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Hi, I have decided to post here after finding out that SCO coding requires us to start a new game.

 

Anyways, I was planning to alter the pool game such that Niko can play by himself, (like some people do in reality). I was wondering is this possible to do in C++ scripthook since I cannot see anything useful in ScriptingDirty.h or am I missing something? I don't want to invest too many time in this if I find out that this is not for C++ scripthook. Thanks for helping.

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  • 2 weeks later...

 

 

 

 

 

- Download Version 0.4.0 (Development Kit) -

 

Please note that 0.4.0 onwards comes with a new License that is different from earlier versions. Make sure you read and understand ScriptHook-License.txt before you make use of the ScriptHook SDK.

 

 

Link is broken.

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  • 2 weeks later...

Thank you Skorpro, smile.gif

 

By the way, since this newest version says that it supports 1.0.7.0, does that mean that it also supports 1.0.6.0? May be an obvious question, but I want to clear any doubts before I begin modding. (I use 1.0.6.0 and don't plan on updating for various reasons.)

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Looks like this thread has died but please confirm if any of you have managed to make NetworkGetPlayerIdOfNextTextChat() return anything other than -1? I have got NetworkGetNextTextChat() working easily enough so I can grab chat messages but I cannot workout who sent them. I can only guess that the e2_freemode or whichever game type script grabs the info which resets a flag in the native? My only other choice is to edit the gametype script and recompile it via scocl which I want to avoid.

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does anybody have source code? not the sdk.

 

EDIT: "Starting with version 0.2.2, full core source of ScriptHook is no longer provided due to a technical requirement requiring certain compatibility in API between different script hooks running in memory." confused.gif

Edited by gta.bullet
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Arthur Camelot

Man I have GTA IV with patch 1.0.4.0 and I wanna install mods and when I input scripthook it works but there's no mods but when I put text file of the scripthook called ScriptHookDotNet then game crashes when it loads.but when I install patch 1.0.7.0 It is very laggy on patch 1.0.4.0 is not laggy biggrin.gif

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  • 1 year later...

 

It is kinda handy if you say what it is :)

 

I guess it's another mirror for the file. I don't know why we would need another, since there are already 58 pages of them lol

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In this ScriptHook BETA I've found a bug - it causes the game to crash sometimes when loading the game / savegame, right before Niko spawns (same happens with ScriptHook for EFLC). This appears to happen when I have larger amount of scripts active upon loading the savegame, also the random crashes happen if in Simple Native Trainer more than 5-6 toggleable options are enabled by default. What I meant - if I have nothing enabled by default or have maximum 4-5 options, the game loads fine. But, if I have many scripts active at game launch, or Simple Native Trainer (sjaak327's one) have enabled something like 9-10 or more options enabled by default, then the game crashes on loading screen very often. Please fix this, seems this plug-in cannot handle many scripts mods active at once. ScriptHook for GTA V doesn't have this bug...

 

Also, seems now R* surprisingly has released a new patch yesterday (GTA IV 1.0.8.0 and GTA EFLC 1.1.3.0) and now both ScriptHook and ASILoader are no longer usable! Please someone of skilled modders do update them (and may also fixed / updated version of some already released mods) since original ScriptHook IV author (@aru) no longer work on it, as he also since October 2015 no longer visits the forums here. Seriously, many people want do still use script mods but now they cannot because ASI Loader / ScriptHook just cannot work with the new patch released by R*, unless they downgrade back to 1.0.7.0 / 1.1.2.0... 💻

Edited by 65536
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