Jump to content

[V] Script/Native Documentation and Research


Alexander Blade

Recommended Posts

 

 

 

 

Do you guys want a release?

923999d3e4.png

 

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?

923999d3e4.png

 

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.

 

I searched the f*ck out of scripts in noteped(.exe) back in the day lol.

Ain't got no need for it anymore. xD

Link to comment
Share on other sites

Aleph-Zero

It has been said again and again... CTRL+SHIFT+F on notepad++ gives you the option to search in all files inside a folder.

Link to comment
Share on other sites

Hollistupid

 

 

 

I saw this native in the database:

DRAW_SPOT_LIGHT

 

 

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.

 

I don't know, why it shouldn't be possible ;) .

 

ir2pxkxt.png

 

Just quick and dirty (green just for fun), but follows me like a flashlight.

 

 

DRAW_LIGHT_WITH_RANGE

Is this the helicopter spotlight beam?

Link to comment
Share on other sites

leeeunchang

Hello Alexander.

 

I'm so happy for using your trainer

 

But can i change the menu into another language like korean?

 

plz tell me how to .. i 'm not a programmer i don't have any idea about programming..

 

thank you.

Link to comment
Share on other sites

identitymatrix

Do you guys want a release?

923999d3e4.png

And btw, I had to update mine to match the quality as yours, just to let you know, your 'line nums' are completely incorrect, you must have forgotten to reset your counter integer when jumping to next .txt file.

  • Like 1
Link to comment
Share on other sites

 

Do you guys want a release?

923999d3e4.png

And btw, I had to update mine to match the quality as yours, just to let you know, your 'line nums' are completely incorrect, you must have forgotten to reset your counter integer when jumping to next .txt file.

 

Actually the line numbers are correct. I'm not using the scripts released on this thread.

 

24fb141295.png

 

Edited by XeClutch
Link to comment
Share on other sites

Jitnaught

Does anyone know how to get all entities currently spawned? I remember the .NET script hook from IV would get the vehicle pool directly from the address, but I have no clue how to find the address (though I would love to know) or even how to get it through the address (I could probably find this out by looking through IV's .NET script hook though).

Edited by LetsPlayOrDy
Link to comment
Share on other sites

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.

 

Thank you! Very helpful! I was struggling to find a way to set the plate style, since there's VEHICLE::GET_VEHICLE_PLATE_TYPE but no VEHICLE::SET_VEHICLE_PLATE_TYPE

 

However, I didn't understand what you said about the neon lights... I'm looking for a way to get/set them. Are the actual neon lights just 'airport' lights attached to the vehicle? In this case, is there a way to 'get them' (positions, colors), so I can then re-create them? Also, when re-creating them, how can I 'attach' them to the vehicles? Perhaps some 'make_child' function or something?

 

Also, VEHICLE::TOGGLE_VEHICLE_MOD(currentVehicle, 22, bool) (22=Xenon Headlamps) always works when p2 is true, but seems to works randomly when it's false. Any ideas why?

 

Thank you again.

Link to comment
Share on other sites

For neons you can use drawlightwithrange, if you want I can give you my code, I just ported it from IV to V and works the exact same way.

 

About the 22 toggle, seems to work consistently on my side, all I do is:

 

 

if (VEHICLE::IS_TOGGLE_MOD_ON(car, 22))				{					VEHICLE::TOGGLE_VEHICLE_MOD(car, 22, false);				}				else				{					VEHICLE::TOGGLE_VEHICLE_MOD(car, 22, true);				}
Edited by sjaak327
Link to comment
Share on other sites

 

 

I saw this native in the database:

DRAW_SPOT_LIGHT[/size]

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.

 

I don't know, why it shouldn't be possible ;) .

 

ir2pxkxt.png

 

Just quick and dirty (green just for fun), but follows me like a flashlight.

 

 

DRAW_LIGHT_WITH_RANGE

Is this the helicopter spotlight beam?

No, I'd say DRAW_SPOT_LIGHT is better suited for the helicopter...way more parameters and thus control over its position.

Link to comment
Share on other sites

unknown modder

For neons you can use drawlightwithrange, if you want I can give you my code, I just ported it from IV to V and works the exact same way.

 

About the 22 toggle, seems to work consistently on my side, all I do is:

 

if (VEHICLE::IS_TOGGLE_MOD_ON(car, 22))				{					VEHICLE::TOGGLE_VEHICLE_MOD(car, 22, false);				}				else				{					VEHICLE::TOGGLE_VEHICLE_MOD(car, 22, true);				}

quick tip try using toggle natives like this

VEHICLE::TOGGLE_VEHICLE_MOD(car, 22, VEHICLE::IS_TOGGLE_MOD_ON(car, 22) == 0);
Link to comment
Share on other sites

Thanks guys.

 

The Xenon problem was my fault actually :). It was an 'inttobool' function I had in lua that wasn't working properly (when the input was a string).

 

Also, I found some things that are not useful for me at the moment, but may be useful for someone else, or in any case it's always good documenting them:

 

 

VEHICLE::GET_VEHICLE_MOD_COLOR_1(currentVehicle, 0, 0, 0)

This is the "ID" of the vehicle colour in LSC, the 3 values it returns are the IDs of the paintings in LSC the first is the category (eg: metallic, metals, etc.), second is the index of the painting in each category, and the third is the pearlscent highlight colour.

These are only 'gettable' when your car is at the LSC, otherwise they all return 0.

For example, the chrome colour is '5,0,0'.

 

VEHICLE::SET_VEHICLE_MOD_COLOR_1(v, p1, p2, p3)
This one is a little tricky, the p1,p2,p3 have nothing to do with r,g,b as said above, they are IDs of the paintings at LSC. When you run that directly on a vehicle, nothing happens, first you have to clear the current colour, so, when you run something like:

 

VEHICLE.CLEAR_VEHICLE_CUSTOM_PRIMARY_COLOUR(currentVehicle)
VEHICLE.SET_VEHICLE_MOD_COLOR_1(currentVehicle, 5,0,0) //5,0,0 = chrome

 

The vehicle gets chromed.

 

The x_2 variants (e.g. VEHICLE::SET_VEHICLE_MOD_COLOR_2) they only have 2 parameters (besides the vehicle) because the secondary colour can't have pearlscency.

 

 

Another thing I found is that in the GET/SET_VEHICLE_EXTRA_COLOURS, the p1 is the pearlscent highlight colour (the p2 is known to be the rim colour, as pointed out here (thanks)).

 

 

Perhaps someone wants to add the info above to the nativedb.

 

----

 

Also, I couldn't get the plate style working, here are my results, I'm using the lua plugin, so if someone can try it directly in C++ to confirm the results, I'd appreciate:

 

VEHICLE::GET_VEHICLE_PLATE_TYPE - This always returns 2, no matter what plate the car has

VEHICLE::GET_VEHICLE_NUMBER_PLATE_TEXT_INDEX - This returns an error, possibly only in lua (attempt to call field 'GET_VEHICLE_NUMBER_PLATE_TEXT_INDEX' (a nil value))

 

And do you guys know how to get/set the 'custom tyre' (the paintings on the side of the tyres. I thought it were a tooglemod, but it isn't (tried up to togglemod 25))

 

And do you guys by any chance know a way to get/set the actual paint 'shader' of the vehicles OR perhaps a way to get those paint IDs when not in LSC? The problem I'm having is I need to get and set the paint for my perstistence mod, but at the moment i'm using only the colours, so the matte paintings revert to gloss. I need a way to either get the paint IDs when not in LSC or to get/set the shader.

 

Thanks in advance.

 

@unknown_modder: is there a way to 'get' the neon lights a vehicle has? If you have a way to do that, I'd really appreciate some snippets :). Thank you.

Edited by Szabo
Link to comment
Share on other sites

unknown modder

Thanks guys.

 

The Xenon problem was my fault actually :). It was an 'inttobool' function I had in lua that wasn't working properly (when the input was a string).

 

Also, I found some things that are not useful for me at the moment, but may be useful for someone else, or in any case it's always good documenting them:

 

 

VEHICLE::GET_VEHICLE_MOD_COLOR_1(currentVehicle, 0, 0, 0)

This is the "ID" of the vehicle colour in LSC, the 3 values it returns are the IDs of the paintings in LSC the first is the category (eg: metallic, metals, etc.), second is the index of the painting in each category, and the third is the pearlscent highlight colour.

These are only 'gettable' when your car is at the LSC, otherwise they all return 0.

For example, the chrome colour is '5,0,0'.

 

VEHICLE::SET_VEHICLE_MOD_COLOR_1(v, p1, p2, p3)

This one is a little tricky, the p1,p2,p3 have nothing to do with r,g,b as said above, they are IDs of the paintings at LSC. When you run that directly on a vehicle, nothing happens, first you have to clear the current colour, so, when you run something like:

 

VEHICLE.CLEAR_VEHICLE_CUSTOM_PRIMARY_COLOUR(currentVehicle)

VEHICLE.SET_VEHICLE_MOD_COLOR_1(currentVehicle, 5,0,0) //5,0,0 = chrome

 

The vehicle gets chromed.

 

The x_2 variants (e.g. VEHICLE::SET_VEHICLE_MOD_COLOR_2) they only have 2 parameters (besides the vehicle) because the secondary colour can't have pearlscency.

 

 

Another thing I found is that in the GET/SET_VEHICLE_EXTRA_COLOURS, the p1 is the pearlscent highlight colour (the p2 is known to be the rim colour, as pointed out here (thanks)).

 

 

Perhaps someone wants to add the info above to the nativedb.

 

----

 

Also, I couldn't get the plate style working, here are my results, I'm using the lua plugin, so if someone can try it directly in C++ to confirm the results, I'd appreciate:

 

VEHICLE::GET_VEHICLE_PLATE_TYPE - This always returns 2, no matter what plate the car has

VEHICLE::GET_VEHICLE_NUMBER_PLATE_TEXT_INDEX - This returns an error, possibly only in lua (attempt to call field 'GET_VEHICLE_NUMBER_PLATE_TEXT_INDEX' (a nil value))

 

And do you guys know how to get/set the 'custom tyre' (the paintings on the side of the tyres. I thought it were a tooglemod, but it isn't (tried up to togglemod 25))

 

And do you guys by any chance know a way to get/set the actual paint 'shader' of the vehicles OR perhaps a way to get those paint IDs when not in LSC? The problem I'm having is I need to get and set the paint for my perstistence mod, but at the moment i'm using only the colours, so the matte paintings revert to gloss. I need a way to either get the paint IDs when not in LSC or to get/set the shader.

 

Thanks in advance.

 

@unknown_modder: is there a way to 'get' the neon lights a vehicle has? If you have a way to do that, I'd really appreciate some snippets :). Thank you.

VEHICLE::GET_VEHICLE_PLATE_TYPE, Im pretty sure that returns what layout of plates a car has(front, back, front & back, none)

VEHICLE::GET_VEHICLE_NUMBER_PLATE_TEXT_INDEX returns the kind of plates the car is using (Blue on white1, yellow on black etc.

 

I'm unsure about neons, I havent looked into them yet, and without access to decrypted/decompressed ysc files I cant look into them. (the code for getting/setting doesnt appear in LG version as that doesnt have neons on cars)

 

custom tyres are tricky

VEHICLE::GET_VEHICLE_MOD_VARIATION(VehicleID, 23); //returns true if front tyres are custom(or all tyres for cars. 24 is rear bike tyresVEHICLE::SET_VEHICLE_MOD(VehicleID, 23, VEHICLE::GET_VEHICLE_MOD(VehicleID, 23), bCustomTyres); //as before 24 for rear bike tyres
Edited by unknown modder
Link to comment
Share on other sites

Help me, how to get a gear number of the car and value of a tachometer?

Link to comment
Share on other sites

 

Thanks guys.

 

The Xenon problem was my fault actually :). It was an 'inttobool' function I had in lua that wasn't working properly (when the input was a string).

 

Also, I found some things that are not useful for me at the moment, but may be useful for someone else, or in any case it's always good documenting them:

 

 

VEHICLE::GET_VEHICLE_MOD_COLOR_1(currentVehicle, 0, 0, 0)

This is the "ID" of the vehicle colour in LSC, the 3 values it returns are the IDs of the paintings in LSC the first is the category (eg: metallic, metals, etc.), second is the index of the painting in each category, and the third is the pearlscent highlight colour.

These are only 'gettable' when your car is at the LSC, otherwise they all return 0.

For example, the chrome colour is '5,0,0'.

 

VEHICLE::SET_VEHICLE_MOD_COLOR_1(v, p1, p2, p3)

This one is a little tricky, the p1,p2,p3 have nothing to do with r,g,b as said above, they are IDs of the paintings at LSC. When you run that directly on a vehicle, nothing happens, first you have to clear the current colour, so, when you run something like:

 

VEHICLE.CLEAR_VEHICLE_CUSTOM_PRIMARY_COLOUR(currentVehicle)

VEHICLE.SET_VEHICLE_MOD_COLOR_1(currentVehicle, 5,0,0) //5,0,0 = chrome

 

The vehicle gets chromed.

 

The x_2 variants (e.g. VEHICLE::SET_VEHICLE_MOD_COLOR_2) they only have 2 parameters (besides the vehicle) because the secondary colour can't have pearlscency.

 

 

Another thing I found is that in the GET/SET_VEHICLE_EXTRA_COLOURS, the p1 is the pearlscent highlight colour (the p2 is known to be the rim colour, as pointed out here (thanks)).

 

 

Perhaps someone wants to add the info above to the nativedb.

 

----

 

Also, I couldn't get the plate style working, here are my results, I'm using the lua plugin, so if someone can try it directly in C++ to confirm the results, I'd appreciate:

 

VEHICLE::GET_VEHICLE_PLATE_TYPE - This always returns 2, no matter what plate the car has

VEHICLE::GET_VEHICLE_NUMBER_PLATE_TEXT_INDEX - This returns an error, possibly only in lua (attempt to call field 'GET_VEHICLE_NUMBER_PLATE_TEXT_INDEX' (a nil value))

 

And do you guys know how to get/set the 'custom tyre' (the paintings on the side of the tyres. I thought it were a tooglemod, but it isn't (tried up to togglemod 25))

 

And do you guys by any chance know a way to get/set the actual paint 'shader' of the vehicles OR perhaps a way to get those paint IDs when not in LSC? The problem I'm having is I need to get and set the paint for my perstistence mod, but at the moment i'm using only the colours, so the matte paintings revert to gloss. I need a way to either get the paint IDs when not in LSC or to get/set the shader.

 

Thanks in advance.

 

@unknown_modder: is there a way to 'get' the neon lights a vehicle has? If you have a way to do that, I'd really appreciate some snippets :). Thank you.

VEHICLE::GET_VEHICLE_PLATE_TYPE, Im pretty sure that returns what layout of plates a car has(front, back, front & back, none)

VEHICLE::GET_VEHICLE_NUMBER_PLATE_TEXT_INDEX returns the kind of plates the car is using (Blue on white1, yellow on black etc.

 

I'm unsure about neons, I havent looked into them yet, and without access to decrypted/decompressed ysc files I cant look into them. (the code for getting/setting doesnt appear in LG version as that doesnt have neons on cars)

 

custom tyres are tricky

 

VEHICLE::GET_VEHICLE_MOD_VARIATION(VehicleID, 23); //returns true if front tyres are custom(or all tyres for cars. 24 is rear bike tyresVEHICLE::SET_VEHICLE_MOD(VehicleID, 23, VEHICLE::GET_VEHICLE_MOD(VehicleID, 23), bCustomTyres); //as before 24 for rear bike tyres

 

That's surely tricky. I would never figure that out by myself. Thank you! :D
Link to comment
Share on other sites

Hey guys, is there a way to check it the game is paused/going to pause? I've tried all of these:

UI.IS_PAUSE_MENU_ACTIVE(), UI.GET_PAUSE_MENU_STATE(), CAM.IS_SCREEN_FADING_OUT(), CAM.IS_SCREEN_FADED_OUT()

But none of them worked for me.

 

The CAM ones works when the game is fading from the loading screen and the UI ones I think they only work when the game is already paused. Perhaps I have to tick my stuff independently from the game?

Link to comment
Share on other sites

Chumillas

Hey guys, are you documenting all this info anywhere else? or just in this topic.

 

I have a unfinished list of blip/icon types (~400, some indexes are nil)

 

Keep up the good work

Link to comment
Share on other sites

ChOcOsKiZo

Thanks guys.

 

The Xenon problem was my fault actually :). It was an 'inttobool' function I had in lua that wasn't working properly (when the input was a string).

 

Also, I found some things that are not useful for me at the moment, but may be useful for someone else, or in any case it's always good documenting them:

 

 

VEHICLE::GET_VEHICLE_MOD_COLOR_1(currentVehicle, 0, 0, 0)

This is the "ID" of the vehicle colour in LSC, the 3 values it returns are the IDs of the paintings in LSC the first is the category (eg: metallic, metals, etc.), second is the index of the painting in each category, and the third is the pearlscent highlight colour.

These are only 'gettable' when your car is at the LSC, otherwise they all return 0.

For example, the chrome colour is '5,0,0'.

 

VEHICLE::SET_VEHICLE_MOD_COLOR_1(v, p1, p2, p3)

This one is a little tricky, the p1,p2,p3 have nothing to do with r,g,b as said above, they are IDs of the paintings at LSC. When you run that directly on a vehicle, nothing happens, first you have to clear the current colour, so, when you run something like:

 

VEHICLE.CLEAR_VEHICLE_CUSTOM_PRIMARY_COLOUR(currentVehicle)

VEHICLE.SET_VEHICLE_MOD_COLOR_1(currentVehicle, 5,0,0) //5,0,0 = chrome

 

The vehicle gets chromed.

 

The x_2 variants (e.g. VEHICLE::SET_VEHICLE_MOD_COLOR_2) they only have 2 parameters (besides the vehicle) because the secondary colour can't have pearlscency.

 

 

Another thing I found is that in the GET/SET_VEHICLE_EXTRA_COLOURS, the p1 is the pearlscent highlight colour (the p2 is known to be the rim colour, as pointed out here (thanks)).

 

 

Perhaps someone wants to add the info above to the nativedb.

 

----

 

Also, I couldn't get the plate style working, here are my results, I'm using the lua plugin, so if someone can try it directly in C++ to confirm the results, I'd appreciate:

 

VEHICLE::GET_VEHICLE_PLATE_TYPE - This always returns 2, no matter what plate the car has

VEHICLE::GET_VEHICLE_NUMBER_PLATE_TEXT_INDEX - This returns an error, possibly only in lua (attempt to call field 'GET_VEHICLE_NUMBER_PLATE_TEXT_INDEX' (a nil value))

 

And do you guys know how to get/set the 'custom tyre' (the paintings on the side of the tyres. I thought it were a tooglemod, but it isn't (tried up to togglemod 25))

 

And do you guys by any chance know a way to get/set the actual paint 'shader' of the vehicles OR perhaps a way to get those paint IDs when not in LSC? The problem I'm having is I need to get and set the paint for my perstistence mod, but at the moment i'm using only the colours, so the matte paintings revert to gloss. I need a way to either get the paint IDs when not in LSC or to get/set the shader.

 

Thanks in advance.

 

@unknown_modder: is there a way to 'get' the neon lights a vehicle has? If you have a way to do that, I'd really appreciate some snippets :). Thank you.

 

 

Hi maybe this can help you , i use this in sprx , c++ language , i don't know about asi or lua but might not be too difficult too understand (i hope)

SET_VEHICLE_MOD(veh, 23, 25, 1);  // 23 is for the wheels , 25 the wheel number  , 1 is the toggle for custom tyresSET_VEHICLE_MOD(veh, 24, 25, 1);  // 24 is for the Back Bike Wheels , 25 the wheel number, 1 is the toggle for custom tyres 
Edited by ChOcOsKiZo
Link to comment
Share on other sites

jedijosh920

grandtheftsex.jpg

 

Can someone assist me in making a menu base like the one on the upper left in the image?

Link to comment
Share on other sites

 

Hi maybe this can help you , i use this in sprx , c++ language , i don't know about asi or lua but might not be too difficult too understand (i hope)

SET_VEHICLE_MOD(veh, 23, 25, 1);  // 23 is for the wheels , 25 the wheel number  , 1 is the toggle for custom tyresSET_VEHICLE_MOD(veh, 24, 25, 1);  // 24 is for the Back Bike Wheels , 25 the wheel number, 1 is the toggle for custom tyres 

Thank you. unknown modder has ninjaed you in the answer, but I really appreciate your help anyways :).

 

I'm having another issue though, VEHICLE::SET_VEHICLE_NUMBER_PLATE_TEXT_INDEX seems to have no effect at all. I'm running it after SET_VEHICLE_MOD_KIT and I've tried all values from 0 to 5, nothing happens. Can anyone confirm if it's working properly for you? Thanks in advance.

Edited by Szabo
Link to comment
Share on other sites

ClareXoBearrx3R9

Anyone know the native(s) for insuring a vehicle?

 

I looked throughout the database and didn't notice anything that might resemble that behavior. I know in IV we could use the SET_CAR_AS_MISSION_CAR or something like that. Would be nice if we could do something like that in singleplayer to prevent the worry of losing an awesome car, simply because Insurance wasn't implemented in singleplayer. :)

Edited by ClareXoBearrx3
Link to comment
Share on other sites

Anyone know the native(s) for insuring a vehicle?

 

I looked throughout the database and didn't notice anything that might resemble that behavior. I know in IV we could use the SET_CAR_AS_MISSION_CAR or something like that. Would be nice if we could do something like that in singleplayer to prevent the worry of losing an awesome car, simply because Insurance wasn't implemented in singleplayer. :)

Instead of "car" they've replaced it with "entity".

SET_ENTITY_AS_MISSION_ENTITY

Link to comment
Share on other sites

ClareXoBearrx3R9

 

Anyone know the native(s) for insuring a vehicle?

 

I looked throughout the database and didn't notice anything that might resemble that behavior. I know in IV we could use the SET_CAR_AS_MISSION_CAR or something like that. Would be nice if we could do something like that in singleplayer to prevent the worry of losing an awesome car, simply because Insurance wasn't implemented in singleplayer. :)

Instead of "car" they've replaced it with "entity".

SET_ENTITY_AS_MISSION_ENTITY

 

Ah, perfect - thanks! :)

Link to comment
Share on other sites

NeatSquid

There is straight hierarchy for this , which excludes multiply script engines at all , for example

 

- c++ script engine

--- c++ plugin (1) (i.e. carspawner.asi)

--- .net wrapper built on top of the c++ plugin (2) (i.e. trainer.asi)

----- corresponding script for this wrapper (i.e. trainer.net -- as you can see corresponding file has the same name as the wrapper)

--- the same .net wrapper built on top of the c++ plugin (3) (i.e. coolplugin.asi)

----- corresponding script for this wrapper (i.e. coolplugin.net -- same as above)

 

The goal is to make everything version independent and as much compatible as possible , the only thing that will be changing is the script engine on top of this hierarchy . If we are talking about .net then script developer publishes his script (coolplugin.net) in pair with the wrapper it was written for (coolplugin.asi) , so for the end user there is no difference between installing c++ plugin (carspawner.asi) and installing .net one (coolplugin.asi + coolplugin.net) , meanwhile wrapper developer shouldn't maintain backward compatibility for a scripts his wrapper is running .

 

So if someone will want to build .net/javascript/python script engine for GTA V the only thing he will need to do is to build a wrapper on top of the c++ plugin .

Has anyone done a Python one yet?

Link to comment
Share on other sites

headscript

 

There is straight hierarchy for this , which excludes multiply script engines at all , for example

 

- c++ script engine

--- c++ plugin (1) (i.e. carspawner.asi)

--- .net wrapper built on top of the c++ plugin (2) (i.e. trainer.asi)

----- corresponding script for this wrapper (i.e. trainer.net -- as you can see corresponding file has the same name as the wrapper)

--- the same .net wrapper built on top of the c++ plugin (3) (i.e. coolplugin.asi)

----- corresponding script for this wrapper (i.e. coolplugin.net -- same as above)

 

The goal is to make everything version independent and as much compatible as possible , the only thing that will be changing is the script engine on top of this hierarchy . If we are talking about .net then script developer publishes his script (coolplugin.net) in pair with the wrapper it was written for (coolplugin.asi) , so for the end user there is no difference between installing c++ plugin (carspawner.asi) and installing .net one (coolplugin.asi + coolplugin.net) , meanwhile wrapper developer shouldn't maintain backward compatibility for a scripts his wrapper is running .

 

So if someone will want to build .net/javascript/python script engine for GTA V the only thing he will need to do is to build a wrapper on top of the c++ plugin .

Has anyone done a Python one yet?

 

a friend of me wants to do one but he just has not enough motivation

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • 2 Users Currently Viewing
    0 members, 0 Anonymous, 2 Guests

×
×
  • Create New...

Important Information

By using GTAForums.com, you agree to our Terms of Use and Privacy Policy.