or modified by script. In theory, nearly any genre of game could be made using the GTA engine without a single change to the executable just by adding new scripts and art assets.

We have an overall governing script we call the "main script." Among other things this main script keeps track of your progress in the game, then loads and launches a mission script when you step on a mission trigger or start one of the odd jobs. Only one mission script is in memory and running at one time. In addition to the missions we have ambient scripts resident in memory throughout the duration of the game that keep track of a wide variety of in-game systems. Examples of these are the mobile phone, stunt jumps, and shop interface scripts. Another type of ambient script streams in and out of memory as the player moves around the map. These would be used for location-specific encounters or attached to the various usable objects around the map like the crane or vending machines.

They must mean the main.scm file simalar to the one in vc. Looks like we the coders won't have a hard time with the scm if its the same as vc.

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no they say that the idea behind the main.scm file is the same(where it stands for), they didn't say much about the codes/syntax of the scm(it will be very likely that they will be a bit different from vc, since the engine was upgraded, and look at gta3, also has a slightly different scm, otherwise the gtalc team wouldn't spend so much time in converting the scm).

EDIT: maybe you should have quoted this

GS: How has the scripting engine changed since Vice City? How has it improved? What are some of your favorite new features?

Chris Rothwell: Our dedicated team of programmers are always continually striving to improve feature sets, efficiency, and usability of the scripting engine throughout the development of the GTA series. Although fundamentally the scripting language and engine hasn't changed much since it was used to make GTA3 five years ago.

A lot of the new gameplay features in San Andreas were only made possible by these advancements in the scripting language. For example, the 2D-based casino and console games weren't viable in Vice City until a host of heads-up display sprite commands were added during the development of San Andreas. There were also very few custom animations used during missions in Vice City, but for San Andreas we had a brand-new animation scripting interface. This system allowed the designers to implement animation-heavy gameplay coded entirely within the scripting language, such as in the pool game, the basketball odd job, the parachute, and in numerous other areas.

notice the new animation scripting interface. could be useful for multiplayer mods(for syncing them).

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more interestingly, if it has an animation scripting interface, that means we can implement completly new animations, not just for mp mods, but for anything. i think that the gta engine is becoming one of those engines thats designed for modibility - slowly with games being based on it. :)

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What is the main thing that the main.scm file does?

Its all lines of code that spawn cars, health, bribes, armor, guns, blips, and missions on the map. Once you know how opcodes work, you could do anything I said in my last sentance. Its very fun if you learn and try it.

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What is the main thing that the main.scm file does?

Its all lines of code that spawn cars, health, bribes, armor, guns, blips, and missions on the map. Once you know how opcodes work, you could do anything I said in my last sentance. Its very fun if you learn and try it.

One thing that hasn't been mentioned is that the way the community writes these scripts is probably very different from the way R* writes them.

The OpCodes have been translated into a more readable form by Barton Waterduck, but someone else could do a C++ version or a Basic version.

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The OpCodes have been translated into a more readable form by Barton Waterduck, but someone else could do a C++ version or a Basic version.

Barton didn't translate all of them. He had plenty help from other members of the modding community, especially from people like Hammer/Hollower.

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The OpCodes have been translated into a more readable form by Barton Waterduck, but someone else could do a C++ version or a Basic version.

Barton didn't translate all of them. He had plenty help from other members of the modding community, especially from people like Hammer/Hollower.

i think he means, thier' (R*'s) compiler differs from the one we will be using.

was not at all related to what credit goes where.

or who translated what...but rather the compiler 'language' is differant.

(/me begs barton to make a basic compiler lol)

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