jfmherokiller Posted May 20, 2015 Share Posted May 20, 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 PedEntityId, BOOL p2, BOOL p3)--changes the Ped of the player to the one specified by PedEntityId 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. I made a minor mistake on the post it seems its not the id of the ped but the entity id of said ped Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/20/#findComment-1067491872 Share on other sites More sharing options...
Neutrinobeam Posted May 20, 2015 Share Posted May 20, 2015 (edited) So PED::REMOVE_NIGHTVISION_MELEE should be PED::GET_NUMBER_OF_PED_PROP_TEXTURE_VARIATIONS. Can anyone else confirm they have the same hash? And that REMOVE_NIGHTVISION_MELEE can't be changed since it's the correct hash? jfmherokiller How exactly are you getting the pedEntityID? From the decompiled scripts, it seems to be a pointer, but I couldn't get CHANGE_PLAYER_PED to work. Edited May 20, 2015 by Neutrinobeam Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/20/#findComment-1067492065 Share on other sites More sharing options...
derkk Posted May 20, 2015 Share Posted May 20, 2015 (edited) So PED::REMOVE_NIGHTVISION_MELEE should be PED::GET_NUMBER_OF_PED_PROP_TEXTURE_VARIATIONS. Can anyone else confirm they have the same hash? And that REMOVE_NIGHTVISION_MELEE can't be changed since it's the correct hash? Agree. Also STREAMING::STOP_PLAYER_REMAIN_ARCADE should be renamed back to STREAMING::_0xD9D2CFFF49FAB35F because it doesn't make any sense. It is some kind of boolean check on something having to do with switching or loading. Edited May 20, 2015 by derkk sasuke78200 1 Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/20/#findComment-1067492118 Share on other sites More sharing options...
leftas Posted May 21, 2015 Share Posted May 21, 2015 (edited) So PED::REMOVE_NIGHTVISION_MELEE should be PED::GET_NUMBER_OF_PED_PROP_TEXTURE_VARIATIONS. Can anyone else confirm they have the same hash? And that REMOVE_NIGHTVISION_MELEE can't be changed since it's the correct hash? Agree. Also STREAMING::STOP_PLAYER_REMAIN_ARCADE should be renamed back to STREAMING::_0xD9D2CFFF49FAB35F because it doesn't make any sense. It is some kind of boolean check on something having to do with switching or loading. It's how R* named them. If you would hash STOP_PLAYER_REMAIN_ARCADE(with Jenkins one at time), you would get 0x56135acc hash, as in console version was. I don't know why they name (or maybe Alexander's matching tool made a mistake ? Or you matched by yourself Alexander ?) that. but please, don't edit it globally, you can make a comment or something, or change name in your native header file EDIT: Hash collision have occurred, and these two strings seems to have the same hash. Sorry for misleading. All the best, Paul. Edited May 21, 2015 by leftas InfamousSabre 1 Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/20/#findComment-1067495737 Share on other sites More sharing options...
Neutrinobeam Posted May 21, 2015 Share Posted May 21, 2015 We're saying that REMOVE_NIGHTVISION_MELEE and STOP_PLAYER_REMAIN_ARCADE aren't what R* named them. Those are two nonsense strings that happen to hash to the same value as R*s names. I have a working mod that uses REMOVE_NIGHTVISION_MELEE as if it were GET_NUMBER_OF_PED_PROP_TEXTURE_VARIATIONS, as far as I can tell they have the same hash, and I cannot edit the name in the natives database as the hash is correct even though the name isn't. Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/20/#findComment-1067495884 Share on other sites More sharing options...
leftas Posted May 21, 2015 Share Posted May 21, 2015 (edited) We're saying that REMOVE_NIGHTVISION_MELEE and STOP_PLAYER_REMAIN_ARCADE aren't what R* named them. Those are two nonsense strings that happen to hash to the same value as R*s names. I have a working mod that uses REMOVE_NIGHTVISION_MELEE as if it were GET_NUMBER_OF_PED_PROP_TEXTURE_VARIATIONS, as far as I can tell they have the same hash, and I cannot edit the name in the natives database as the hash is correct even though the name isn't. Yep, you're right. Hash collision have occurred. It's rare case, but it happened in this case. Sorry for misleading, I said that before I tested the hashes.Sorry. Best wishes, Paul. Edited May 22, 2015 by leftas Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/20/#findComment-1067496539 Share on other sites More sharing options...
ryzeart Posted May 22, 2015 Share Posted May 22, 2015 (edited) hey guys i installed the latest openiv with mods folder but when i'm going online the .rpf mods are still active. i presume this isn't normal? I like this idea with mods folder but don't want to use mods online in case of ban. Any help?Game:Steam edt. OS: Windows 8.1 x64 Modded handling.meta in /mods/update/update.rpfNon modded handling.meta in /update/update.rpf Edited May 22, 2015 by ryzeart Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/20/#findComment-1067497534 Share on other sites More sharing options...
InfamousSabre Posted May 22, 2015 Share Posted May 22, 2015 (edited) hey guys i installed the latest openiv with mods folder but when i'm going online the .rpf mods are still active. i presume this isn't normal? I like this idea with mods folder but don't want to use mods online in case of ban. Any help? Game:Steam edt. OS: Windows 8.1 x64 Modded handling.meta in /mods/update/update.rpf Non modded handling.meta in /update/update.rpf Are you using some sort of special loader? Edited May 22, 2015 by InfamousSabre Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/20/#findComment-1067497668 Share on other sites More sharing options...
ryzeart Posted May 22, 2015 Share Posted May 22, 2015 hey guys i installed the latest openiv with mods folder but when i'm going online the .rpf mods are still active. i presume this isn't normal? I like this idea with mods folder but don't want to use mods online in case of ban. Any help? Game:Steam edt. OS: Windows 8.1 x64 Modded handling.meta in /mods/update/update.rpf Non modded handling.meta in /update/update.rpf Are you using some sort of special loader? nope the only loader i'm using is the one from alex's site itself Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/20/#findComment-1067498969 Share on other sites More sharing options...
InfamousSabre Posted May 23, 2015 Share Posted May 23, 2015 hey guys i installed the latest openiv with mods folder but when i'm going online the .rpf mods are still active. i presume this isn't normal? I like this idea with mods folder but don't want to use mods online in case of ban. Any help? Game:Steam edt. OS: Windows 8.1 x64 Modded handling.meta in /mods/update/update.rpf Non modded handling.meta in /update/update.rpf Are you using some sort of special loader? nope the only loader i'm using is the one from alex's site itself No idea why anything would load from this "mods" folder, then. Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/20/#findComment-1067501016 Share on other sites More sharing options...
InfamousSabre Posted May 23, 2015 Share Posted May 23, 2015 (edited) We're saying that REMOVE_NIGHTVISION_MELEE and STOP_PLAYER_REMAIN_ARCADE aren't what R* named them. Those are two nonsense strings that happen to hash to the same value as R*s names. I have a working mod that uses REMOVE_NIGHTVISION_MELEE as if it were GET_NUMBER_OF_PED_PROP_TEXTURE_VARIATIONS, as far as I can tell they have the same hash, and I cannot edit the name in the natives database as the hash is correct even though the name isn't. Definitely not the right names, you're right. This should be an example for anyone attempting to bruteforce native names. Just because the hash matches does NOT mean it is the correct name. Use common sense/logic, guys. Appy-polly-loggies for the double-post :x Edited May 23, 2015 by InfamousSabre Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/20/#findComment-1067502686 Share on other sites More sharing options...
ryzeart Posted May 23, 2015 Share Posted May 23, 2015 (edited) hey guys i installed the latest openiv with mods folder but when i'm going online the .rpf mods are still active. i presume this isn't normal? I like this idea with mods folder but don't want to use mods online in case of ban. Any help? Game:Steam edt. OS: Windows 8.1 x64 Modded handling.meta in /mods/update/update.rpf Non modded handling.meta in /update/update.rpf Are you using some sort of special loader? nope the only loader i'm using is the one from alex's site itself No idea why anything would load from this "mods" folder, then. no idea either it works in single player when i go online its all still active its really messed up i'll try a few different loaders maybe as the only thing i can think is the loader is dodgy or something but i got it from http://www.dev-c.com/gtav/ Edit: Tried a few different things but nope they were still active online the only way i can make it not be active online is to delete the mods folder completely I really don't get what is wrong with it i'm not exactly a novice user.. Edit 2 That's the way its laid out the only time mods aren't active are when mods folder is deleted online or offline. Edited May 24, 2015 by ryzeart Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/20/#findComment-1067503667 Share on other sites More sharing options...
Guad Posted May 24, 2015 Share Posted May 24, 2015 (edited) I managed to make a police searchlight that follows a vehicle with DRAW_SPOT_LIGHT, but I cannot create the actual light cone, any idea how to get it working? Picture related, I made a line as a placeholder where the cone should be. I've also tried _0x5BCA583A583194DB with no luck. It's the same as DRAW_SPOT_LIGHT but the light actually casts a shadow, but it has another unknown parameter. Edited May 24, 2015 by Guad BioBrain 1 Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/20/#findComment-1067506706 Share on other sites More sharing options...
boss of g-unit Posted May 25, 2015 Share Posted May 25, 2015 (edited) guys is this the function to turn on the car lights ?if yes, what are the parameters ?if no, what is ? void SET_VEHICLE_LIGHTS(Any p0, Any p1) // 34E710FF01247C5A E8930226 the other thing is what does this function do ? void SET_VEHICLE_LIGHT_MULTIPLIER(Vehicle vehicle, float multiplier) // 0xB385454F8791F57C 0x48039D6A Edited May 25, 2015 by boss of g-unit Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/20/#findComment-1067511058 Share on other sites More sharing options...
Jitnaught Posted May 25, 2015 Share Posted May 25, 2015 (edited) guys is this the function to turn on the car lights ?if yes, what are the parameters ?if no, what is ? void SET_VEHICLE_LIGHTS(Any p0, Any p1) // 34E710FF01247C5A E8930226 the other thing is what does this function do ? void SET_VEHICLE_LIGHT_MULTIPLIER(Vehiclevehicle, floatmultiplier) // 0xB385454F8791F57C 0x48039D6A I'd bet that it's (Vehicle veh, bool lightsOn).I'd say that the multiplier is the light intensity, but that's just a guess. Edited May 25, 2015 by LetsPlayOrDy Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/20/#findComment-1067511226 Share on other sites More sharing options...
0xsatoshi Posted May 28, 2015 Share Posted May 28, 2015 How are you confirming that some native names are correct? Are you just guessing based upon the location of the hash in the header file? Or were there multiple sets of hashes released? Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/20/#findComment-1067520379 Share on other sites More sharing options...
Alexander Blade Posted May 28, 2015 Author Share Posted May 28, 2015 (edited) Few decompilation bugs were fixed , scripts are updated , download 0xsatoshiread 1st post Edited May 28, 2015 by Alexander Blade jfmherokiller 1 Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/20/#findComment-1067522058 Share on other sites More sharing options...
0xsatoshi Posted May 28, 2015 Share Posted May 28, 2015 I read the first post. when you say that some native names are known, how do you know they are the real names and not hash collisions? Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/20/#findComment-1067522096 Share on other sites More sharing options...
Szabo Posted May 28, 2015 Share Posted May 28, 2015 Hey guys, how can I edit the data in the nativedb? I don't see any edit button nor any register form of any kind. Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/20/#findComment-1067522189 Share on other sites More sharing options...
jtgibson Posted May 28, 2015 Share Posted May 28, 2015 Hey guys, how can I edit the data in the nativedb? I don't see any edit button nor any register form of any kind. Little pencil icon to the left of the entry. =) Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/20/#findComment-1067522464 Share on other sites More sharing options...
Szabo Posted May 28, 2015 Share Posted May 28, 2015 (edited) Hey guys, how can I edit the data in the nativedb? I don't see any edit button nor any register form of any kind. Little pencil icon to the left of the entry. =) Thank you, but there's no such icon for me... I think I either need to register somewhere OR perhaps the icon shows when you hover something and that's not working for me... I'm using Chrome because FF screwed my Sync stuff and I lost important data so I'm not using that sheesh again . Here's a screenshot... perhaps there's an edit button somewhere and I'm blind: https://drive.google.com/file/d/0B6RP3uoh07LuTTNoMEl4OVJMdms/view?usp=sharing IMPORTANT EDIT: Nevermind guys, that was a problem on my end. Sorry for that . Edited May 28, 2015 by Szabo Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/20/#findComment-1067522600 Share on other sites More sharing options...
Jitnaught Posted May 28, 2015 Share Posted May 28, 2015 Thank you, but there's no such icon for me... I think I either need to register somewhere OR perhaps the icon shows when you hover something and that's not working for me... I'm using Chrome because FF screwed my Sync stuff and I lost important data so I'm not using that sheesh again . Here's a screenshot... perhaps there's an edit button somewhere and I'm blind: https://drive.google.com/file/d/0B6RP3uoh07LuTTNoMEl4OVJMdms/view?usp=sharing I'm using Google Chrome as well, and it seems to work for me. There isn't any registration set up for the dev-c website. http://prntscr.com/7ahf0u Try right clicking on the web page, click Inspect Element, and see if there are any errors. Maybe the images weren't able to load? I don't know... I'm just guessing here lol. Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/20/#findComment-1067522661 Share on other sites More sharing options...
Alexander Blade Posted May 28, 2015 Author Share Posted May 28, 2015 (edited) Checking the scripts among with natives located near . I read the first post.when you say that some native names are known, how do you know they are the real names and not hash collisions? Edited May 28, 2015 by Alexander Blade Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/20/#findComment-1067523175 Share on other sites More sharing options...
0xsatoshi Posted May 29, 2015 Share Posted May 29, 2015 Checking the scripts among with natives located near . I read the first post. when you say that some native names are known, how do you know they are the real names and not hash collisions? weren't there multiple sets of hashes released? couldnt you just check "found" valid natives and rerun them with the different hash algorithm and if it also returns a valid hash then you know you have a valid native. this way you eliminate manual checking. Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/20/#findComment-1067523690 Share on other sites More sharing options...
Alexander Blade Posted May 29, 2015 Author Share Posted May 29, 2015 Different hash algorithm ? No such thing . Checking the scripts among with natives located near . I read the first post.when you say that some native names are known, how do you know they are the real names and not hash collisions? weren't there multiple sets of hashes released? couldnt you just check "found" valid natives and rerun them with the different hash algorithm and if it also returns a valid hash then you know you have a valid native. this way you eliminate manual checking. Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/20/#findComment-1067523898 Share on other sites More sharing options...
0xsatoshi Posted May 29, 2015 Share Posted May 29, 2015 The 360 hashes are the same as the PC hashes? Different hash algorithm ? No such thing . Checking the scripts among with natives located near . I read the first post.when you say that some native names are known, how do you know they are the real names and not hash collisions? weren't there multiple sets of hashes released? couldnt you just check "found" valid natives and rerun them with the different hash algorithm and if it also returns a valid hash then you know you have a valid native. this way you eliminate manual checking. Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/20/#findComment-1067523918 Share on other sites More sharing options...
Alexander Blade Posted May 29, 2015 Author Share Posted May 29, 2015 There are no actual native hashes on PC , it's just random values . The 360 hashes are the same as the PC hashes? Different hash algorithm ? No such thing . Checking the scripts among with natives located near . I read the first post.when you say that some native names are known, how do you know they are the real names and not hash collisions? weren't there multiple sets of hashes released? couldnt you just check "found" valid natives and rerun them with the different hash algorithm and if it also returns a valid hash then you know you have a valid native. this way you eliminate manual checking. sasuke78200 and leftas 2 Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/20/#findComment-1067523962 Share on other sites More sharing options...
darkphoenixxx Posted May 30, 2015 Share Posted May 30, 2015 (edited) Ok, can someone point me where i am wrong with this? AI::TASK_PLAY_ANIM(playerPed, (Any *)GAMEPLAY::GET_HASH_KEY((char *)"oddjobs@assassinate@multi@yachttarget@lapdance"), (Any *)GAMEPLAY::GET_HASH_KEY((char *)"yacht_ld_f"), 8.0, 0.0, 10, 0, 0.0, 0, 0, 0); 1. ped of the player 2. animation folder. I assume my (Any *) conversion is not the right thing to do, but it does not eat string or hash. Do i even need to GAMEPLAY::GET_HASH_KEY? 3. animation name. same ^ 4. animation speed. in the source i find different numbers, so it is not 1.0 = normal speed. Or is it? 5. god knows what 6. duration? 7. some value 8. some float? 9, 10, 11. lock positions by x, y ,z ? Y it no work ? Edited May 30, 2015 by darkphoenixxx Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/20/#findComment-1067528170 Share on other sites More sharing options...
sasuke78200 Posted May 30, 2015 Share Posted May 30, 2015 http://dev-c.com/nativedb/func/info/ea47fe3719165b94 "char *animDictionary, char *animationName" So no need to pass their hashes. AI::TASK_PLAY_ANIM(playerPed, "oddjobs@assassinate@multi@yachttarget@lapdance", "yacht_ld_f", 8.0, 0.0, 10, 0, 0.0, 0, 0, 0); should work Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/20/#findComment-1067528481 Share on other sites More sharing options...
darkphoenixxx Posted May 30, 2015 Share Posted May 30, 2015 (edited) argument of type "const char *" is incompatible with parameter of type "Any *" if i use (char *) "oddjobs@assassinate@multi@yachttarget@lapdance" i get argument of type "char *" is incompatible with parameter of type "Any *" I need to put pointer to an animation from what i understand. EDIT: i guess i need REQUEST_ANIM_DICT(char *AminSet) and stuff Edited May 30, 2015 by darkphoenixxx Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/20/#findComment-1067528540 Share on other sites More sharing options...
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