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First part is the opcode number in a little-endian format.This is how an opcode 0001 looks in a scm file: Say, opcode 0001 tells to wait for amount of time, 0003 shakes the camera, 0053 creates a player, etc. By this number the game engine identifies an action to perform.
GTA SA CLEO LAUGHING SCRIPT CODE
Sometimes the whole script instruction is called opcode.Įach script instruction is represented by a number called operation code which is implemented using an 16 bit unsigned integer. An instruction consists of an opcode and its parameters (if there are any). Template:Hint Template:Hint Template:Hint Template:Hint Template:HintĪ SCM file itself is a bytecode containing instructions telling to the game what to do.
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Template:Hint Template:Hint Template:Hint This is how the beginning of the San Andreas mission script looks like: The equivalent in the main.scm would look something like this:ĭ6 00 04 00 19 01 02 45 0E 4D 00 01 FE 3D 87 02 A6 00 02 45 0E The majority of the mission script comes in a file called main.scm (although in San Andreas there are alternate mains and external scripts, but they all follow the same basic format - hex codes). However, very little code came with the game like that. The original mission script probably looked something like this (taken from Vice City debug.sc file):Įasy to read and understand, it is fairly basic so anyone with an idea of basic coding (or maybe even English) can understand it.