sasuke78200 Posted April 25, 2015 Share Posted April 25, 2015 (edited) Mine looked like this on PS3, https://github.com/Sasuke78200/GTAV_PS3_NativeCall even if it's not fully functional Edited April 25, 2015 by sasuke78200 Link to comment Share on other sites More sharing options...
gamerzworld Posted April 25, 2015 Share Posted April 25, 2015 (edited) Ahh non-english folder names!!!! Â Â Edited April 25, 2015 by gamerzworld TJGM, LongJohnson and Ash_735 3 Link to comment Share on other sites More sharing options...
Bucho Posted April 26, 2015 Share Posted April 26, 2015 Mine looked like this on PS3, https://github.com/Sasuke78200/GTAV_PS3_NativeCall even if it's not fully functional Hello Uchiha Sasuke! do you like japanese anime!? Â soo,Rockstar has recommended the mod!? mod is wonder if never be measures? sasuke78200 1 Link to comment Share on other sites More sharing options...
splintter Posted April 26, 2015 Share Posted April 26, 2015 (edited) STATS::PLAYSTATS_CLOTH_CHANGE Hash: 0x3AFF9E58 void PLAYSTATS_CLOTH_CHANGE(Any p0, Any p1, Any p2, Any p3, Any p4) // 0x3AFF9E58 Â Anyone know what are the parameters? Edited April 26, 2015 by splintter Link to comment Share on other sites More sharing options...
Bucho Posted April 26, 2015 Share Posted April 26, 2015 STATS::PLAYSTATS_CLOTH_CHANGE Hash: 0x3AFF9E58 void PLAYSTATS_CLOTH_CHANGE(Any p0, Any p1, Any p2, Any p3, Any p4) // 0x3AFF9E58 Â Anyone know what are the parameters? You will look assembly and decompile script.rpf! Gta v Useing crypt lib and decrypt lib(win32) when GTA open the rpf. Soo USE DEBUGGER!!! x64dbg Link to comment Share on other sites More sharing options...
Alexander Blade Posted April 26, 2015 Author Share Posted April 26, 2015 Are you from Fukushima ?  STATS::PLAYSTATS_CLOTH_CHANGEHash: 0x3AFF9E58void PLAYSTATS_CLOTH_CHANGE(Any p0, Any p1, Any p2, Any p3, Any p4) // 0x3AFF9E58Anyone know what are the parameters? You will look assembly and decompile script.rpf! Gta v Useing crypt lib and decrypt lib(win32) when GTA open the rpf. Soo USE DEBUGGER!!! x64dbg sasuke78200, Rukkia and mis009 3 Link to comment Share on other sites More sharing options...
Bucho Posted April 26, 2015 Share Posted April 26, 2015  Are you from Fukushima ?  STATS::PLAYSTATS_CLOTH_CHANGE Hash: 0x3AFF9E58 void PLAYSTATS_CLOTH_CHANGE(Any p0, Any p1, Any p2, Any p3, Any p4) // 0x3AFF9E58  Anyone know what are the parameters? You will look assembly and decompile script.rpf! Gta v Useing crypt lib and decrypt lib(win32) when GTA open the rpf. Soo USE DEBUGGER!!! x64dbg   Difference you. I live in the kagawa of japan!!  NOT Just like that... Link to comment Share on other sites More sharing options...
Hergonan Posted April 26, 2015 Share Posted April 26, 2015 x64dbg  How's x64dbg? Is it like ollydbg or IDA or much different? I'll check it out when I have time  Also, how did you find out for example how to decrypt the rpf? Most of us don't know these and others are very secretive sometimes. Link to comment Share on other sites More sharing options...
Bucho Posted April 26, 2015 Share Posted April 26, 2015 (edited)  x64dbg  How's x64dbg? Is it like ollydbg or IDA or much different? I'll check it out when I have time  Also, how did you find out for example how to decrypt the rpf? Most of us don't know these and others are very secretive sometimes.  I going to try to find out decrypt and crypt key!!! GTA is decrypt other file when load the game in virtual memory. That's why found out (eaxmple:weapons.meta handling.dat value(float) when search Memory. Edited April 26, 2015 by Bucho Link to comment Share on other sites More sharing options...
Hergonan Posted April 26, 2015 Share Posted April 26, 2015 Great Also it would be helpful to know how to do it ourselves as well I'm guessing you can try to find out which part of the code actually reads the .rpf ( maybe by placing a breakpoint on file open function? ) and see what happens afterwards in the assembly? Link to comment Share on other sites More sharing options...
Bucho Posted April 26, 2015 Share Posted April 26, 2015 but very very very soo very f*cking sleeply!!!! I going to go bed 48hour lol Link to comment Share on other sites More sharing options...
Hergonan Posted April 26, 2015 Share Posted April 26, 2015 Go to sleep Link to comment Share on other sites More sharing options...
Lordmau5 Posted April 26, 2015 Share Posted April 26, 2015 Is there a way to hook into specific events? Â For example, once a player enters a vehicle or changes the radio station? Â I could really get a use of those Link to comment Share on other sites More sharing options...
kallas Posted April 26, 2015 Share Posted April 26, 2015 If you want events, you got to implement that yourself. By now, we are using each-frame to check if something is happening.  You can use: PED::IS_PED_GETTING_INTO_A_VEHICLE to check if a Player is getting into a vehicle   About the changing radio station, no Idea... Link to comment Share on other sites More sharing options...
Lordmau5 Posted April 26, 2015 Share Posted April 26, 2015 Hmm alright, thanks @kallas. Â Other question then: Â static void SET_VEH_RADIO_STATION(Any p0, Any *p1) { invoke<Void>(0x1B9C0099CB942AC6, p0, p1); } // 1B9C0099CB942AC6 E391F55F Â What is the 2nd argument there? Using Integers doesn't work... Â Also, is there a method like static Any GET_VEH_RADIO_STATION(Any p0) to get the current vehicle radio station selected? Link to comment Share on other sites More sharing options...
sasuke78200 Posted April 26, 2015 Share Posted April 26, 2015 (edited) Look at the decompiled scripts, Â AUDIO::SET_VEH_RADIO_STATION(num3, "OFF"); Â AUDIO::SET_VEH_RADIO_STATION(l_5859, "RADIO_02_POP"); Â AUDIO::SET_VEH_RADIO_STATION(l_5860, "RADIO_09_HIPHOP_OLD"); Â Â Â Or you can use AUDIO::GET_RADIO_STATION_NAME(int id) Edited April 26, 2015 by sasuke78200 Link to comment Share on other sites More sharing options...
kallas Posted April 26, 2015 Share Posted April 26, 2015  Hmm alright, thanks @kallas.  Other question then: static void SET_VEH_RADIO_STATION(Any p0, Any *p1) { invoke<Void>(0x1B9C0099CB942AC6, p0, p1); } // 1B9C0099CB942AC6 E391F55F What is the 2nd argument there? Using Integers doesn't work...  Also, is there a method like static Any GET_VEH_RADIO_STATION(Any p0)to get the current vehicle radio station selected? Could do something like this:   Vehicle veh = PED::GET_VEHICLE_PED_IS_IN(PLAYER::PLAYER_PED_ID(), 0);AUDIO::SET_VEH_RADIO_STATION(veh, AUDIO::GET_RADIO_STATION_NAME(0)); Link to comment Share on other sites More sharing options...
Lordmau5 Posted April 26, 2015 Share Posted April 26, 2015 (edited) I should definitely check the decompiled scripts out! Didn't think it would be a String with the radio-station, but alright, thanks guys  Only thing open now is a way to check which Radio-station is currently selected. I'm sure it is in the code, but there is nothing in the natives, unfortunately.  //EDIT: It's not working at all, it throws me this error:  Error: The argument from type "const char*" is incompatible with the parameter from type "Any *".  Edited April 26, 2015 by Lordmau5 Link to comment Share on other sites More sharing options...
sasuke78200 Posted April 26, 2015 Share Posted April 26, 2015 (edited) Download this one, http://dev-c.com/nativedb/natives.h    edit : Nope, don't use it, it still use the old hashes for consoles.  Change the prototype to take a char* instead of Any Edited April 26, 2015 by sasuke78200 Link to comment Share on other sites More sharing options...
sjaak327 Posted April 26, 2015 Share Posted April 26, 2015 or change the definition of the native yourself I use a scripting override header file where I put all the natives in that I have changed. Link to comment Share on other sites More sharing options...
sasuke78200 Posted April 26, 2015 Share Posted April 26, 2015 We should centralize researches by using Alexander Blade's website, so no need to override the header kallas 1 Link to comment Share on other sites More sharing options...
Lordmau5 Posted April 26, 2015 Share Posted April 26, 2015 (edited) Oh also, is it possible to write to the asiloader.log or would I have to write my own methods to write to a custom log file? Edited April 26, 2015 by Lordmau5 Link to comment Share on other sites More sharing options...
kamaitachi Posted April 26, 2015 Share Posted April 26, 2015 im trying to spawn clones of my playermodel to protect me, so far I have the CLONE_PED native working, however I don't know what to put beneath it to add them to my group. PED::CLONE_PED(PLAYER::PLAYER_PED_ID(), -852.4f, 160.0f, 65.6f); is working and spawns clones wherever I am in the world. (I gave it Michael's house coordinates just in case but it ignores them anyway)also, for some reason, it spawns 5 or so clones instead of just 1, any fix for that? (this isn't important) Link to comment Share on other sites More sharing options...
sasuke78200 Posted April 26, 2015 Share Posted April 26, 2015 Does anyone know what encryption system R* use to cypher .ysc ? From what I'm reading it AES but GoodNTS told me they don't use it. Link to comment Share on other sites More sharing options...
Lordmau5 Posted April 26, 2015 Share Posted April 26, 2015 (edited) So apparently UI::IS_PAUSE_MENU_ACTIVE() either always returns false or it's completely broken. Â Â This code doesn't work at all. It should pause the currently playing song once the pause menu is opened, and unpause it again once it's closed. isActive is the boolean I use to check if the script / song is actually being played / mod-functionality being active: void updatePauseMenu() { if (UI::IS_PAUSE_MENU_ACTIVE()) { if (isActive && !currentSong->getIsPaused()) currentSong->setIsPaused(true); } else { if (isActive && currentSong->getIsPaused()) currentSong->setIsPaused(false); }} Edited April 26, 2015 by Lordmau5 Link to comment Share on other sites More sharing options...
Alexander Blade Posted April 26, 2015 Author Share Posted April 26, 2015 I would really like you to make your changes in the nativedb (when it will be adopted for PC) instead of separate header or change the definition of the native yourself I use a scripting override header file where I put all the natives in that I have changed. kallas 1 Link to comment Share on other sites More sharing options...
kallas Posted April 26, 2015 Share Posted April 26, 2015 Â UI::IS_PAUSE_MENU_ACTIVE() I think that one is related to pause menu in mission. You should do something like this: Â if (UI::GET_PAUSE_MENU_STATE() == 1 && UI::IS_PAUSE_MENU_ACTIVE() == 1 && PLAYER::IS_SYSTEM_UI_BEING_DISPLAYED() == 1) { } Or try with different combinations of them. Link to comment Share on other sites More sharing options...
Lordmau5 Posted April 26, 2015 Share Posted April 26, 2015 (edited) Alright, I'll check that out tomorrow, thanks @kallas There is no real documentation on those yet, so ye... Kinda hard to figure out what works properly  Also, it's really annoying having to restart GTA V everytime I change some code in my .asi file. Isn't there a way to let them reload mid-game? Edited April 26, 2015 by Lordmau5 Link to comment Share on other sites More sharing options...
hashtag Posted April 26, 2015 Share Posted April 26, 2015 Anyone know parameters for this? I reckon it wants a group but nothing I've tried has worked so far. PLAYER::SET_PLAYER_TEAM(Any p0, Any p1) Link to comment Share on other sites More sharing options...
kallas Posted April 26, 2015 Share Posted April 26, 2015 Â PLAYER::SET_PLAYER_TEAM(Player PlayerID, UINT32 teamId) Â Function is used with multiplayer tho. Link to comment Share on other sites More sharing options...
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