splintter Posted April 28, 2015 Share Posted April 28, 2015 -snip- Â Thanks, updating nativedb will be helpful. Can I ask you some details about the UI::_DRAW_TEXT() function? I saw your native trainer that you do a sort of scaling, this is necessary? if I call UI::_DRAW_TEXT(10,10) it will print on exactly position 10,10 of my screen or of my GTA window? Link to comment Share on other sites More sharing options...
identitymatrix Posted April 28, 2015 Share Posted April 28, 2015 (edited) 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: Â Â Â Yep Or alternatively, you can use my simple little tool, if you don't have notepad++ or can't be bothered open 693 .txt in notepad++ Â https://gta5base.com/tools/GTA_V_Decompiled_Natives_Finder-f7 Edited April 28, 2015 by TheVideoVolcano Link to comment Share on other sites More sharing options...
Alexander Blade Posted April 28, 2015 Author Share Posted April 28, 2015 It was copied from original scripts  -snip-  Thanks, updating nativedb will be helpful. Can I ask you some details about the UI::_DRAW_TEXT() function? I saw your native trainer that you do a sort of scaling, this is necessary? if I call UI::_DRAW_TEXT(10,10) it will print on exactly position 10,10 of my screen or of my GTA window?  Link to comment Share on other sites More sharing options...
ffzero58 Posted April 29, 2015 Share Posted April 29, 2015 Has anyone got animations to play at all on command? How much do we know on this subject? Link to comment Share on other sites More sharing options...
Tez2 Posted April 29, 2015 Share Posted April 29, 2015 Has anyone got animations to play at all on command? How much do we know on this subject? You use "TASK_PLAY_ANIM" for animations. Not hard to do since some modders did it. First parameter is the ped handle and second is the AnimationID and third is the AnimationSet and fourth is the speed. Eighth parameter is X and ninth parameter is Y and tenth paratmeter is Z Link to comment Share on other sites More sharing options...
ffzero58 Posted April 29, 2015 Share Posted April 29, 2015 Thanks. Â ARGH, I wanted to stick with LUA or .NET but it seems some of the native parameter definitions are wrong: Â tick: scripts/addins/test.lua:10: error in function 'TASK_PLAY_ANIM'. argument #3 is 'string'; 'number' expected. This happens a lot with other native functions as well. I guess I'll go back to C++ and test there (and rant a little in the LUA thread). Link to comment Share on other sites More sharing options...
ffzero58 Posted April 29, 2015 Share Posted April 29, 2015 Yep Or alternatively, you can use my simple little tool, if you don't have notepad++ or can't be bothered open 693 .txt in notepad++ Â https://gta5base.com/tools/GTA_V_Decompiled_Natives_Finder-f7 Â Â Looks like a nice utility. However, the website brings me to do a survey and looks dodgy when attempting to download. Â When opening all 693 text files, notepad++ uses about <600 megs. The number will climb when searching all docs (it saves all searches in the bottom panel). As long as you have 2 gig free and a decent PC, anyone can use this and I feel notepad++ is more comprehensive (clicking on the found line automatically jumps to the txt file and line for contextual research). It has already helped solve a few riddles. If only I had more time... Link to comment Share on other sites More sharing options...
LtFlash Posted April 29, 2015 Share Posted April 29, 2015 To search for certain natives in decompiled scripts you can use this program: http://www.wingrep.com/ unknown modder 1 Link to comment Share on other sites More sharing options...
gta.bullet Posted April 29, 2015 Share Posted April 29, 2015 (edited) Â Yep Or alternatively, you can use my simple little tool, if you don't have notepad++ or can't be bothered open 693 .txt in notepad++ Â https://gta5base.com/tools/GTA_V_Decompiled_Natives_Finder-f7 Â Â Looks like a nice utility. However, the website brings me to do a survey and looks dodgy when attempting to download. Â When opening all 693 text files, notepad++ uses about <600 megs. The number will climb when searching all docs (it saves all searches in the bottom panel). As long as you have 2 gig free and a decent PC, anyone can use this and I feel notepad++ is more comprehensive (clicking on the found line automatically jumps to the txt file and line for contextual research). It has already helped solve a few riddles. If only I had more time... Â Â You DONT have to open all files to search in them with Notepad++. There is already a menu called "Search in Files" in Search. Just select the folder script files in. Edited April 29, 2015 by gta.bullet ffzero58 1 Link to comment Share on other sites More sharing options...
Aleph-Zero Posted April 29, 2015 Share Posted April 29, 2015 No clue yet about which Native activates the mouse? It's really dragging my work back and i don't have a clue on how to find it out through debugging with IDA and alike. Link to comment Share on other sites More sharing options...
ffzero58 Posted April 29, 2015 Share Posted April 29, 2015 Â You DONT have to open all files to search in them with Notepad++. There is already a menu called "Search in Files" in Search. Just select the folder script files in. Â Â Thanks! Learning something new everyday. Ctrl+Shift+F is the shortcut key. Â Aleph-Zero 1 Link to comment Share on other sites More sharing options...
Szabo Posted April 30, 2015 Share Posted April 30, 2015 Hey guys, any ideas on how to get/set these:  1-Neon lights (layout and colour) 2-License plate style 3-Tire smoke colour 4-Wheel (rim) colour  Also, I'm using TOGGLE_VEHICLE_MOD(veh, 22, bool) for Zenon lamps, but the result is inconsistent, but I can 'get' that toggelable by IS_TOGGLE_MOD_ON(veh, 22), so I don't know if it's bugged or what. Link to comment Share on other sites More sharing options...
ffzero58 Posted April 30, 2015 Share Posted April 30, 2015 Is anyone doing ongoing research on obtaining the animation list? I would be happy to help but I am unsure where to start. Here's to hoping we can start scripting animated scenes for movie creation in San Andreas. Link to comment Share on other sites More sharing options...
TheRouLetteBoi Posted April 30, 2015 Share Posted April 30, 2015 (edited) Hey guys, any ideas on how to get/set these:  1-Neon lights (layout and colour) 2-License plate style 3-Tire smoke colour 4-Wheel (rim) colour  Also, I'm using TOGGLE_VEHICLE_MOD(veh, 22, bool) for Zenon lamps, but the result is inconsistent, but I can 'get' that toggelable by IS_TOGGLE_MOD_ON(veh, 22), so I don't know if it's bugged or what. added to the DB. Edited April 30, 2015 by TheRouLetteBoi Link to comment Share on other sites More sharing options...
Supacure Posted April 30, 2015 Share Posted April 30, 2015 I don't understand what the readme means when it says "Now you need to check everything that you see in that file !" I am not sure what I'm checking for, I guess I should say. Any way I can help aside from just having bruted these names? Link to comment Share on other sites More sharing options...
SK83RJOSH Posted April 30, 2015 Share Posted April 30, 2015 (edited) For anyone interested I've finished documenting the onscreen keyboard functions (mostly anyway, that first one is still a mess): Â GAMEPLAY::DISPLAY_ONSCREEN_KEYBOARD GAMEPLAY::UPDATE_ONSCREEN_KEYBOARD GAMEPLAY::GET_ONSCREEN_KEYBOARD_RESULT NOTE: This example won't work unless you've updated your natives.h to reflect the changes made to the nativesdb Ped playerPed = PLAYER::PLAYER_PED_ID();// No point in displaying the keyboard if they aren't in a vehicleif (!PED::IS_PED_IN_ANY_VEHICLE(playerPed, false)) return;// Invoke keyboardGAMEPLAY::DISPLAY_ONSCREEN_KEYBOARD(true, "", "", VEHICLE::GET_VEHICLE_NUMBER_PLATE_TEXT(PED::GET_VEHICLE_PED_IS_IN(playerPed, false)), "", "", "", 9);// Wait for the user to editwhile (GAMEPLAY::UPDATE_ONSCREEN_KEYBOARD() == 0) WAIT(0);// Make sure they didn't exit without confirming their change, and that they're still in a vehicleif (!GAMEPLAY::GET_ONSCREEN_KEYBOARD_RESULT() || !PED::IS_PED_IN_ANY_VEHICLE(playerPed, false)) return;// Update the licenseplateVEHICLE::SET_VEHICLE_NUMBER_PLATE_TEXT(PED::GET_VEHICLE_PED_IS_IN(playerPed, false), GAMEPLAY::GET_ONSCREEN_KEYBOARD_RESULT()); Edited April 30, 2015 by SK83RJOSH xktgangx, ChOcOsKiZo, Fireboyd78 and 2 others 5 Link to comment Share on other sites More sharing options...
moment0 Posted April 30, 2015 Share Posted April 30, 2015 Â ... Â Thanks SK83RJOSH for the info, I'll try when I get a chance. Link to comment Share on other sites More sharing options...
cp1dell Posted May 1, 2015 Share Posted May 1, 2015 Any information on missions in general? Using the mission replay feature, I've noticed that a few of them have certain times of day they are set to be played at - even the ones that don't do the timelapse thing when you first start them in Story Mode. Really curious to see what each mission's time of day/night is set to if possible. Would be a lot easier than replaying every single mission and marking down the time. Link to comment Share on other sites More sharing options...
FunGt Posted May 1, 2015 Share Posted May 1, 2015 Â For anyone interested I've finished documenting the onscreen keyboard functions (mostly anyway, that first one is still a mess): Â GAMEPLAY::DISPLAY_ONSCREEN_KEYBOARD GAMEPLAY::UPDATE_ONSCREEN_KEYBOARD GAMEPLAY::GET_ONSCREEN_KEYBOARD_RESULT NOTE: This example won't work unless you've updated your natives.h to reflect the changes made to the nativesdb The onscreen keyboard is the same "box" that appears when you press ~ to type cheats? Link to comment Share on other sites More sharing options...
SK83RJOSH Posted May 2, 2015 Share Posted May 2, 2015 Â Â For anyone interested I've finished documenting the onscreen keyboard functions (mostly anyway, that first one is still a mess): Â GAMEPLAY::DISPLAY_ONSCREEN_KEYBOARD GAMEPLAY::UPDATE_ONSCREEN_KEYBOARD GAMEPLAY::GET_ONSCREEN_KEYBOARD_RESULT NOTE: This example won't work unless you've updated your natives.h to reflect the changes made to the nativesdb The onscreen keyboard is the same "box" that appears when you press ~ to type cheats? Â Â Yeap, it's the same one Link to comment Share on other sites More sharing options...
MAFINS Posted May 3, 2015 Share Posted May 3, 2015    For anyone interested I've finished documenting the onscreen keyboard functions (mostly anyway, that first one is still a mess):  GAMEPLAY::DISPLAY_ONSCREEN_KEYBOARD GAMEPLAY::UPDATE_ONSCREEN_KEYBOARD GAMEPLAY::GET_ONSCREEN_KEYBOARD_RESULT NOTE: This example won't work unless you've updated your natives.h to reflect the changes made to the nativesdb The onscreen keyboard is the same "box" that appears when you press ~ to type cheats?   Yeap, it's the same one  Doesn't work on PC (the last time I tried). I had to make my own keyboard function xD.   Hey guys, any ideas on how to get/set these:  1-Neon lights (layout and colour) 2-License plate style 3-Tire smoke colour 4-Wheel (rim) colour  Also, I'm using TOGGLE_VEHICLE_MOD(veh, 22, bool) for Zenon lamps, but the result is inconsistent, but I can 'get' that toggelable by IS_TOGGLE_MOD_ON(veh, 22), so I don't know if it's bugged or what. 1. You can use the airport lights for neons, or use DRAW_LIGHT_WITH_RANGE. 2. SET_VEHICLE_NUMBER_PLATE_TEXT_INDEX (Ranges from 0 to 5 - 5th is the Yankton plate). 3. SET_VEHICLE_TIRE_SMOKE_COLOUR. 4. SET_VEHICLE_EXTRA_COLOURS  . That toggle should thing should work. It works for me. IS_TOGGLE_MOD_ON to check it, and TOGGLE_VEHICLE_MOD to turn it on. ChOcOsKiZo 1 Link to comment Share on other sites More sharing options...
MAFINS Posted May 3, 2015 Share Posted May 3, 2015 Â -snip- Â Thanks, updating nativedb will be helpful. Can I ask you some details about the UI::_DRAW_TEXT() function? I saw your native trainer that you do a sort of scaling, this is necessary? if I call UI::_DRAW_TEXT(10,10) it will print on exactly position 10,10 of my screen or of my GTA window? Â The GTA Window. The scaling is done via SET_TEXT_SCALE(float,float); Link to comment Share on other sites More sharing options...
XeClutch Posted May 3, 2015 Share Posted May 3, 2015 Do you guys want a release? LtFlash and flynhigh09 2 Link to comment Share on other sites More sharing options...
Aleph-Zero Posted May 4, 2015 Share Posted May 4, 2015 Do you guys want a release? Â Another one? Also... http://i.imgur.com/5SRttgG.png Link to comment Share on other sites More sharing options...
XeClutch Posted May 4, 2015 Share Posted May 4, 2015  Do you guys want a release?  Another one? Also... http://i.imgur.com/5SRttgG.png  I didn't realize that one was already released and I made mine so that you don't have to open every script in Notepad and search for it. Link to comment Share on other sites More sharing options...
Hollistupid Posted May 4, 2015 Share Posted May 4, 2015 I saw this native in the database: DRAW_SPOT_LIGHTÂ Is a mod that allows the police spotlight to be controllable possible? I don't want to keep my hopes up if it can't be done. Link to comment Share on other sites More sharing options...
BenBaron Posted May 4, 2015 Share Posted May 4, 2015     For anyone interested I've finished documenting the onscreen keyboard functions (mostly anyway, that first one is still a mess):  GAMEPLAY::DISPLAY_ONSCREEN_KEYBOARD GAMEPLAY::UPDATE_ONSCREEN_KEYBOARD GAMEPLAY::GET_ONSCREEN_KEYBOARD_RESULT NOTE: This example won't work unless you've updated your natives.h to reflect the changes made to the nativesdb The onscreen keyboard is the same "box" that appears when you press ~ to type cheats?   Yeap, it's the same one  Doesn't work on PC (the last time I tried). I had to make my own keyboard function xD.  Well, I don't know what you tried, but the keyboard natives work just fine on my side. Link to comment Share on other sites More sharing options...
BenBaron Posted May 4, 2015 Share Posted May 4, 2015 I saw this native in the database: DRAW_SPOT_LIGHTÂ Is a mod that allows the police spotlight to be controllable possible? I don't want to keep my hopes up if it can't be done. Â I don't know, why it shouldn't be possible . Â Â Just quick and dirty (green just for fun), but follows me like a flashlight. Hollistupid 1 Link to comment Share on other sites More sharing options...
identitymatrix Posted May 4, 2015 Share Posted May 4, 2015   Do you guys want a release?  Another one? Also... http://i.imgur.com/5SRttgG.png  I didn't realize that one was already released and I made mine so that you don't have to open every script in Notepad and search for it.   Yeah, the one I made is quite a bit less sophisticated. Probably because you worked on it longer than I.    Do you guys want a release?  Another one? Also... http://i.imgur.com/5SRttgG.png  I didn't realize that one was already released and I made mine so that you don't have to open every script in Notepad and search for it.   Yeah, the one I made is quite a bit less sophisticated. Probably because you worked on it longer than I. *Edit, oh, you're were talking about n++ Link to comment Share on other sites More sharing options...
XeClutch Posted May 4, 2015 Share Posted May 4, 2015    Do you guys want a release?  Another one? Also... http://i.imgur.com/5SRttgG.png  I didn't realize that one was already released and I made mine so that you don't have to open every script in Notepad and search for it.   Yeah, the one I made is quite a bit less sophisticated. Probably because you worked on it longer than I.    Do you guys want a release?  Another one? Also... http://i.imgur.com/5SRttgG.png  I didn't realize that one was already released and I made mine so that you don't have to open every script in Notepad and search for it.   Yeah, the one I made is quite a bit less sophisticated. Probably because you worked on it longer than I. *Edit, oh, you're were talking about n++  I'm not sure how long you worked on yours for but mine took 30 minutes lol. Link to comment Share on other sites More sharing options...
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