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[BETA] GTAIV .Net ScriptHook


HazardX
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HazardX just used the C++ hook code as his starting point in the beginning (as he states in the OP if I recall.) I have no way of knowing for sure, of course, but I imagine at this point his hook is 100% independent and he's not waiting on anyone but himself. smile.gif

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TheRealPcGamer

You make me think that you have it already but you don't want to share it

 

Just kidding lol.gif

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miketrnr4530

Funnily enough, I played a bit on free mode yesterday and there was a player whose car was definitely modded, it was starting and stoping suddenly (like using superspeed/superbreak) and it was faster than anyone else's. Don't know how he/she did it, but I saw it.

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Sure. There will ever be cheater. No matter to which decision the discussion may lead. You cant avoid it to 100 percent. I guess there are thousands of coders all over the world able to plan out a scripthook or/and asi loaders, to use it for their own or to share it in private networks. I also prefer multiplayer (even singleplayer) without any cheat, but on the other hand I would like to see some kind of role play game server including taxi missions, housing and other "legal" stuff some day, as I am a true fan of RPG SAMP/ MTA servers!

I just hope there will be a solution we all can live with and wont have to wait for it too long! sigh.gif

 

 

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miketrnr4530

It makes sense. There may be people out there who have already created a new hook (or ripped-off HazardX's and Aru's previous efforts) and made mods compatible with the latest version. They'd keep it for themselves or for their friends at first but it WILL be leaked, nothing stays hidden forever. I just feel sorry for HazardX and Aru whose creations may have been hijacked by other coders. And I don't suppose they'll credit them for it... I DEFINITELY saw a supercar online yesterday, and quite frankly there's no other explanation for it.

Edited by miketrnr4530
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miketrnr4530

I am sorry to report that I just saw people online on a free mode server with full god mode on.Don't know how they did it Hazard, but there were at least 10 of them shooting at each other, noone dying, walking out of exploded cars, etc. Log in, join a few different games, you'll see it.

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I am sorry to report that I just saw people online on a free mode server with full god mode on.Don't know how they did it Hazard, but there were at least 10 of them shooting at each other, noone dying, walking out of exploded cars, etc. Log in, join a few different games, you'll see it.

I am against cheating in all gametypes, except free mode. Free mode should have enabled. Because it's free mode. Also why is god mode annoying in free mode? If you want to kill each other go play deathmatch. smile.gif

Rockstar can prevent cheating for a while, but cheaters in every gametype will be back... sad.gif But if Rockstar would create a seperate gametype for modders/cheaters, the cheaters will decrease in ordinary gametypes. (Player match, ranked match)

 

 

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I am sorry to report that I just saw people online on a free mode server with full god mode on.Don't know how they did it Hazard, but there were at least 10 of them shooting at each other, noone dying, walking out of exploded cars, etc. Log in, join a few different games, you'll see it.

I think you will find friendly fire was off. This means noone can hurt each other.

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miketrnr4530
I am sorry to report that I just saw people online on a free mode server with full god mode on.Don't know how they did it Hazard, but there were at least 10 of them shooting at each other, noone dying, walking out of exploded cars, etc. Log in, join a few different games, you'll see it.

I think you will find friendly fire was off. This means noone can hurt each other.

This wasn't the case. They could kill some players (including me) while quite a few of them (about 10 users) wouldn't die no matter what.

 

@ Firkon: I think you misunderstood me. When I said I was sorry to see god mode used again I meant it on behalf of HazardX/Aru who are waiting for the situation to clear before updating the hook. There is no point for them them to just wait, when god mode is back on MP. I'm all for it as long as the mod creators implement limits to their creations to render them useless within any competitive or ranked games.

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Free_Runner

@ HazardX:

 

Hej..yeah..as soon as i try to load any mods in the .NET scripthook i get this error...

 

i get it for any kind of mods that require scripthook..

 

 

2009-03-29 11:06:14 - Initializing ScriptHookDotNet v0.86 BETA (GTA IV version 1.0.2.0)2009-03-29 11:09:11 - SEARCHING FOR SCRIPTS...2009-03-29 11:09:11 - Loading scripts in Assembly 'scripts\Mega SuperJump Script By CoMPMStR.net.dll' ...2009-03-29 11:09:11 - Unhandled Exception: System.IO.FileNotFoundException: Could not load file or assembly 'Mega SuperJump Script By CoMPMStR.net, Version=1.5.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. The system cannot find the file specified.                    File name: 'Mega SuperJump Script By CoMPMStR.net, Version=1.5.0.0, Culture=neutral, PublicKeyToken=null'                       at System.Reflection.Assembly._nLoad(AssemblyName fileName, String codeBase, Evidence assemblySecurity, Assembly locationHint, StackCrawlMark& stackMark, Boolean throwOnFileNotFound, Boolean forIntrospection)                       at System.Reflection.Assembly.nLoad(AssemblyName fileName, String codeBase, Evidence assemblySecurity, Assembly locationHint, StackCrawlMark& stackMark, Boolean throwOnFileNotFound, Boolean forIntrospection)                       at System.Reflection.Assembly.InternalLoad(AssemblyName assemblyRef, Evidence assemblySecurity, StackCrawlMark& stackMark, Boolean forIntrospection)                       at System.Reflection.Assembly.InternalLoad(String assemblyString, Evidence assemblySecurity, StackCrawlMark& stackMark, Boolean forIntrospection)                       at System.Reflection.Assembly.Load(String assemblyString)                       at System.UnitySerializationHolder.GetRealObject(StreamingContext context)                                           at GTA.RemoteScriptDomain.RequestAction(ScriptAction action)                       at GTA.ScriptDomain.RequestAction(ScriptAction action)                       at StartupThreadC.RunTick(StartupThreadC* )                                        WRN: Assembly binding logging is turned OFF.                    To enable assembly bind failure logging, set the registry value [HKLM\Software\Microsoft\Fusion!EnableLog] (DWORD) to 1.                    Note: There is some performance penalty associated with assembly bind failure logging.                    To turn this feature off, remove the registry value [HKLM\Software\Microsoft\Fusion!EnableLog].                    

 

 

Please help

 

Thank you.

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He's waiting for Aru's script update... Why don't you go and look into Aru's scripthook thread

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He's waiting for Aru's script update... Why don't you go and look into Aru's scripthook thread

Personally I get the impression that there is something in the brackground which people like HazardX or Aru fear of talking about at this forum. Sure, multiplayer modding is an officially prohibited topic. But what about singleplayer modding? Last time a new update came along (1.0.2), it took them only a blink of an eye to update their tools and post it here. Now, we don't even get a word from the guys. Don't get me wrong: I know modding GTA is not main business and there are far more important things to do in real life. But that silence makes me think somebody put a gun on somebodies head.

What about you?

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He's waiting for Aru's script update... Why don't you go and look into Aru's scripthook thread

Personally I get the impression that there is something in the brackground which people like HazardX or Aru fear of talking about at this forum. Sure, multiplayer modding is an officially prohibited topic. But what about singleplayer modding? Last time a new update came along (1.0.2), it took them only a blink of an eye to update their tools and post it here. Now, we don't even get a word from the guys. Don't get me wrong: I know modding GTA is not main business and there are far more important things to do in real life. But that silence makes me think somebody put a gun on somebodies head.

What about you?

Sure, Aru for example: He seems to work on a complete new version of his ScriptHook (gta4mods). If that's the case, that's cool. If not, it would just be nice to say there's a quick break or he stopped working on it or whatever. But we don't know what's really going on there wink.gif

 

as far as i know, it's not a big deal to update it. A friend of me modded it. Sure, it's not beautiful, more likely a fix to get running. Whatever, it's working fine know, and there are also underground multiplayer mods working with that "fix" scripthook.

Edited by ahatius
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umm, im tryin 2 use this mod, and cant figure out how to open the console, i tryed using the tilde (~) key and still nothing. if someone could plz tell me it would b appreciated. thanks.

using Scripthookdotnet.asi v0.86 on GTA IV 1.0.3.0 using Alice and Xliveless

playing on small ol'

ASUS M2N-MX SE Plus

AMD Athlon x64 4450e (2.42ghz

BFG Nvidia Geforce 9500GT OC 1gb

4gb 1066mhz DDR2

Soundblaster X-Fi

2x 1tb 7200RPM S-ATA HDDs

Dual Boot Windows 7 v7068 x64 and Vista Ultimate x64

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umm, im tryin 2 use this mod, and cant figure out how to open the console, i tryed using the tilde (~) key and still nothing. if someone could plz tell me it would b appreciated. thanks.

using Scripthookdotnet.asi v0.86 on GTA IV 1.0.3.0 using Alice and Xliveless

playing on small ol'

ASUS M2N-MX SE Plus

AMD Athlon x64 4450e (2.42ghz

BFG Nvidia Geforce 9500GT OC 1gb

4gb 1066mhz DDR2

Soundblaster X-Fi

2x 1tb 7200RPM S-ATA HDDs

Dual Boot Windows 7 v7068 x64 and Vista Ultimate x64

Uhhh Hazard didnt update the scripthook for patch 1.3 yet. Unless ur using patch 1.2 u cant do anything until he fixes

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TheRealPcGamer

Downgrade to patch 1.0.2.0

 

Make sure your keyboard layout is US.

 

smile.gif

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Is it possible to somehow find out what ped the player killed and assign that dead ped to a Ped object to be able to get access to properties of that ped?

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Is it possible to somehow find out what ped the player killed and assign that dead ped to a Ped object to be able to get access to properties of that ped?

If the ped is alive, you get him (for example you name it PedX) and you kill him he still being PedX until it is deleted by the game or by script...

 

This would be the code:

 

    Private Sub getPedX()       PedX = World.GetClosestPed(Player.Character.Position, 10.0F)   End Sub

 

 

But get the ped when is already dead, I´m not sure nervous.gif ...

Edited by Ferna_22
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Yeah but that would really only get the closest ped, I might kill someone far away.

 

I guess one solution would be to run the get random peds to get a huge selection of all peds in sight and then constantly check if someone is dead and if they've been injured/shot at by the player. That doesn't seem like a good solution though.

 

One reason I would like to get this information is because you could do like a Kill Frenzy mod where you have to kill x number of peds of a certain type in 30 seconds for example.

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do GetRandomCharInAreaOffsetNoSave a few times, this gets a random ped every time.

it could get the same ped more than once, so do a check if it's in the same array or not.

it could return nothing, so you wanna check if the ped returned exists or not.

 

static void GetRandomCharInAreaOffsetNoSave(f32 x, f32 y, f32 z, f32 Radiusx, f32 Radiusy, f32 Radiusz, Ped *p) { NativeInvoke::Invoke<scriptVoid>("GET_RANDOM_CHAR_IN_AREA_OFFSET_NO_SAVE", x, y, z, Radiusx, Radiusy, Radiusz, p); }

 

(how it should be defined in the c++ hook, it's originally in scriptingdirty)

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Tried it out now and I can't get it to work that well. It doesn't seem to be able to pick out random dead peds, only the alive ones. So I ended up storing all the peds it could find and then go through them and check for dead ones. I think it might have been too memory intensive or something though because the game kept crashing on me. I'm using the "100 more peds" mod too so there are a lot of peds that you need to save and constantly loop through to check for dead ones so I don't think this way of doing it will work.

 

I wonder how rockstar does it because if I'm not mistaken they have stats like this in the game. How many cops and hookers you have killed I believe. Maybe they use some other way of doing it that is outside of the native functions... so many opportunities if we could do this.

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When this gets updated for 1.0.3.0 (I read news there's a compatible c++ scripthook available) will I still be able to use the old scripts or does everything need updating?

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There will be an updated version of the .Net ScripttHook not too far after aru released the new version of his C++ ScriptHook. Old scripts will work IF they do not use a method that was changed in the new version.

Edited by HazardX
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Excellent news, I'm glad to see a reply finally! lol.gif

Edited by CoMPMStR
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