lulzmodder Posted July 8, 2015 Share Posted July 8, 2015 I was just trying to figure out few unknown things in the entity section, and as a result I got these: Vector3 ENTITY::_0xE465D4AB7CA6AE72(Any P0) //GET_ENTITY_COLLISION_NORMAL? normalized collision pointAny _0x5C3D0A935F535C4C(Any p0) //GET_COLLIDED_STATIC_MAP_OBJECT_HASH? they can't be created or spawned thoughvoid _0x621873ECE1178967(Any p0, float p1, float p2, float p3, BOOL p4, BOOL p5, BOOL p6, BOOL p7) //works same as SET_ENTITY_COORDS (O.o) GET_ENTITY_COLLISION_NORMAL seems very useful to me, but I'm confused as to what exactly it returns. What is a collision normal / normalized collision point? Here is a better explanation. Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/24/#findComment-1067709235 Share on other sites More sharing options...
InfamousSabre Posted July 8, 2015 Share Posted July 8, 2015 GET_ENTITY_COLLISION_NORMAL seems very useful to me, but I'm confused as to what exactly it returns. What is a collision normal / normalized collision point? Here is a better explanation. Ah, okay. That's pretty much what I was thinking, just never heard the name/term. Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/24/#findComment-1067711511 Share on other sites More sharing options...
Alexander Blade Posted July 9, 2015 Author Share Posted July 9, 2015 Native hash translation map from b372 to b393 http://pastebin.com/g2wq4wGe R1NZLR and sasuke78200 2 Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/24/#findComment-1067711956 Share on other sites More sharing options...
gir489 Posted July 9, 2015 Share Posted July 9, 2015 (edited) Have you gotten around to dumping the latest C4 files? Also where are they in the files? I don't see them anywhere. Edited July 9, 2015 by gir489 Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/24/#findComment-1067712410 Share on other sites More sharing options...
Alexander Blade Posted July 14, 2015 Author Share Posted July 14, 2015 393 decompiled scripts added Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/24/#findComment-1067739724 Share on other sites More sharing options...
ali mc Posted July 15, 2015 Share Posted July 15, 2015 @anyone me and a team are working on creating a mod which utilizes the .net framework and C# if anyone is interested and can offer there support we would be very greatful to welcome ou onboard Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/24/#findComment-1067749752 Share on other sites More sharing options...
davidp027 Posted July 17, 2015 Share Posted July 17, 2015 The typedef int Blip; isn't available for natives on NativeDB(Isn't in the list) Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/24/#findComment-1067757891 Share on other sites More sharing options...
XeClutch Posted July 18, 2015 Share Posted July 18, 2015 Looks like the db was reset on the site. http://www.dev-c.com/nativedb/ Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/24/#findComment-1067760081 Share on other sites More sharing options...
Alexander Blade Posted July 18, 2015 Author Share Posted July 18, 2015 Yup , restored Looks like the db was reset on the site. http://www.dev-c.com/nativedb/ xktgangx 1 Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/24/#findComment-1067760797 Share on other sites More sharing options...
Transmet Posted July 18, 2015 Share Posted July 18, 2015 (edited) Hi , Anyone know the native function to detach a bone of a vehicle ? Example : a go off a plane Example function that I would need to know : VEHICLE::DETACH_BONE_VEHICLE(Vehicle, BoneID, Bool Toggle) // Detach bone of vehicle If anyone know this function, It shook nice to share Thanks Edited July 18, 2015 by TransmetTeam Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/24/#findComment-1067762660 Share on other sites More sharing options...
XeClutch Posted July 18, 2015 Share Posted July 18, 2015 The short hash for _TASK_VEHICLE_FOLLOW is 0xA8B917D7. Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/24/#findComment-1067763552 Share on other sites More sharing options...
amg-argh Posted July 19, 2015 Share Posted July 19, 2015 Hey any chance that the natives.json could also include any help text that exists? Just using the very first one as an example: "0x43A66C31C68491C0":{ "name": "GET_PLAYER_PED", "params":[{"type":"Player", "name":"player"}], "results":"Any", "jhash":"0x6E31E993" "info": "Returns ped for player"} I'm auto generating the Interfaces and Implementations and would be really cool to be able to also have additional information. Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/24/#findComment-1067768802 Share on other sites More sharing options...
GRANDHEIST Posted July 31, 2015 Share Posted July 31, 2015 Is the cop scripts available anywhere? Like the wanted level etc. I cant stop this cop in my group from shooting at me.. Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/24/#findComment-1067821762 Share on other sites More sharing options...
Neutrinobeam Posted August 8, 2015 Share Posted August 8, 2015 Some natives in the scripts that don't appear to be on the DB. As of b372d, _350_$0000000000000000 $1B7ABE26CBCBF8C7 $2DE6C5E2E996F178 $2F41A3BAE005E5FA $375A706A5C2FD084 $4879E4FE39074CDF $4AD490AE1536933B $4C2A9FDC22377075 $4D1CB8DC40208A17 $613F125BA3BD2EB9 $6558AC7C17BFEF58 $67D02A194A2FC2BD $7C226D5346D4D10A $7E07C78925D5FD96 $801879A9B4F4B2FB $814AF7DCAACC597B $82ACC484FFA3B05F As of b393d, $0A25F80D5BADC013 $125E6D638B8605D4 $1888694923EF4591 $1950DAE9848A4739 $203B381133817079 $2F074C904D85129E $3A8B55FDA4C8DDEF $50634E348C8D44EF $697F508861875B42 $82A2B386716608F1 Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/24/#findComment-1067856161 Share on other sites More sharing options...
Alexander Blade Posted August 8, 2015 Author Share Posted August 8, 2015 db is 335 Some natives in the scripts that don't appear to be on the DB. As of b372d, _350_$0000000000000000 $1B7ABE26CBCBF8C7 $2DE6C5E2E996F178 $2F41A3BAE005E5FA $375A706A5C2FD084 $4879E4FE39074CDF $4AD490AE1536933B $4C2A9FDC22377075 $4D1CB8DC40208A17 $613F125BA3BD2EB9 $6558AC7C17BFEF58 $67D02A194A2FC2BD $7C226D5346D4D10A $7E07C78925D5FD96 $801879A9B4F4B2FB $814AF7DCAACC597B $82ACC484FFA3B05F As of b393d, $0A25F80D5BADC013 $125E6D638B8605D4 $1888694923EF4591 $1950DAE9848A4739 $203B381133817079 $2F074C904D85129E $3A8B55FDA4C8DDEF $50634E348C8D44EF $697F508861875B42 $82A2B386716608F1 Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/24/#findComment-1067856175 Share on other sites More sharing options...
tuxick Posted August 12, 2015 Share Posted August 12, 2015 bool PED::IS_PED_PROP_INDEX_VALID(Ped ped, int componentId, int drawableId, int TextureId) //_0x2B16A3BFF1FBCE49 Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/24/#findComment-1067870613 Share on other sites More sharing options...
Alexander Blade Posted August 12, 2015 Author Share Posted August 12, 2015 Good , edit the db ! bool PED::IS_PED_PROP_INDEX_VALID(Ped ped, int componentId, int drawableId, int TextureId) //_0x2B16A3BFF1FBCE49 Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/24/#findComment-1067870680 Share on other sites More sharing options...
MoMadenU Posted August 12, 2015 Share Posted August 12, 2015 (edited) bool PED::IS_PED_PROP_INDEX_VALID(Ped ped, int componentId, int drawableId, int TextureId) //_0x2B16A3BFF1FBCE49 Thanks for providing. Please update http://dev-c.com/nativedb/ when you discover these. What Alexander Said Edited August 12, 2015 by MoMadenU Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/24/#findComment-1067870685 Share on other sites More sharing options...
helix snake Posted August 14, 2015 Share Posted August 14, 2015 Someone seems to have deleted everything from the DB again. Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/24/#findComment-1067876995 Share on other sites More sharing options...
Alexander Blade Posted August 14, 2015 Author Share Posted August 14, 2015 It doesn't return bool actually , just checked bool PED::IS_PED_PROP_INDEX_VALID(Ped ped, int componentId, int drawableId, int TextureId) //_0x2B16A3BFF1FBCE49 Fixed Someone seems to have deleted everything from the DB again. Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/24/#findComment-1067877607 Share on other sites More sharing options...
XeClutch Posted August 25, 2015 Share Posted August 25, 2015 @Alexander Blade, you may want to update this. The short hash for _TASK_VEHICLE_FOLLOW is 0xA8B917D7. Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/24/#findComment-1067917002 Share on other sites More sharing options...
bilago Posted August 30, 2015 Share Posted August 30, 2015 I'm trying to find the c4 file for the AI in GTA:O pacific standard - Convoy mission, but not seeing online heists in the posted archives. Where should I look? Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/24/#findComment-1067932976 Share on other sites More sharing options...
Alexander Blade Posted September 16, 2015 Author Share Posted September 16, 2015 GTA V Native hash translation table from b393 to b463 . http://pastebin.com/3XT0dhWG After this patch nativedb will have corrected param count for the following natives , some of them were changed in the previous patches , make sure that you change your code to fit new param count DRAW_SCALEFORM_MOVIE - 10 params instead of 9 SET_MINIMAP_COMPONENT - 3 instead of 2 _SET_MINIMAP_ATTITUDE_INDICATOR_LEVEL - 2 instead of 1 GET_GROUND_Z_FOR_3D_COORD - 5 instead of 4 _PUSH_SCALEFORM_MOVIE_RGBA - 6 instead of 5 fOmey 1 Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/24/#findComment-1067985962 Share on other sites More sharing options...
nexus99 Posted September 16, 2015 Share Posted September 16, 2015 +1 for this Hey any chance that the natives.json could also include any help text that exists? Just using the very first one as an example: "0x43A66C31C68491C0":{ "name": "GET_PLAYER_PED", "params":[{"type":"Player", "name":"player"}], "results":"Any", "jhash":"0x6E31E993" "info": "Returns ped for player"} I'm auto generating the Interfaces and Implementations and would be really cool to be able to also have additional information. Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/24/#findComment-1067986369 Share on other sites More sharing options...
Alexander Blade Posted September 17, 2015 Author Share Posted September 17, 2015 Decompiled scripts pack is updated with the scripts from b463 alloc8or and jedijosh920 2 Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/24/#findComment-1067989764 Share on other sites More sharing options...
whorse Posted September 18, 2015 Share Posted September 18, 2015 Hey guys, what do the "/*number*/" (comments?) mean in the decompiled scripts? like: g_3D5B/*{16}*/ = g_3D6B;//orl_3C[2/*1*/] = l_39;//org_200000[sub_3258()/*8064*/] I'm assuming the g_ things are global variables, but what do the numbers between the /* *\'s signify? Does it have something to do with bits and all that "bit shifting" you see in every script? And why is ROPE::ACTIVATE_PHYSICS used so much on non-rope/non-object entities when there are no other rope natives used in the script? I get the feeling it does more than we think it does Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/24/#findComment-1067992291 Share on other sites More sharing options...
Alexander Blade Posted September 18, 2015 Author Share Posted September 18, 2015 Array sizes in elements Hey guys, what do the "/*number*/" (comments?) mean in the decompiled scripts? whorse 1 Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/24/#findComment-1067992380 Share on other sites More sharing options...
elsewhat Posted September 20, 2015 Share Posted September 20, 2015 AI::TASK_EXTEND_ROUTE always seems to add an entry for (0,0,0) regardless of the actual parameters. Any idea what this could be Alexander? More details in separate thread http://gtaforums.com/topic/821087-task-extend-route-and-task-follow-point-route-always-lead-to-000/ Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/24/#findComment-1067999689 Share on other sites More sharing options...
gtaVmod Posted September 24, 2015 Share Posted September 24, 2015 UI::SET_BLIP_ALPHA(Blip blip, int alpha). Sets alpha-channel for blip color. Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/24/#findComment-1068012992 Share on other sites More sharing options...
Alexander Blade Posted September 24, 2015 Author Share Posted September 24, 2015 Cool , put it in DB ! UI::SET_BLIP_ALPHA(Blip blip, int alpha). Sets alpha-channel for blip color. Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/24/#findComment-1068013030 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