MAFINS 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. 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 https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/17/#findComment-1067417259 Share on other sites More sharing options...
Aleph-Zero Posted May 4, 2015 Share Posted May 4, 2015 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 https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/17/#findComment-1067417609 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_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 . Just quick and dirty (green just for fun), but follows me like a flashlight. DRAW_LIGHT_WITH_RANGEIs this the helicopter spotlight beam? Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/17/#findComment-1067418351 Share on other sites More sharing options...
leeeunchang Posted May 4, 2015 Share Posted May 4, 2015 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 https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/17/#findComment-1067418457 Share on other sites More sharing options...
identitymatrix Posted May 4, 2015 Share Posted May 4, 2015 Do you guys want a release? 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. jedijosh920 1 Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/17/#findComment-1067418529 Share on other sites More sharing options...
XeClutch Posted May 5, 2015 Share Posted May 5, 2015 (edited) Do you guys want a release? 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. Edited May 5, 2015 by XeClutch Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/17/#findComment-1067418748 Share on other sites More sharing options...
Jitnaught Posted May 5, 2015 Share Posted May 5, 2015 (edited) 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 May 5, 2015 by LetsPlayOrDy Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/17/#findComment-1067418788 Share on other sites More sharing options...
Szabo Posted May 5, 2015 Share Posted May 5, 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. 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 https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/17/#findComment-1067418971 Share on other sites More sharing options...
sjaak327 Posted May 6, 2015 Share Posted May 6, 2015 (edited) 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 May 6, 2015 by sjaak327 Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/17/#findComment-1067423643 Share on other sites More sharing options...
BenBaron Posted May 6, 2015 Share Posted May 6, 2015 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 . 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 https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/17/#findComment-1067424216 Share on other sites More sharing options...
unknown modder Posted May 6, 2015 Share Posted May 6, 2015 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 https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/17/#findComment-1067425182 Share on other sites More sharing options...
Szabo Posted May 6, 2015 Share Posted May 6, 2015 (edited) 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 May 6, 2015 by Szabo ChOcOsKiZo 1 Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/17/#findComment-1067426073 Share on other sites More sharing options...
Aleph-Zero Posted May 6, 2015 Share Posted May 6, 2015 Anyone found the natives for the mouse cursor yet? Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/17/#findComment-1067426213 Share on other sites More sharing options...
unknown modder Posted May 6, 2015 Share Posted May 6, 2015 (edited) 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 May 6, 2015 by unknown modder Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/17/#findComment-1067427419 Share on other sites More sharing options...
OT_VINTA Posted May 6, 2015 Share Posted May 6, 2015 Help me, how to get a gear number of the car and value of a tachometer? Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/17/#findComment-1067427439 Share on other sites More sharing options...
Szabo Posted May 6, 2015 Share Posted May 6, 2015 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! Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/17/#findComment-1067428034 Share on other sites More sharing options...
Szabo Posted May 7, 2015 Share Posted May 7, 2015 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 https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/17/#findComment-1067430765 Share on other sites More sharing options...
Chumillas Posted May 7, 2015 Share Posted May 7, 2015 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 https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/17/#findComment-1067430920 Share on other sites More sharing options...
ChOcOsKiZo Posted May 8, 2015 Share Posted May 8, 2015 (edited) 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 May 8, 2015 by ChOcOsKiZo Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/17/#findComment-1067434245 Share on other sites More sharing options...
jedijosh920 Posted May 8, 2015 Share Posted May 8, 2015 Can someone assist me in making a menu base like the one on the upper left in the image? Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/17/#findComment-1067434390 Share on other sites More sharing options...
likebosS26 Posted May 8, 2015 Share Posted May 8, 2015 NeatSquid and Alvarez 2 Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/17/#findComment-1067435018 Share on other sites More sharing options...
Szabo Posted May 8, 2015 Share Posted May 8, 2015 (edited) 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 May 8, 2015 by Szabo ChOcOsKiZo 1 Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/17/#findComment-1067435505 Share on other sites More sharing options...
sjaak327 Posted May 8, 2015 Share Posted May 8, 2015 ^ Yes that native works. Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/17/#findComment-1067436030 Share on other sites More sharing options...
Szabo Posted May 8, 2015 Share Posted May 8, 2015 ^ Yes that native works. Thanks. So something is wrong on my end. Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/17/#findComment-1067436040 Share on other sites More sharing options...
ClareXoBearrx3 Posted May 9, 2015 Share Posted May 9, 2015 (edited) 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 May 9, 2015 by ClareXoBearrx3 Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/17/#findComment-1067438646 Share on other sites More sharing options...
Tez2 Posted May 9, 2015 Share Posted May 9, 2015 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 https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/17/#findComment-1067438945 Share on other sites More sharing options...
ClareXoBearrx3 Posted May 9, 2015 Share Posted May 9, 2015 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 https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/17/#findComment-1067439017 Share on other sites More sharing options...
NeatSquid Posted May 9, 2015 Share Posted May 9, 2015 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 https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/17/#findComment-1067440728 Share on other sites More sharing options...
headscript Posted May 10, 2015 Share Posted May 10, 2015 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 https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/17/#findComment-1067442678 Share on other sites More sharing options...
Freakyy Posted May 10, 2015 Share Posted May 10, 2015 Here is a tutorial on Relationship Groups. You can stop random peds from fleeing using them: http://gtaforums.com/topic/793324-relationship-groups-stopping-random-peds-from-fleeing/ Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/17/#findComment-1067443957 Share on other sites More sharing options...
Recommended Posts
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 accountSign in
Already have an account? Sign in here.
Sign In Now