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[V] Script/Native Documentation and Research


Alexander Blade

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You guys should look at this page before asking what are the params, http://dev-c.com/nativedb/ we really need to work together to progress btw, if you have some changes to make, don't hesitate it will benefit for all of us.

Edited by sasuke78200
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I can not complete script hook in the stack control of yourself as long as you do not use function to still script added. And that use the function ... LoL

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Not sure if this has been mentioned before but you can open all of the Decompiled Scripts in notepad++ and search in all documents for a string - it definitely helps:

 

vMx4D.jpg

 

oASy2.jpg

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Thought I'd come out of retirement to say thanks heaps for this database. :) With the LUA hook out now I've been playing around with it and the documentation has been invaluable. I've been updating arguments here and there as I discover them myself.

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Is there a way to check if the game is currently focused?

 

I noticed, that when I Alt-Tabbed out of the game (over to Notepad++), that when I hit one of my hotkeys for my mod, it ran the function that was set on them...

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I need to work that out later, thanks sasuke :)

 

Now... I copied over some of Alex's code to my script, for drawing some rectangles with text on them.

Or well, rather one.

27-04-2015_13-55-37.jpg

Looks good!

 

However, it's not working with Unicode characters on that font...

27-04-2015_14-01-38.jpg

 

Soo... How would I implement a custom font now?

I mean, I know it's possible, since it's .DLL injection as well,

but how would I draw with that custom loaded font afterwards?

 

There's no native-function for that, is there?

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Is there any work being done to trigger player or ped animations? Do we have a list of animations that can be played by (from my understanding) the native ENTITY::PLAY_ENTITY_ANIM?

 

nAGVz.jpg

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lol I Bypass spawn vehicle and other in online.I will post how to it

You better not do it again. I binned the topic and I don't want it to reappear.

Edited by Silent
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lol I Bypass spawn vehicle and other in online.I will post how to it

You better not do it again. I binned the topic and I don't want it to reappear.

 

 

I hate when boring mods are faster than me to edit the good topics. :( (thats a joke...)

 

@Topic

Anyone know the native for editing clothes? I can't find it.

Edited by splintter
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lol I Bypass spawn vehicle and other in online.I will post how to it

You better not do it again. I binned the topic and I don't want it to reappear.

 

I hate when boring mods are faster than me to edit the good topics. :( (thats a joke...)

 

@Topic

Anyone know the native for editing clothes? I can't find it.

Add skype.
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lol I Bypass spawn vehicle and other in online.I will post how to it

You better not do it again. I binned the topic and I don't want it to reappear.

 

I hate when boring mods are faster than me to edit the good topics. :( (thats a joke...)

 

@Topic

Anyone know the native for editing clothes? I can't find it.

Add skype.

 

 

I sent you a message there.

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What does the symbol * (point) in some functions? For example:
SET_ENTITY_AS_NO_LONGER_NEEDED(Entity *entityHandle)

or

SET_VEHICLE_AS_NO_LONGER_NEEDED(Vehicle *vehicleHandle)
When I enter a my variable "veh" (Vehicle veh = PED::GET_VEHICLE_PED_IS_USING(playerPed)), i get error:

 

error C2664: 'void ENTITY::SET_VEHICLE_AS_NO_LONGER_NEEDED(Vehicle *)' : cannot convert argument 1 from 'Vehicle' to 'Vehicle *'

Conversion from integral type to pointer type requires reinterpret_cast, C-style cast or function-style cast

 

Help me! How to write it correctly?

Edited by Lesnikus
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What does the symbol * (point) in some functions? For example:
SET_ENTITY_AS_NO_LONGER_NEEDED(Entity *entityHandle)

or

SET_VEHICLE_AS_NO_LONGER_NEEDED(Vehicle *vehicleHandle)
When I enter a my variable "veh" (Vehicle veh = PED::GET_VEHICLE_PED_IS_USING(playerPed)), i get error:

 

error C2664: 'void ENTITY::SET_VEHICLE_AS_NO_LONGER_NEEDED(Vehicle *)' : cannot convert argument 1 from 'Vehicle' to 'Vehicle *'

Conversion from integral type to pointer type requires reinterpret_cast, C-style cast or function-style cast

 

Help me! How to write it correctly?

 

The asterisk (*) means that that variable is a pointer.

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What does the symbol * (point) in some functions? For example:
SET_ENTITY_AS_NO_LONGER_NEEDED(Entity *entityHandle)

or

SET_VEHICLE_AS_NO_LONGER_NEEDED(Vehicle *vehicleHandle)
When I enter a my variable "veh" (Vehicle veh = PED::GET_VEHICLE_PED_IS_USING(playerPed)), i get error:

 

error C2664: 'void ENTITY::SET_VEHICLE_AS_NO_LONGER_NEEDED(Vehicle *)' : cannot convert argument 1 from 'Vehicle' to 'Vehicle *'

Conversion from integral type to pointer type requires reinterpret_cast, C-style cast or function-style cast

 

Help me! How to write it correctly?

 

The asterisk (*) means that that variable is a pointer.

 

 

What does it mean? How to do the right thing? How do I apply it to my "Vehicle veh"?

Edited by Lesnikus
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You guys should look at this page before asking what are the params, http://dev-c.com/nativedb/ we really need to work together to progress btw, if you have some changes to make, don't hesitate it will benefit for all of us.

i go like every day on it and rename 10 arguments from capital to lower case because some people dont understand that u shouldnt nape a argument the same as a type

also i cant use it until alexander blade hasnt updated it to PC 64bit Hashes (I would help him he should just contact me for that ) as we already have the PC hashes in the sdk -.-

 

(Alexander when u gonna release PC nativedb? )

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Hey guys, I know probably it's been asked before and it's a noob question, but what is the "Any" type? I didn't get it.

 

If you look at the types header, you will see that Any is just a dword/unsigned long. It's a generic type either means "we aren't sure what this is", or "you could pass different parameters in here depending on the context". For example, you may be able to pass a Ped in, or a vehicle, or a hashkey, but for some functions it's not yet known which they need. That's my understanding, at least.

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Hey guys, I know probably it's been asked before and it's a noob question, but what is the "Any" type? I didn't get it.

 

If you look at the types header, you will see that Any is just a dword/unsigned long. It's a generic type either means "we aren't sure what this is", or "you could pass different parameters in here depending on the context". For example, you may be able to pass a Ped in, or a vehicle, or a hashkey, but for some functions it's not yet known which they need. That's my understanding, at least.

 

Thank you! I really appreciate it.

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You guys should look at this page before asking what are the params, http://dev-c.com/nativedb/ we really need to work together to progress btw, if you have some changes to make, don't hesitate it will benefit for all of us.

i go like every day on it and rename 10 arguments from capital to lower case because some people dont understand that u shouldnt nape a argument the same as a type

also i cant use it until alexander blade hasnt updated it to PC 64bit Hashes (I would help him he should just contact me for that ) as we already have the PC hashes in the sdk -.-

 

(Alexander when u gonna release PC nativedb? )

 

Yeah I second this, the updated DB would be great to start documenting. Hopefully changes in syntax that I've committed won't disappear though.

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I will move some declarations

 

 

 

You guys should look at this page before asking what are the params, http://dev-c.com/nativedb/ we really need to work together to progress btw, if you have some changes to make, don't hesitate it will benefit for all of us.

i go like every day on it and rename 10 arguments from capital to lower case because some people dont understand that u shouldnt nape a argument the same as a type

also i cant use it until alexander blade hasnt updated it to PC 64bit Hashes (I would help him he should just contact me for that ) as we already have the PC hashes in the sdk -.-

 

(Alexander when u gonna release PC nativedb? )

 

Yeah I second this, the updated DB would be great to start documenting. Hopefully changes in syntax that I've committed won't disappear though.

 

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