gtaVmod Posted September 24, 2015 Share Posted September 24, 2015 Cool , put it in DB ! UI::SET_BLIP_ALPHA(Blip blip, int alpha). Sets alpha-channel for blip color. Hi Alex, forgive my stupidness but i can't find how to add to DB. Also can you have a look at this topic please, we need some black magic from guru. Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/25/#findComment-1068013089 Share on other sites More sharing options...
Alexander Blade Posted September 24, 2015 Author Share Posted September 24, 2015 Navigate to desired native and press pencil icon on the left . Cool , put it in DB ! UI::SET_BLIP_ALPHA(Blip blip, int alpha). Sets alpha-channel for blip color. Hi Alex, forgive my stupidness but i can't find how to add to DB. Also can you have a look at this topic please, we need some black magic from guru. Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/25/#findComment-1068013140 Share on other sites More sharing options...
chickens Posted September 27, 2015 Share Posted September 27, 2015 Nobody know a way to stop system streaming peds and vehicles? Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/25/#findComment-1068020047 Share on other sites More sharing options...
Alexander Blade Posted September 27, 2015 Author Share Posted September 27, 2015 You can try setting density to 0 Nobody know a way to stop system streaming peds and vehicles? Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/25/#findComment-1068020121 Share on other sites More sharing options...
chickens Posted September 27, 2015 Share Posted September 27, 2015 You can try setting density to 0 Nobody know a way to stop system streaming peds and vehicles? This only decrease number of peds and vehicle, I want to delete forever peds and vehicles, I want just me and the default objects. Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/25/#findComment-1068020343 Share on other sites More sharing options...
Alexander Blade Posted September 27, 2015 Author Share Posted September 27, 2015 You can try using pools for this , however you will need to check if the entity u r trying to delete isn't a mission one because it can be used by original scripts . Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/25/#findComment-1068020406 Share on other sites More sharing options...
chickens Posted September 27, 2015 Share Posted September 27, 2015 You can try using pools for this , however you will need to check if the entity u r trying to delete isn't a mission one because it can be used by original scripts . void RPV_thread() { Ped peds[1024]; int count = worldGetAllPeds(peds, 1024); for (int i = 0; i < count; i++) { if (peds[i] != PLAYER::PLAYER_PED_ID()) { ENTITY::DELETE_ENTITY(&peds[i]); } }}void main(){ while (true) { if (IsKeyJustUp(VK_F4)) { AUDIO::PLAY_SOUND_FRONTEND(-1, "NAV_UP_DOWN", "HUD_FRONTEND_DEFAULT_SOUNDSET", 0); RPV_thread(); } WAIT(0); }} tried with PED::DELETE_PED too, doesn't work. here is my topic with what I tried. http://gtaforums.com/topic/821891-removing-peds-and-vehicles/ Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/25/#findComment-1068020475 Share on other sites More sharing options...
Alexander Blade Posted September 27, 2015 Author Share Posted September 27, 2015 (edited) You need to check if an entity you are trying to delete is not a mission one , also to delete world entity you need to set it as mission entity , see sdk readme . Edited September 27, 2015 by Alexander Blade Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/25/#findComment-1068020581 Share on other sites More sharing options...
chickens Posted September 27, 2015 Share Posted September 27, 2015 void main(){ while (true) { if (IsKeyJustUp(VK_F4)) { AUDIO::PLAY_SOUND_FRONTEND(-1, "NAV_UP_DOWN", "HUD_FRONTEND_DEFAULT_SOUNDSET", 0); STREAMING::SET_VEHICLE_POPULATION_BUDGET(false); VEHICLE::SET_VEHICLE_DENSITY_MULTIPLIER_THIS_FRAME(0.0); const int ARR_SIZE = 1024; Vehicle vehicles[ARR_SIZE]; int count = worldGetAllVehicles(vehicles, ARR_SIZE); for (int i = 0; i < count; i++) { if (!ENTITY::IS_ENTITY_A_MISSION_ENTITY(vehicles[i])) ENTITY::SET_ENTITY_AS_MISSION_ENTITY(vehicles[i], TRUE, TRUE); VEHICLE::DELETE_VEHICLE(&vehicles[i]); } } WAIT(0); }} still doesn't work and I did how you said, or I need to attach to event tick? And if yes, how I do ? Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/25/#findComment-1068020771 Share on other sites More sharing options...
Alexander Blade Posted September 27, 2015 Author Share Posted September 27, 2015 Works like this void main(){ while (true) { const int ARR_SIZE = 1024; Vehicle vehicles[ARR_SIZE]; int count = worldGetAllVehicles(vehicles, ARR_SIZE); for (int i = 0; i < count; i++) { if (ENTITY::IS_ENTITY_A_MISSION_ENTITY(vehicles[i])) // you must not delete mission entities , other scripts may use it ! continue; ENTITY::SET_ENTITY_AS_MISSION_ENTITY(vehicles[i], TRUE, TRUE); VEHICLE::DELETE_VEHICLE(&vehicles[i]); } WAIT(0); }} Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/25/#findComment-1068021085 Share on other sites More sharing options...
chickens Posted September 27, 2015 Share Posted September 27, 2015 Works like this void main(){ while (true) { const int ARR_SIZE = 1024; Vehicle vehicles[ARR_SIZE]; int count = worldGetAllVehicles(vehicles, ARR_SIZE); for (int i = 0; i < count; i++) { if (ENTITY::IS_ENTITY_A_MISSION_ENTITY(vehicles[i])) // you must not delete mission entities , other scripts may use it ! continue; ENTITY::SET_ENTITY_AS_MISSION_ENTITY(vehicles[i], TRUE, TRUE); VEHICLE::DELETE_VEHICLE(&vehicles[i]); } WAIT(0); }} Thanks! scriptRegister is the only way to create a thread? I tried with CreateThread but GTA 5 crashed. Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/25/#findComment-1068021285 Share on other sites More sharing options...
Alexander Blade Posted September 27, 2015 Author Share Posted September 27, 2015 (edited) scriptRegister and only in the dll main , if you want additional threads then call scriptRegisterAdditionalThread after scriptRegister Edited September 27, 2015 by Alexander Blade Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/25/#findComment-1068021302 Share on other sites More sharing options...
chickens Posted September 27, 2015 Share Posted September 27, 2015 Thanks, how I can remove switch character and missions? Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/25/#findComment-1068021511 Share on other sites More sharing options...
gtaVmod Posted October 8, 2015 Share Posted October 8, 2015 I found a function of a unknown function CAM::_0x7EC52CC40597D170() returns zoom of a GAMEPLAY_CAM, logical name for it i guess: GET_GAMEPLAY_CAM_ZOOM. Alexander Blade 1 Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/25/#findComment-1068050318 Share on other sites More sharing options...
Kilowog01 Posted October 9, 2015 Share Posted October 9, 2015 (edited) So there was this line in natives.h who was giving error in visual basic static BOOL CAN_PED_IN_COMBAT_SEE_TARGET(Ped target, Ped target) { return invoke<BOOL>(0xEAD42DE3610D0721, target, target); } // 0xEAD42DE3610D0721 0xCCD525E1 I changed it to: static BOOL CAN_PED_IN_COMBAT_SEE_TARGET(Ped target, Ped Ped) { return invoke<BOOL>(0xEAD42DE3610D0721, target, target); } // 0xEAD42DE3610D0721 0xCCD525E1 And stopped giving error. The thing is, I do not have a clue if I actually did something right, do not know anything about c ++ Edited October 9, 2015 by Kilowog01 Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/25/#findComment-1068053241 Share on other sites More sharing options...
InfamousSabre Posted October 9, 2015 Share Posted October 9, 2015 (edited) So there was this line in natives.h who was giving error in visual basic static BOOL CAN_PED_IN_COMBAT_SEE_TARGET(Ped target, Ped target) { return invoke<BOOL>(0xEAD42DE3610D0721, target, target); } // 0xEAD42DE3610D0721 0xCCD525E1 I changed it to: static BOOL CAN_PED_IN_COMBAT_SEE_TARGET(Ped target, Ped Ped) { return invoke<BOOL>(0xEAD42DE3610D0721, target, target); } // 0xEAD42DE3610D0721 0xCCD525E1And stopped giving error. The thing is, I do not have a clue if I actually did something right, do not know anything about c ++ Change it to this, otherwise it wont work right. static BOOL CAN_PED_IN_COMBAT_SEE_TARGET(Ped ped, Ped target) { return invoke<BOOL>(0xEAD42DE3610D0721, ped, target); } // 0xEAD42DE3610D0721 0xCCD525E1 Edited October 9, 2015 by InfamousSabre Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/25/#findComment-1068053439 Share on other sites More sharing options...
Alexander Blade Posted October 21, 2015 Author Share Posted October 21, 2015 GTA V Native hash translation table from b463 to b505 . http://pastebin.com/tWq938my Transmet 1 Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/25/#findComment-1068091704 Share on other sites More sharing options...
Cludch Posted October 21, 2015 Share Posted October 21, 2015 Is there a possibility to transform peds to props. Or to give peds the look/model of a prop? Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/25/#findComment-1068093101 Share on other sites More sharing options...
gtaVmod Posted October 21, 2015 Share Posted October 21, 2015 GTA V Native hash translation table from b463 to b505 . http://pastebin.com/tWq938my Do we need to update headers/loader/library to be compatible with the new patch? I still didn't update the game. Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/25/#findComment-1068094096 Share on other sites More sharing options...
Alexander Blade Posted October 21, 2015 Author Share Posted October 21, 2015 No you don't . Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/25/#findComment-1068094509 Share on other sites More sharing options...
fOmey Posted October 22, 2015 Share Posted October 22, 2015 @Alexander Blade any chance you could supply a new set of decompiled scripts ? Would love to take a look at bennys garage. Transmet 1 Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/25/#findComment-1068095493 Share on other sites More sharing options...
Transmet Posted October 22, 2015 Share Posted October 22, 2015 (edited) @Alexander Blade any chance you could supply a new set of decompiled scripts ? +1 Edited October 22, 2015 by TransmetTeam Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/25/#findComment-1068096513 Share on other sites More sharing options...
gtaVmod Posted October 22, 2015 Share Posted October 22, 2015 No you don't . Hmm what's this then? ---------------------------SCRIPT HOOK V CRITICAL ERROR---------------------------FATAL: Unknown game version, check http://dev-c.com for updateshttp://dev-c.comSupported versions:1.0.335.2, 1.0.350.1/2, 1.0.372.2, 1.0.393.2/4, 1.0.463.1---------------------------OK --------------------------- Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/25/#findComment-1068097903 Share on other sites More sharing options...
Transmet Posted October 22, 2015 Share Posted October 22, 2015 (edited) No you don't . Hmm what's this then? ---------------------------SCRIPT HOOK V CRITICAL ERROR---------------------------FATAL: Unknown game version, check http://dev-c.com for updateshttp://dev-c.comSupported versions:1.0.335.2, 1.0.350.1/2, 1.0.372.2, 1.0.393.2/4, 1.0.463.1---------------------------OK --------------------------- PS : I didn't need Edited October 22, 2015 by TransmetTeam Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/25/#findComment-1068098002 Share on other sites More sharing options...
davidp027 Posted October 23, 2015 Share Posted October 23, 2015 Is there a possibility to transform peds to props. Or to give peds the look/model of a prop? Set the ped invisible & attach a prop to him. Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/25/#findComment-1068099015 Share on other sites More sharing options...
Alexander Blade Posted October 23, 2015 Author Share Posted October 23, 2015 gtaVmodI meant that while you didn't update the game you don't need to update anything else . Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/25/#findComment-1068099692 Share on other sites More sharing options...
Alexander Blade Posted October 23, 2015 Author Share Posted October 23, 2015 Scripts are updated . fOmey, alloc8or and Transmet 3 Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/25/#findComment-1068099753 Share on other sites More sharing options...
fOmey Posted October 24, 2015 Share Posted October 24, 2015 (edited) Anyone have an idea how the interior and sign neon colour works on the low rider DLC ? Perhaps they introduced a new native(s) ? Edited October 25, 2015 by fOmey Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/25/#findComment-1068105974 Share on other sites More sharing options...
Alexander Blade Posted October 25, 2015 Author Share Posted October 25, 2015 (edited) You should check patch number before calling these , works only for the vehicles of the latest patch . static void _SET_VEHICLE_INTERIOR_COLOUR(Vehicle vehicle, int color) { invoke<Void>(0xF40DD601A65F7F19, vehicle, color); }static void _GET_VEHICLE_INTERIOR_COLOUR(Vehicle vehicle, int *color) { invoke<Void>(0x7D1464D472D32136, vehicle, color); }static void _SET_VEHICLE_DASHBOARD_COLOUR(Vehicle vehicle, int color) { invoke<Void>(0x6089CDF6A57F326C, vehicle, color); }static void _GET_VEHICLE_DASHBOARD_COLOUR(Vehicle vehicle, int *color) { invoke<Void>(0xB7635E80A5C31BFF, vehicle, color); } Anyone have an idea how the interior and sign neon colour works on the low rider DLC ? Perhaps they introduced a new native(s) ? Edited October 25, 2015 by Alexander Blade Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/25/#findComment-1068107049 Share on other sites More sharing options...
Transmet Posted October 25, 2015 Share Posted October 25, 2015 (edited) Alexander, I am unable to use your function : drawTexture My current code : int idHAP = createTexture("hap.png");while(true){drawTexture(idHAP, 64, 1, 10, 0.2, 0.2, 0.5, 0.5, xHead, yHead, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0);// xHead and yHead is the value returned by pointer of _WORLD3D_TO_SCREEN2D nativeWAIT(0);} This code, don't work in-game I would like an example to understand "hap.png" is in Grand Theft Auto V directory. Because I do not understand too : - index - level - screenHeightScaleFactor Thanks ! Edited October 25, 2015 by TransmetTeam Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/25/#findComment-1068109519 Share on other sites More sharing options...
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