sasuke78200 Posted May 16, 2015 Share Posted May 16, 2015 The multiplayer must be between 1.0 and 1.5. Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/19/#findComment-1067473715 Share on other sites More sharing options...
unknown modder Posted May 16, 2015 Share Posted May 16, 2015 Hi I have found some issues in the native.h from the Script Hook SDK. I think they shoud be also updated in the GTAV NATIVE DB. Wrongstatic Any GET_PLAYER_RADIO_STATION_NAME() { return invoke<Any>(0xF6D733C32076AD03); }Rightstatic char* GET_PLAYER_RADIO_STATION_NAME() { return invoke<char*>(0xF6D733C32076AD03); }Wrongstatic Any GET_PLAYER_RADIO_STATION_NAME(Any p0) { return invoke<Any>(0xF6D733C32076AD03); }Rightstatic char* GET_PLAYER_RADIO_STATION_NAME(Any p0) { return invoke<char*>(0xF6D733C32076AD03); } Thx for all the work. Anyone can update NativeDB, just use the edit button next to the native Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/19/#findComment-1067475736 Share on other sites More sharing options...
Alexander Blade Posted May 17, 2015 Author Share Posted May 17, 2015 Scripts are updated , link is in the #1 post Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/19/#findComment-1067477235 Share on other sites More sharing options...
GoroUnreal Posted May 17, 2015 Share Posted May 17, 2015 I have figured out 2 of the parameters to CHANGE_PLAYER_PED the first one is the output of PLAYER.GET_PLAYER_INDEX() and the second one is the id of the ped you wish to change to. here is my example code that works to change the ped natives.PLAYER.CHANGE_PLAYER_PED(natives.PLAYER.GET_PLAYER_INDEX(),ped.ID,false,false) sorry that it is in GTALua I just found it easier than writing test code that would require me to restart the game for every little edit. void PLAYER::CHANGE_PLAYER_PED(int playerindex, int PedId, BOOL p2, BOOL p3)--changes the Ped of the player to the one specified by PedId based upon what I have found I have updated the function. Just wondering if you were able to get this to work? I've tried this in C++ and it doesn't seem to work unless i'm writing it wrong. I'm currently working on something that would be much easier if this were to work. Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/19/#findComment-1067478215 Share on other sites More sharing options...
derkk Posted May 17, 2015 Share Posted May 17, 2015 GET_CLOSEST_OBJECT_OF_TYPE is using the wrong arguments in natives.h, it should have 8 arguments like this: l_503 = OBJECT::GET_CLOSEST_OBJECT_OF_TYPE(93.24579620361328, -1291.0306396484375, 29.15329933166504, 5.0, ${prop_cs_fridge_door}, 1, 0, 1); It also always returns 0 even though DOES_OBJECT_OF_TYPE_EXIST_AT_COORDS returns true for the same coordinates. Is that a bug in the scripthook? Alexander Blade 1 Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/19/#findComment-1067478397 Share on other sites More sharing options...
trama09 Posted May 17, 2015 Share Posted May 17, 2015 The multiplayer must be between 1.0 and 1.5. Excellent, thank you. How do you find multiplier and other limits? Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/19/#findComment-1067479257 Share on other sites More sharing options...
sasuke78200 Posted May 17, 2015 Share Posted May 17, 2015 (edited) By reading the .exe with a disassembler. Edited May 17, 2015 by sasuke78200 Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/19/#findComment-1067479741 Share on other sites More sharing options...
Kosdemo Posted May 18, 2015 Share Posted May 18, 2015 Hello, I would like to force change the animation state of a character in a script but am having trouble understanding some parameters. BOOL FORCE_PED_MOTION_STATE(Any p0, Any p1, BOOL p2, Any p3, BOOL p4) BOOL I assume refers to boolean. What do the conditions inside of the brackets refer to? I thought maybe "Any p0" Could be changed to something like ped.player, but then why the other ones? Please help me understand the conditions inside of brackets in these native functions. Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/19/#findComment-1067481488 Share on other sites More sharing options...
ClareXoBearrx3 Posted May 18, 2015 Share Posted May 18, 2015 Are there any known issues or intentional restrictions on file I/O with the ScriptHook SDK? I've got a rather complex licensing system in which part of it involves opening a file to read the license information and for whatever reason, I can never seem to open it. I've tested the exact same code, which is in a separate #include file, with other executables that I've written, with absolutely no problem. And after hours of debugging, it appears that opening the file seems to be a failure only when done inside the ASI. I've already run the game as Administrator to ensure permissions and am aware that if your ASI's file name is too long, the game will crash while processing the ScriptHookV.dll file (which I didn't see documented). So I was wondering if this file I/O (with a regular .txt file) was some intentional limitation or bug. Thanks. Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/19/#findComment-1067481738 Share on other sites More sharing options...
Fireboyd78 Posted May 18, 2015 Share Posted May 18, 2015 (edited) Nevermind.. Edited May 18, 2015 by CarLuver69 Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/19/#findComment-1067481804 Share on other sites More sharing options...
DosBuster Posted May 18, 2015 Share Posted May 18, 2015 (edited) Please tell me it's just the decompiler and not that the coding standards at Rockstar haven't been changed since the mid-90s. Regardless, am I on the right track assuming that their workflow is that all logic and classes/natives is defined in C++, then going over to their scripting system (objective C?) where it's all defined per feature/system, and then finally to xml where they define the various public variables that were laid out in the scripts? Secondly, will there come a time where we can unobfusucate functions and variable names, because that will truly allow us to figure out wtf kind of crack rockstar's programmers are smoking. Edited May 18, 2015 by DosBuster Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/19/#findComment-1067482440 Share on other sites More sharing options...
BenBaron Posted May 18, 2015 Share Posted May 18, 2015 Are there any known issues or intentional restrictions on file I/O with the ScriptHook SDK? I've got a rather complex licensing system in which part of it involves opening a file to read the license information and for whatever reason, I can never seem to open it. I've tested the exact same code, which is in a separate #include file, with other executables that I've written, with absolutely no problem. And after hours of debugging, it appears that opening the file seems to be a failure only when done inside the ASI. I've already run the game as Administrator to ensure permissions and am aware that if your ASI's file name is too long, the game will crash while processing the ScriptHookV.dll file (which I didn't see documented). So I was wondering if this file I/O (with a regular .txt file) was some intentional limitation or bug. Thanks. I don't know how you are trying what you are trying but I have no problems reading and writing text files out of the .asi in C++. There must be something else that is causing this on your side. I can confirm, though, that the asi loader seems to have problems with asi names that are too long (it causes freezing at the loading screen on my side). Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/19/#findComment-1067482757 Share on other sites More sharing options...
ClareXoBearrx3 Posted May 18, 2015 Share Posted May 18, 2015 Are there any known issues or intentional restrictions on file I/O with the ScriptHook SDK? I've got a rather complex licensing system in which part of it involves opening a file to read the license information and for whatever reason, I can never seem to open it. I've tested the exact same code, which is in a separate #include file, with other executables that I've written, with absolutely no problem. And after hours of debugging, it appears that opening the file seems to be a failure only when done inside the ASI. I've already run the game as Administrator to ensure permissions and am aware that if your ASI's file name is too long, the game will crash while processing the ScriptHookV.dll file (which I didn't see documented). So I was wondering if this file I/O (with a regular .txt file) was some intentional limitation or bug. Thanks. I don't know how you are trying what you are trying but I have no problems reading and writing text files out of the .asi in C++. There must be something else that is causing this on your side. I can confirm, though, that the asi loader seems to have problems with asi names that are too long (it causes freezing at the loading screen on my side). Thanks for the confirmations. I'm using (essentially) the following: #include <fstream>int readFromFile(){ std::string file_name = "license_info.txt"; std::ifstream* license_filep = new std::ifstream(file_name.c_str(), std::ios_base::in); // *** This is where it always return's false *** if (!license_filep->is_open()){ delete license_filep; return 2; } return 1;} I use <fstream> as opposed to <ifstream> since I later am writing to files as well. I do know that by including using namespace std; I need not continuously prefix std:: where appropriate. As always, the file license_info.txt exists in the GTA V root directory, at C:\Program Files\Rockstar Games\Grand Theft Auto V\license_info.txt. Is this perhaps not the correct path? I've also tried: Running the game as administrator (with Run-As administrator enforced for all users) Setting all executables to run-as administrator Any ideas or suggestions? Thanks Hello, I would like to force change the animation state of a character in a script but am having trouble understanding some parameters. BOOL FORCE_PED_MOTION_STATE(Any p0, Any p1, BOOL p2, Any p3, BOOL p4) BOOL I assume refers to boolean. What do the conditions inside of the brackets refer to? I thought maybe "Any p0" Could be changed to something like ped.player, but then why the other ones? Please help me understand the conditions inside of brackets in these native functions. You are correct in assuming that BOOL refer to boolean. In general, some functions may take one or more parameters ("parms", as some refer to them as). Parameters that are known are indicated as such: bool: boolean values (e.g.: true, false, 1, 0) int: integer values (e.g.: -2, -1, 0, 1, 2, ..., etc) float: floating point values (e.g.: 0.1, 0.2, etc) double: similar to floating point values, with additional precision ability (e.g.: 0.15, 0.28, etc) Functions with Any as the parameter type indicates that the parameter type is unknown and is up to you/the modding community to figure out, generally by inference and testing. And as a final note, p0, p1, ..., are labels for the parameters themselves where p stands for parameter and the reason for starting with 0 is just a convention, also noting that C++ (as well as C) is a zero-index-based language where arrays and other containers are generally indexed where the first element is considered the 0th element. Hope that helps Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/19/#findComment-1067483286 Share on other sites More sharing options...
Fireboyd78 Posted May 18, 2015 Share Posted May 18, 2015 (edited) Unknown natives are not being called correctly in decompiled scripts. Incorrect:UI::_D422FCC5F239A915() Correct:UI::_0xD422FCC5F239A915() Edited May 18, 2015 by CarLuver69 Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/19/#findComment-1067483343 Share on other sites More sharing options...
BenBaron Posted May 18, 2015 Share Posted May 18, 2015 (edited) Are there any known issues or intentional restrictions on file I/O with the ScriptHook SDK? I've got a rather complex licensing system in which part of it involves opening a file to read the license information and for whatever reason, I can never seem to open it. I've tested the exact same code, which is in a separate #include file, with other executables that I've written, with absolutely no problem. And after hours of debugging, it appears that opening the file seems to be a failure only when done inside the ASI. I've already run the game as Administrator to ensure permissions and am aware that if your ASI's file name is too long, the game will crash while processing the ScriptHookV.dll file (which I didn't see documented). So I was wondering if this file I/O (with a regular .txt file) was some intentional limitation or bug. Thanks. I don't know how you are trying what you are trying but I have no problems reading and writing text files out of the .asi in C++. There must be something else that is causing this on your side. I can confirm, though, that the asi loader seems to have problems with asi names that are too long (it causes freezing at the loading screen on my side). Thanks for the confirmations. I'm using (essentially) the following: #include <fstream>int readFromFile(){ std::string file_name = "license_info.txt"; std::ifstream* license_filep = new std::ifstream(file_name.c_str(), std::ios_base::in); // *** This is where it always return's false *** if (!license_filep->is_open()){ delete license_filep; return 2; } return 1;} I use <fstream> as opposed to <ifstream> since I later am writing to files as well. I do know that by including using namespace std; I need not continuously prefix std:: where appropriate. As always, the file license_info.txt exists in the GTA V root directory, at C:\Program Files\Rockstar Games\Grand Theft Auto V\license_info.txt. Is this perhaps not the correct path? I've also tried: Running the game as administrator (with Run-As administrator enforced for all users) Setting all executables to run-as administrator Any ideas or suggestions? Thanks Hello, I would like to force change the animation state of a character in a script but am having trouble understanding some parameters. BOOL FORCE_PED_MOTION_STATE(Any p0, Any p1, BOOL p2, Any p3, BOOL p4) BOOL I assume refers to boolean. What do the conditions inside of the brackets refer to? I thought maybe "Any p0" Could be changed to something like ped.player, but then why the other ones? Please help me understand the conditions inside of brackets in these native functions. You are correct in assuming that BOOL refer to boolean. In general, some functions may take one or more parameters ("parms", as some refer to them as). Parameters that are known are indicated as such: bool: boolean values (e.g.: true, false, 1, 0) int: integer values (e.g.: -2, -1, 0, 1, 2, ..., etc) float: floating point values (e.g.: 0.1, 0.2, etc) double: similar to floating point values, with additional precision ability (e.g.: 0.15, 0.28, etc) Functions with Any as the parameter type indicates that the parameter type is unknown and is up to you/the modding community to figure out, generally by inference and testing. And as a final note, p0, p1, ..., are labels for the parameters themselves where p stands for parameter and the reason for starting with 0 is just a convention, also noting that C++ (as well as C) is a zero-index-based language where arrays and other containers are generally indexed where the first element is considered the 0th element. Hope that helps Just a shot in the dark: there often seem to be problems with reading and writing from :\Program Files\ due to how UAC protects this folder. Thus, it is often not recommended by programs or games to install into this folder or into :\Program Files (X86). Did you do your other tests also on this folder? Another thing I wanted to ask is why you put the ifstream on the heap using new as I in your code snippet I don't see any use in that. You could do std::ifstream license_filep("license_info.txt") and it would be just fine on the stack. I don't think that should be causing problems, just asking . Edited May 18, 2015 by BenBaron Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/19/#findComment-1067483904 Share on other sites More sharing options...
ClareXoBearrx3 Posted May 18, 2015 Share Posted May 18, 2015 (edited) Just a shot in the dark: there often seem to be problems with reading and writing from :\Program Files\ due to how UAC protects this folder. Thus, it is often not recommended by programs or games to install into this folder or into :\Program Files (X86). Did you do your other tests also on this folder? Another thing I wanted to ask is why you put the ifstream on the heap using new as I in your code snippet I don't see any use in that. You could do std::ifstream license_filep("license_info.txt") and it would be just fine on the stack. I don't think that should be causing problems, just asking . I did figure there might be problems; and I did in fact test other restricted directories with my other tests (which succeeded). I could surely try storing files in user home directories, though I'd have to lookup some methods on determining the user's username to do that (which I'd assume isn't too hard). As for the heap, I'm just used to dealing with file I/O that way, not sure why, but I don't like dealing with size restrictions on the stack. With heap, I generally don't have to worry (not that I need to particularly worry normally anyway). I guess it's just something I tend to do often without thinking I suppose some might consider me as one who unnecessarily complicates things Just out of curiosity, have you ever read/written to the GTA V directory from the .asi? If not, where do you write to? When I programmed with the ScriptHook with GTA IV, I had no issues reading and writing to the GTA IV directory, I just made sure that the game was run-as administrator. But with this .asi, that doesn't seem to work. I also tried enforcing in the manifest "Require Administrator" (though I didn't think that would help) and sure enough, that didn't help either (on a sidenote, I think that's more-or-less exclusive to .exe's). Edited May 18, 2015 by ClareXoBearrx3 Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/19/#findComment-1067483983 Share on other sites More sharing options...
BenBaron Posted May 18, 2015 Share Posted May 18, 2015 Just a shot in the dark: there often seem to be problems with reading and writing from :\Program Files\ due to how UAC protects this folder. Thus, it is often not recommended by programs or games to install into this folder or into :\Program Files (X86). Did you do your other tests also on this folder? Another thing I wanted to ask is why you put the ifstream on the heap using new as I in your code snippet I don't see any use in that. You could do std::ifstream license_filep("license_info.txt") and it would be just fine on the stack. I don't think that should be causing problems, just asking . I did figure there might be problems; and I did in fact test other restricted directories with my other tests (which succeeded). I could surely try storing files in user home directories, though I'd have to lookup some methods on determining the user's username to do that (which I'd assume isn't too hard). As for the heap, I'm just used to dealing with file I/O that way, not sure why, but I don't like dealing with size restrictions on the stack. With heap, I generally don't have to worry (not that I need to particularly worry normally anyway). I guess it's just something I tend to do often without thinking I suppose some might consider me as one who unnecessarily complicates things Just out of curiosity, have you ever read/written to the GTA V directory from the .asi? If not, where do you write to? When I programmed with the ScriptHook with GTA IV, I had no issues reading and writing to the GTA IV directory, I just made sure that the game was run-as administrator. But with this .asi, that doesn't seem to work. I also tried enforcing in the manifest "Require Administrator" (though I didn't think that would help) and sure enough, that didn't help either (on a sidenote, I think that's more-or-less exclusive to .exe's). Ah ok ...yes, I do always read and write to a text file located in my GTA V folder in one of my .asis, but I didn't install GTA V into \Program Files\ and maybe, just maybe (I really don't now) there is problem there trying to read or write to a text file out of a .dll with the main process located there. At least I often read people having weird problems accessing files in those two standard install folders although everything is set to Administrator access and such. Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/19/#findComment-1067484029 Share on other sites More sharing options...
ClareXoBearrx3 Posted May 18, 2015 Share Posted May 18, 2015 Ah ok ...yes, I do always read and write to a text file located in my GTA V folder in one of my .asis, but I didn't install GTA V into \Program Files\ and maybe, just maybe (I really don't now) there is problem there trying to read or write to a text file out of a .dll with the main process located there. At least I often read people having weird problems accessing files in those two standard install folders although everything is set to Administrator access and such. Ah, OK. I see now, well then - I'll try looking over my code once more to verify I'm not missing something obvious, and then I'll try moving my files to some other non-administrative location. That is odd that the .asi is having issues writing to those files despite the game is being run as administrator. I do recall that this was not a problem with the Aru's ScriptHook for GTA IV. I'll report my findings here Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/19/#findComment-1067484105 Share on other sites More sharing options...
Fireboyd78 Posted May 18, 2015 Share Posted May 18, 2015 (edited) Figured I'd post some of the natives I've updated so far GRAPHICS::_0xDEADC0DEDEADC0DEGRAPHICS::DRAW_MARKERGRAPHICS::DRAW_SPRITEGRAPHICS::REQUEST_SCALEFORM_MOVIEGRAPHICS::DRAW_TV_CHANNELAlso renamed some unknown ones to better represent their functions:GRAPHICS::_BEGIN_TEXT_COMPONENTGRAPHICS::_END_TEXT_COMPONENTGRAPHICS::_REQUEST_SCALEFORM_MOVIE2GRAPHICS::_REQUEST_SCALEFORM_MOVIE3 UI::_GET_TEXT_SUBSTRINGThere's also a bunch of other ones I updated, but I lost count by now, LOL.Who else has fun doing this? Edited May 18, 2015 by CarLuver69 ChOcOsKiZo, Alexander Blade and ClareXoBearrx3 3 Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/19/#findComment-1067484201 Share on other sites More sharing options...
listener Posted May 18, 2015 Share Posted May 18, 2015 (edited) Unknown natives are not being called correctly in decompiled scripts. Incorrect: UI::_D422FCC5F239A915() Correct: UI::_0xD422FCC5F239A915() I wish if it was a serious problem ... For example, we have void SET_PED_ANGLED_DEFENSIVE_AREA(Any p0, float p1, float p2, float p3, float p4, float p5, float p6, float p7, BOOL p8, BOOL p9) It's real declaration is: void SET_PED_ANGLED_DEFENSIVE_AREA(Ped hPed, vector v1, vector v2, vector v3, bool bFlag1, bool bFlag2); Did you see vector parameters ? It's irrelevant for using natives by the script hook, but critical for analyzing/compiling scripts, because the script code can supply parameters as 3 consequence fpush, loading structure into the stack or a result of a function call Edited May 18, 2015 by listener Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/19/#findComment-1067484446 Share on other sites More sharing options...
Fireboyd78 Posted May 18, 2015 Share Posted May 18, 2015 (edited) More natives! UI::_GET_TEXT_SUBSTRING_SAFE UI::_GET_TEXT_SUBSTRING_SLICE Edited May 18, 2015 by CarLuver69 Alexander Blade, sasuke78200 and XBLToothPik 3 Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/19/#findComment-1067484542 Share on other sites More sharing options...
Fireboyd78 Posted May 19, 2015 Share Posted May 19, 2015 (edited) I think I've hit the jackpot - Scaleform natives!GRAPHICS::_CALL_SCALEFORM_MOVIE_FUNCTION_VOIDGRAPHICS::_CALL_SCALEFORM_MOVIE_FUNCTION_FLOAT_PARAMSGRAPHICS::_CALL_SCALEFORM_MOVIE_FUNCTION_STRING_PARAMSGRAPHICS::_CALL_SCALEFORM_MOVIE_FUNCTION_MIXED_PARAMSGRAPHICS::_PUSH_SCALEFORM_MOVIE_FUNCTION GRAPHICS::_PUSH_SCALEFORM_MOVIE_FUNCTION_FROM_HUD_COMPONENTGRAPHICS::_POP_SCALEFORM_MOVIE_FUNCTION_VOIDGRAPHICS::_POP_SCALEFORM_MOVIE_FUNCTIONGRAPHICS::_PUSH_SCALEFORM_MOVIE_FUNCTION_PARAMETER_INTGRAPHICS::_PUSH_SCALEFORM_MOVIE_FUNCTION_PARAMETER_FLOATGRAPHICS::_PUSH_SCALEFORM_MOVIE_FUNCTION_PARAMETER_BOOLSome functions that I can't figure out, but are pretty important:GRAPHICS::_0x768FF8961BA904D6 - function did not return null?GRAPHICS::_0x2DE7EFA66B906036 - convert return data to int? Edited May 19, 2015 by CarLuver69 XBLToothPik, sasuke78200 and Alexander Blade 3 Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/19/#findComment-1067485230 Share on other sites More sharing options...
Fireboyd78 Posted May 20, 2015 Share Posted May 20, 2015 (edited) It's awfully quiet here... The script decompiler is missing most of the DLC vehicle hashes, so here they are: btype = 0x6ff6914 // "ROOSEVELT"blade = 0xb820ed5ewarrener = 0x51d83328glendale = 0x47a6bc1rhapsody = 0x322cf98fpanto = 0xe644e480dubsta3 = 0xb6410173pigalle = 0x404b6381sovereign = 0x2c509634miljet = 0x9d80f93besra = 0x6cbd1d6dswift = 0xebc24df2coquette2 = 0x3c4e2113innovation = 0xf683eacahakuchou = 0x4b6c568afurore = 0xbf1691e0valkryie = 0xa09e15fdhydra = 0x39d6e83fsavage = 0xfb133a17enduro = 0x6882fa73boxville4 = 0x1a79847acasco = 0x3822bdfedinghy3 = 0x1e5e54eagburrito2 = 0x11aa0e14guardian = 0x825a9f4cinsurgent = 0x9114eadainsurgent2 = 0x7b7e56f0mule3 = 0x85a5b471kuruma = 0xae2bfe94kuruma2 = 0x187d938dlectro = 0x26321e67technical = 0x83051506velum2 = 0x403820e8dodo = 0xca495705marshall = 0x49863e9csubmersible2 = 0xc07107ee // "SUBMERS2"blista2 = 0x3dee5edastalion = 0x72a4c31edukes = 0x2b26f456dukes2 = 0xec8f7094stalion2 = 0xe80f67eedominator2 = 0xc96b73d9gauntlet2 = 0x14d22159buffalo3 = 0xe2c013eslamvan = 0x2b7f9de3rloader2 = 0xdce1d9f7jester2 = 0xbe0e6126massacro2 = 0xda5819a3I'd double check the hashes just to be sure, the names are from a function that maps a vehicle id to either a string value or a hash. Corrected hashes have a comment next to them. Edited May 20, 2015 by CarLuver69 LtFlash and sasuke78200 2 Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/19/#findComment-1067489931 Share on other sites More sharing options...
mysh Posted May 20, 2015 Share Posted May 20, 2015 (edited) Any GET_DISPLAY_NAME_FROM_VEHICLE_MODEL(int modelHash) this function's return type should be "char *" Edited May 20, 2015 by mysh Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/19/#findComment-1067490288 Share on other sites More sharing options...
Fireboyd78 Posted May 20, 2015 Share Posted May 20, 2015 NativeDB link: http://dev-c.com/nativedb/func/info/b215aac32d25d019 Let's see you edit it yourself. It'll be good practice! Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/19/#findComment-1067490290 Share on other sites More sharing options...
Tez2 Posted May 20, 2015 Share Posted May 20, 2015 PLAYER::_5DB660B38DD98A31(PLAYER::PLAYER_ID(), 1.0); This native edit your health regen rate. Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/19/#findComment-1067490382 Share on other sites More sharing options...
Fireboyd78 Posted May 20, 2015 Share Posted May 20, 2015 PLAYER::_5DB660B38DD98A31(PLAYER::PLAYER_ID(), 1.0);This native edit your health regen rate. If this is the case, I would suggest you rename the native to something like "_SET_PLAYER_HEALTH_REGENERATION_RATE". Good find! Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/19/#findComment-1067490431 Share on other sites More sharing options...
Tez2 Posted May 20, 2015 Share Posted May 20, 2015 (edited) PLAYER::_5DB660B38DD98A31(PLAYER::PLAYER_ID(), 1.0);This native edit your health regen rate. If this is the case, I would suggest you rename the native to something like "_SET_PLAYER_HEALTH_REGENERATION_RATE". Good find! Done. Edited May 20, 2015 by funmw2 sasuke78200 1 Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/19/#findComment-1067490479 Share on other sites More sharing options...
TotalCraftGames Posted May 20, 2015 Share Posted May 20, 2015 When we will able to set value of the Fuel HUD in cars? Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/19/#findComment-1067490835 Share on other sites More sharing options...
Fireboyd78 Posted May 20, 2015 Share Posted May 20, 2015 When we will able to set value of the Fuel HUD in cars? I don't think there's a native for that... Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/19/#findComment-1067491832 Share on other sites More sharing options...
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