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CLEO+ Sanny Builder - Opcodes - TXT

The document provides instructions for users of Sanny Builder, specifically for those who wish to continue using an older version prior to v3.6.0. It details the steps to open the 'data/sa/opcodes.txt' file and add a comprehensive list of opcodes. These opcodes include various functions related to game scripting, such as setting actor properties, managing weather, and handling user input.

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0% found this document useful (0 votes)
390 views6 pages

CLEO+ Sanny Builder - Opcodes - TXT

The document provides instructions for users of Sanny Builder, specifically for those who wish to continue using an older version prior to v3.6.0. It details the steps to open the 'data/sa/opcodes.txt' file and add a comprehensive list of opcodes. These opcodes include various functions related to game scripting, such as setting actor properties, managing weather, and handling user input.

Uploaded by

idarkbinx
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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********

PT: ATENÇÃO!!! Sanny Builder implementou oficialmente a partir da v3.6.0, ou seja,


você só precisa fazer isto se você, por algum motivo, ainda quer usar a versão
antiga do SB.
EN: ATTENTION!!! Sanny Builder officially implemented from v3.6.0, that is, you
only need to do this if you, for some reason, still want to use the old SB version.
********

PT: Abra o "data/sa/opcodes.txt" localizado na pasta do Sanny Builder, e adicione:


EN: Open the "data/sa/opcodes.txt" located in the Sanny Builder folder, and add it:

0EA0: set_actor_second_player 1@ enable_camera 2@ separate_cars 3@


0EA1: disable_second_player_restore_camera 1@
0EA2: fix_two_players_separated_cars 1@
0B20: read_clipboard_data_to 1@ size 2@
0B21: write_clipboard_data_from 1@ size 2@
0E01: create_object_no_save 1@ at 2@ 3@ 4@ offset 5@ ground 6@ to 7@
0E02: set_car_generator_no_save 1@
0D59: get_current_weather_to 1@
0E04: get_next_weather_to 1@
0E05: set_next_weather_to 1@
0E06: get_rain_intensity 1@
0E07: set_rain_intensity 1@
0E40: get_current_hour 1@
0E41: get_current_minute 1@
0E6C: get_day_night_balance 1@
0E6D: get_underwaterness 1@
0EB0: get_forced_weather 1@
0E08: is_car_script_controlled 1@
0E09: mark_car_as_needed 1@
0E0A: is_char_script_controlled 1@
0E0B: mark_char_as_needed 1@
0E0C: is_object_script_controlled 1@
0E0D: mark_object_as_needed 1@
0E0E: get_current_resolution_to 1@ 2@
0E0F: get_fixed_xy_aspect_ratio 1@ 2@ to 3@ 4@
0E3F: convert_3d_to_screen_2d 1@ 2@ 3@ checkNearClip 4@ checkFarClip 5@ store_2d_to
6@ 7@ size_to 8@ 9@
0EB8: is_radar_visible
0EB9: is_hud_visible
0EC7: get_fade_alpha 1@
0E10: is_mouse_wheel_up
0E11: is_mouse_wheel_down
0E23: get_mouse_sensibility_to 1@
0E3D: is_key_just_pressed 1@
0E3E: is_button_just_pressed 1@ button 2@
0E60: set_camera_control 1@
0E67: is_aim_button_pressed 1@
0E68: set_player_control_pad 1@ 2@
0E69: set_player_control_pad_movement 1@ 2@
0E8D: is_any_fire_button_pressed 1@
0E6E: is_select_menu_just_pressed
0F13: get_time_not_touching_pad 1@ store_to 2@
0ED0: return_script_event
0ED1: set_script_event_save_confirmation 1@ label @label var_slot 3@
0ED2: set_script_event_char_delete 1@ label @label var_char 3@
0ED3: set_script_event_char_create 1@ label @label var_char 3@
0ED4: set_script_event_car_delete 1@ label @label var_car 3@
0ED5: set_script_event_car_create 1@ label @label var_car 3@
0ED6: set_script_event_object_delete 1@ label @label var_object 3@
0ED7: set_script_event_object_create 1@ label @label var_object 3@
0ED8: set_script_event_on_menu 1@ label @label var_just_paused 3@
0EDA: set_script_event_char_process 1@ label @label var_char 3@
0EDB: set_script_event_car_process 1@ label @label var_car 3@
0EDC: set_script_event_object_process 1@ label @label var_object 3@
0EDD: set_script_event_building_process 1@ label @label var_building 3@
0EDE: set_script_event_char_damage 1@ label @label var_char 3@
0EDF: set_script_event_car_weapon_damage 1@ label @label var_car 3@
0EE0: set_script_event_bullet_impact 1@ label @label var_owner 3@ var_victim 4@
var_weapon 5@ var_colpoint 6@
0F0B: set_script_event_before_game_process 1@ label @label
0F0C: set_script_event_after_game_process 1@ label @label
0E12: get_vehicle 1@ subclass_to 2@
0E13: get_entity 1@ type_to 2@
0E14: init_extended_char_vars 1@ id 2@ new_vars 3@
0E15: set_extended_char_var 1@ id 2@ var 3@ value 4@
0E16: get_extended_char_var 1@ id 2@ var 3@ to 4@
0E17: init_extended_car_vars 1@ id 2@ new_vars 3@
0E18: set_extended_car_var 1@ id 2@ var 3@ value 4@
0E19: get_extended_car_var 1@ id 2@ var 3@ to 4@
0E1A: init_extended_object_vars 1@ id 2@ new_vars 3@
0E1B: set_extended_object_var 1@ id 2@ var 3@ value 4@
0E1C: get_extended_object_var 1@ id 2@ var 3@ to 4@
0E1D: is_on_mission
0E20: is_on_samp
0E25: is_on_cutscene
0E24: fix_char 1@ ground 2@ brightness 3@ and_fade_in 4@
0E26: is_weapon 1@ fire_type 2@
0E2C: get_current_save_slot 1@
0E2D: is_game_first_start
0E32: set_char_coordinates_simple 1@ coord 2@ 3@ 4@
0E45: frame_mod 1@
0E4D: random_percent 1@
0E59: get_trailer_from_car 1@ trailer 2@
0E5A: get_car_from_trailer 1@ store_to 2@
0E5B: get_car_dummy_coord 1@ dummy 2@ world_coords 3@ invert_x 4@ store_to 5@ 6@ 7@
0E5D: is_cheat_active 1@
0E5E: change_player_money 1@ mode 2@ value 3@
0E5F: car_horn 1@
0D4C: 2@ = string 1@v length
0D4D: copy_string 1@v to 2@
0E00: get_car_alarm 1@ mode_to 2@
0E61: set_car_alarm 1@ mode 2@
0D39: 2@ = get_char_max_health 1@
0E5C: get_player_health_percent 1@ store_to 2@
0E64: get_camera_mode 1@
0E65: get_car_collision_intensity 1@ store_to 2@
0E66: get_car_collision_coordinates 1@ store_to 2@ 3@ 4@
0E6F: stream_custom_script_from_label @label
0E70: get_last_created_custom_script 1@
0E71: get_object_centre_of_mass_to_base_of_model 1@ 2@
0E7F: get_model_type 1@ store_to 2@
0E80: is_string_equal 1@v 2@v max_size 3@ case_sensitive 4@ ignore_charactere 5@v
0E81: is_string_comment 1@v
0E82: does_car_have_part_node 1@ 2@
0E83: get_current_char_weaponinfo 1@ store_to 2@
0E84: get_weaponinfo 1@ skill 2@ store_to 3@
0E85: get_weaponinfo_models 1@ store_to 2@ 3@
0E86: get_weaponinfo_flags 1@ store_to 2@
0E87: get_weaponinfo_animgroup 1@ store_to 2@
0E88: get_weaponinfo_total_clip 1@ store_to 2@
0E89: get_weaponinfo_fire_type 1@ store_to 2@
0E8A: get_weaponinfo_slot 1@ store_to 2@
0E8B: get_char_weapon_state 1@ store_to 2@
0E8C: get_char_weapon_clip 1@ store_to 2@
0E8E: get_char_collision_surface 1@ store_to 2@
0E8F: get_char_collision_lighting 1@ store_to 2@
0E90: get_car_collision_surface 1@ store_to 2@
0E91: get_car_collision_lighting 1@ store_to 2@
0E92: is_char_really_in_air 1@
0E93: is_car_really_in_air 1@
0E94: is_object_really_in_air 1@
0E95: simulate_object_damage 1@ damage 2@ type 3@
0E98: request_priority_model 1@
0E99: load_all_priority_models_now
0E9A: load_special_character_for_id 1@ name 2@
0E9B: unload_special_character_from_id 1@
0E9C: get_model_by_name 1@ store_id 2@
0E9D: is_model_available_by_name 1@
0E9E: get_model_doesnt_exist_in_range 1@ to 2@ store_to 3@
0E9F: remove_all_unused_models
0EA3: remove_model_if_unused 1@
0EA4: is_char_on_fire 1@
0EA5: get_closest_cop_near_char 1@ radius 2@ alive 3@ in_car 4@ on_foot 5@
seen_in_front 6@ store_to 7@
0EA6: get_closest_cop_near_char 1@ 2@ 3@ radius 4@ alive 5@ in_car 6@ on_foot 7@
store_to 8@
0EA7: get_any_char_no_save_recursive 1@ progress_to 2@ char_to 3@
0EA8: get_any_car_no_save_recursive 1@ progress_to 2@ car_to 3@
0EA9: get_any_object_no_save_recursive 1@ progress_to 2@ object_to 3@
0EAA: set_char_arrested 1@
0EAB: get_char_pedstate 1@ store_to 2@
0EAC: get_char_proofs 1@ bullet 2@ fire 3@ explosion 4@ collision 5@ melee 6@
0EAD: get_car_proofs 1@ bullet 2@ fire 3@ explosion 4@ collision 5@ melee 6@
0EAE: get_object_proofs 1@ bullet 2@ fire 3@ explosion 4@ collision 5@ melee 6@
0EAF: is_char_weapon_visible_set 1@
0EB1: get_char_stat_id 1@ store_to 2@
0EB2: get_offset_from_camera_in_world_coords 1@ 2@ 3@ store_to 4@ 5@ 6@
0D0A: store_coords_to 5@ 6@ 7@ from_matrix 1@ with_offsets 2@ 3@ 4@
0EB4: set_car_coordinates_simple 1@ position 2@ 3@ 4@
0EB5: get_char_damage_last_frame 1@ damager 2@ type 3@ part 4@ intensity 5@
0EB6: get_car_weapon_damage_last_frame 1@ char 2@ type 3@ intensity 4@
0EB7: is_on_scripted_cutscene
0EBA: get_model_ped_type_and_stat 1@ store_to 2@ 3@
0EBB: pass_time 1@
0EBC: generate_random_int_in_range_with_seed 1@ min 2@ max 3@ store_to 4@
0EBD: generate_random_float_in_range_with_seed 1@ min 2@ max 3@ store_to 4@
0EBE: locate_camera_distance_to_coordinates 1@ 2@ 3@ radius 4@
0EBF: get_fx_system_pointer 1@ store_to 2@
0EC0: add_fx_system_particle 1@ coord 2@ 3@ 4@ vel 5@ 6@ 7@ size 8@ brightness 9@
rgba 10@ 11@ 12@ 13@ lastFactor 14@
0EC1: is_fx_system_available_with_name 1@v
0EC2: set_string_upper 1@v
0EC3: set_string_lower 1@v
0EC4: string_find 1@ 2@v 3@v store_to 4@
0EC5: cut_string_at 1@ 2@
0EC6: is_string_character_at 1@v character 2@v index 3@
0EC8: get_char_random_seed 1@ store_to 2@
0EC9: get_car_random_seed 1@ store_to 2@
0ECA: get_object_random_seed 1@ store_to 2@
0ECB: get_char_move_state 1@ store_to 2@
0ECC: dont_delete_char_until_time 1@ 2@
0ECD: dont_delete_car_until_time 1@ 2@
0ECE: get_time_char_is_dead 1@ store_to 2@
0ECF: get_time_car_is_dead 1@ store_to 2@
0ED9: set_char_ignore_damage_anims 1@ 2@
0EE4: locate_char_distance_to_char 1@ char 2@ radius 3@
0EE5: locate_char_distance_to_car 1@ car 2@ radius 3@
0EE6: locate_char_distance_to_object 1@ object 2@ radius 3@
0EE7: locate_car_distance_to_object 1@ object 2@ radius 3@
0EE8: locate_car_distance_to_car 1@ car 2@ radius 3@
0EE9: locate_object_distance_to_object 1@ object 2@ radius 3@
0EEA: locate_char_distance_to_coordinates 1@ pos 2@ 3@ 4@ radius 5@
0EEB: locate_car_distance_to_coordinates 1@ pos 2@ 3@ 4@ radius 5@
0EEC: locate_object_distance_to_coordinates 1@ pos 2@ 3@ 4@ radius 5@
0EED: locate_entity_distance_to_entity 1@ 2@ radius 5@
0EEE: get_entity_coordinates 1@ store_to 2@ 3@ 4@
0EEF: get_entity_heading 1@ store_to 2@
0EF5: is_car_owned_by_player 1@
0EF6: set_car_owned_by_player 1@ 2@
0EF8: get_model_info 1@ store_to 2@
0EF9: get_car_animgroup 1@ store_to 2@
0EFA: get_char_fear 1@ store_to 2@
0EFB: is_car_convertible 1@
0EFC: get_car_value 1@ store_to 2@
0EFD: get_car_pedals 1@ gas_to 2@ break_to 3@
0EFE: get_loaded_library 1@ store_to 2@
0F0A: return_times 1@
0F0E: get_third_person_camera_target 1@ from 2@ 3@ 4@ start_to 5@ 6@ 7@ end_to 8@
9@ 10@
0F0F: get_distance_multiplier 1@ 2@
0F10: get_active_camera_rotation 1@ 2@ 3@
0F11: get_closest_water_distance 1@ 2@
0F12: get_camera_struct 1@ 2@
0F14: get_camera_rotation_input_values 1@ 2@
0F15: set_camera_rotation_input_values 1@ 2@
0F16: set_on_mission 1@
0F17: get_model_name_pointer 1@ to 2@v
0D0F: set_car_model_alpha 1@ alpha 2@
0D10: set_char_model_alpha 1@ alpha 2@
0D11: set_object_model_alpha 1@ alpha 2@
0D2D: get_local_time_year_to 1@ month_to 2@ day_of_week_to 3@ day_to 4@ hour_to 5@
minute_to 6@ second_to 7@ milliseconds_to 8@
0D2E: set_script 1@ var 2@ value 3@
0D2F: 3@ = get_script 1@ var 2@
0D33: set_car 1@ door 2@ window_state 3@
0E1E: draw_texture_plus 1@ event 2@ pos 3@ 4@ size 5@ 6@ angle 7@ depth 8@
fix_aspect_ratio 9@ maskTrisCount 10@ maskTrisArray 11@ rgba 12@ 13@ 14@ 15@
0E3C: get_texture_from_sprite 1@ store_to 2@
0E62: print 1@v event 2@ at 3@ 4@ scale 5@ 6@ fixAR 7@ style 8@
0E63: print 1@v event 2@ at 3@ 4@ scale 5@ 6@ fixAR 7@ style 8@ prop 9@ align 10@
wrap 11@ justify 12@ color 13@ 14@ 15@ 16@ outline 17@ shadow 18@ dropColor 19@ 20@
21@ 22@ background 23@ backColor 24@ 25@ 26@ 27@
0D1E: quat_slerp 1@ to 2@ lambda 3@ result 4@
0D16: set_matrix_rotation_from_quat 1@ rotation_from_quat 2@
0D17: set_quat_from_matrix 1@ to_quat 2@
0D18: rotate_quat_on_axis 1@ axis_vector 2@ 3@ 4@ angle 5@ combine_op 6@
0D19: get_normalised_quat 1@ to_quat 2@
0D1A: multiply_quats 3@ = quat 1@ * quat 2@
0D24: set_quat 1@ elements 2@ 3@ 4@ 5@
0D29: get_quat 1@ elements_to 2@ 3@ 4@ 5@
0D01: rotate_matrix 1@ on_axis 2@ 3@ 4@ angle 5@ combine_op 6@
0D02: 2@ = matrix 1@ x_angle
0D03: 2@ = matrix 1@ y_angle
0D04: 2@ = matrix 1@ z_angle
0E1F: ease 1@ mode 2@ way 3@ to 4@
0E27: get_angle_from_two_coords 1@ 2@ and 3@ 4@ to 5@
0E03: perlin_noise 1@ store_to 2@
0E29: perlin_noise 1@ octaves 2@ frequency 3@ amplitude 4@ lacunarity 5@
persistence 6@ store_to 7@
0EF0: get_coord_from_angled_distance 1@ 2@ angle 3@ dist 4@ store_to 5@ 6@
0EF1: perlin_noise_fractal_2d x 1@ y 2@ octaves 3@ frequency 4@ amplitude 5@
lacunarity 6@ persistence 7@ store_to 8@
0EF2: perlin_noise_fractal_3d x 1@ y 2@ z 3@ octaves 4@ frequency 5@ amplitude 6@
lacunarity 7@ persistence 8@ store_to 9@
0EF4: clamp_float 1@ min 2@ max 3@ store_to 4@
0EF7: clamp_int 1@ min 2@ max 3@ store_to 4@
0EB3: convert_direction_to_quat 1@ dir 2@ 3@ 4@
0EF3: lerp 1@ 2@ 3@ store_to 4@
0F0D: set_matrix_look_direction 1@ origin 2@ 3@ 4@ dir 5@ 6@ 7@
0D0B: get_actor 1@ bone 2@ matrix_to 3@
0D30: 3@ = actor 1@ bone 2@
0D31: 2@ = bone 1@ offset_vector
0D32: 2@ = bone 1@ quat
0E21: get_audio_sfx_volume 1@
0E22: get_audio_radio_volume 1@
0E3B: get_audiostream_internal 1@ store_to 2@
0E28: write_struct 1@ offset 2@ size 3@ value 4@
0D4E: 4@ = read_struct 1@ offset 2@ size 3@
0D27: copy_memory 1@ to 2@ size 3@
0D37: write_struct_param 1@ param 2@ value 3@
0D38: 3@ = read_struct_param 1@ param 2@
0E6A: make_nop 1@ size 2@
0EE2: read_struct_offset_multi 1@ offset 2@ total 3@ size 4@
0EE3: write_struct_offset_multi 1@ offset 2@ count 3@ size 4@
0E2A: add_cleo_blip 1@ position 2@ 3@ is_short 4@ RGBA 5@ 6@ 7@ 8@ store_to 9@
0E2B: remove_cleo_blip 1@
0E2E: create_render_object_to_char_bone 1@ model 2@ bone 3@ offset 4@ 5@ 6@
rotation 7@ 8@ 9@ store_to 10@
0F02: create_render_object_to_char_bone_from_special 1@ special_model 2@ bone 3@
offset 4@ 5@ 6@ rotation 7@ 8@ 9@ scale 10@ 11@ 12@ store_to 13@
0F03: create_render_object_to_object 1@ model 2@ offset 3@ 4@ 5@ rotation 6@ 7@ 8@
store_to 9@
0F04: create_render_object_to_object_from_special 1@ special_model 2@ offset 3@ 4@
5@ rotation 6@ 7@ 8@ store_to 9@
0E2F: delete_render_object 1@
0E30: set_render_object_auto_hide 1@ dead 2@ weapon 3@ car 4@
0E31: set_render_object_visible 1@ 2@
0E35: set_render_object_position 1@ 2@ 3@ 4@
0E36: set_render_object_rotation 1@ 2@ 3@ 4@
0E37: set_render_object_scale 1@ 2@ 3@ 4@
0E3A: set_render_object_distortion 1@ 2@ 3@ 4@ 5@
0E33: get_pickup_this_coord 1@ 2@ 3@ only_available 4@ store_to 5@
0E34: get_pickup_model 1@ 2@
0E38: get_pickup_pointer 1@ store_to 2@
0E39: get_pickup_type 1@ store_to 2@
0E4E: display_onscreen_timer_local 1@ direction 2@
0E4F: display_onscreen_timer_with_string_local 1@ direction 2@ GXT 3@
0E50: display_onscreen_counter_local 1@ direction 2@
0E51: display_onscreen_counter_with_string_local 1@ direction 2@ GXT 3@
0E52: display_two_onscreen_counters_local 1@ max_value 2@
0E53: display_two_onscreen_counters_with_string_local 1@ max_value 2@ GXT 3@
0E54: clear_onscreen_timer_local 1@
0E55: clear_onscreen_counter_local 1@
0E56: set_onscreen_counter_flash_when_first_displayed_local 1@ flash 2@
0E57: set_timer_beep_countdown_time_local 1@ secs 2@
0E58: set_onscreen_counter_colour_local 1@ color 2@
0E42: is_char_doing_task_id 1@ 2@
0E43: get_char_task_pointer_by_id 1@ 2@ store_to 3@
0E44: get_char_kill_target_char 1@ store_to 2@
0E46: is_char_using_gun 1@
0E47: is_char_fighting 1@
0E48: is_char_fallen_on_ground 1@
0E49: is_char_entering_any_car 1@
0E4A: is_char_exiting_any_car 1@
0E4B: is_char_playing_any_script_animation 1@ include_anims 2@
0E4C: is_char_doing_any_important_task 1@ include_anims 2@
0E96: clear_char_primary_tasks 1@
0E97: clear_char_secondary_tasks 1@
0EFF: get_char_simplest_active_task 1@ id_to 2@ pointer_to 3@
0D3A: get_collision_between_points 1@ 2@ 3@ and 4@ 5@ 6@ flags 7@ 8@ 9@ 10@ 11@ 12@
13@ 14@ ignore_entity 15@ store_point_to 17@ 18@ 19@ entity_to 20@ colpoint_data_to
16@
0D3B: get_colpoint_normal_vector 1@ store_to 2@ 3@ 4@
0D3C: get_colpoint_surface 1@ store_to 2@
0D3E: get_colpoint_depth 1@ store_to 2@
0E6B: get_colpoint_lighting 1@ from_night 2@ store_to 3@
0EE1: get_colpoint_coordinates 1@ store_to 2@ 3@ 4@
0E72: create_list 1@ store_to 2@
0E73: delete_list 1@
0E74: list_add 1@ value 2@
0E75: list_remove_value 1@ value 2@
0E76: list_remove_index 1@ index 2@
0E77: get_list_size 1@ size 2@
0E78: get_list_value_by_index 1@ index 2@ store_to 3@
0E79: reset_list 1@
0E7A: get_list_string_value_by_index 1@ index 2@ store_to 3@
0E7B: list_add_string 1@ value 2@
0E7C: list_remove_string_value 1@ value 2@
0E7D: list_remove_index 1@ start 2@ end 3@
0E7E: reverse_list 1@
0F06: replace_list_value_by_index 1@ index 2@ value 3@
0F07: replace_list_string_value_by_index 1@ index 2@ value 3@
0F08: insert_list_value_by_index 1@ index 2@ value 3@
0F09: insert_list_string_value_by_index 1@ index 2@ value 3@
0F00: load_special_model_dff 1@v txd 2@v store_to 3@
0F01: remove_special_model 1@
0F05: get_special_model_data 1@ clump_to 2@ atomic_to 3@ txd_index_to 4@

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