EROOTIIK Posted January 3, 2016 Share Posted January 3, 2016 The hash 0xC44762A1 of REMOVE_NAMED_PTFX_ASSED is used in 3 scripts on console, you should remove the prefix _ and add the hash for console. Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/27/#findComment-1068345364 Share on other sites More sharing options...
nikita488 Posted January 6, 2016 Share Posted January 6, 2016 (edited) What UI::OBJECT_DECAL_TOGGLE native does? I think the argument is a Hash value and it is usually used with UI::_DD564BDD0472C936 native. Example: UI::OBJECT_DECAL_TOGGLE(0xce85deb1);UI::_DD564BDD0472C936(0xce85deb1); Edited January 6, 2016 by nikita488 Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/27/#findComment-1068358208 Share on other sites More sharing options...
R3QQ Posted January 8, 2016 Share Posted January 8, 2016 (edited) About: void SET_PED_CONFIG_FLAG(Ped ped, int flagId, BOOL value) When flagId is set to 62 and the boolvalue to false this happens: Ped is taken out of vehicle and can't get back in when jacking their empty vehicle. If in a plane it falls from the sky and crashes. Sometimes peds vehicle continue to drive the route without its driver who's running after. I found this when searching for a way to disable peds from aiming. Do anyone know how? Or maybe how to detect when a ped is aiming? I also found ped walking with bent legs and smaller scaled ped in size. Both when boolvalue is true. Haven't gone down to exact flagId for these two. Edited January 8, 2016 by R3QQ Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/27/#findComment-1068368868 Share on other sites More sharing options...
Alexander Blade Posted January 9, 2016 Author Share Posted January 9, 2016 Try using PED::SET_PED_ENABLE_WEAPON_BLOCKING About:void SET_PED_CONFIG_FLAG(Ped ped, int flagId, BOOL value)When flagId is set to 62 and the boolvalue to false this happens: Ped is taken out of vehicle and can't get back in when jacking their empty vehicle. If in a plane it falls from the sky and crashes. Sometimes peds vehicle continue to drive the route without its driver who's running after.I found this when searching for a way to disable peds from aiming. Do anyone know how? Or maybe how to detect when a ped is aiming?I also found ped walking with bent legs and smaller scaled ped in size. Both when boolvalue is true. Haven't gone down to exact flagId for these two. R3QQ 1 Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/27/#findComment-1068369917 Share on other sites More sharing options...
R3QQ Posted January 9, 2016 Share Posted January 9, 2016 (edited) Try using PED::SET_PED_ENABLE_WEAPON_BLOCKING About: void SET_PED_CONFIG_FLAG(Ped ped, int flagId, BOOL value) When flagId is set to 62 and the boolvalue to false this happens: Ped is taken out of vehicle and can't get back in when jacking their empty vehicle. If in a plane it falls from the sky and crashes. Sometimes peds vehicle continue to drive the route without its driver who's running after. I found this when searching for a way to disable peds from aiming. Do anyone know how? Or maybe how to detect when a ped is aiming? I also found ped walking with bent legs and smaller scaled ped in size. Both when boolvalue is true. Haven't gone down to exact flagId for these two. Thanks for the response! I've tried using PED::SET_PED_ENABLE_WEAPON_BLOCKING but without any luck. I looped it without delay and tried both true and false on peds (including the playerPed). I don't see any difference when using this native. Maybe I'm missing something. What I'm actually trying to do is disable the player and peds from giving the middle finger. That happens when aiming and not having any weapons, while inside a vehicle. PLAYER::IS_PLAYER_FREE_AIMING works but I need something for the peds too. Then I need something to block the action with. I got PED::SET_PED_COMBAT_ATTRIBUTES(ped, 2, false); to work and it's better because I don't have to block anything. But it's only working for the player (CanDoDrivebys from db). The peds are still giving me the middle finger. I might try some unnamed natives (PED:: ) which are returning bool. Those with two parameters and with p2 as bool did not give something. Edit: Solved it with PED::SET_PED_COMBAT_ATTRIBUTES(ped, 20, false); Edited February 28, 2016 by R3QQ Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/27/#findComment-1068370245 Share on other sites More sharing options...
Alexander Blade Posted January 9, 2016 Author Share Posted January 9, 2016 R3QQYou can try detecting an animation as well . R3QQ 1 Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/27/#findComment-1068370257 Share on other sites More sharing options...
R3QQ Posted January 9, 2016 Share Posted January 9, 2016 (edited) R3QQ You can try detecting an animation as well . Thanks for the tip. So far I have tried these http://pastebin.com/KYkvKdCt. Although some look a lot like the anim which plays when aiming without weapon in a vehicle, I can only detect them if I play them myself. Maybe this anim is a bit special because of that the ped can aim its middle finger, not just play a static anim. If I find a solution I will update this post. Edit: Solved it with PED::SET_PED_COMBAT_ATTRIBUTES(ped, 20, false); Edited February 28, 2016 by R3QQ Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/27/#findComment-1068371910 Share on other sites More sharing options...
Timetraveler Posted January 12, 2016 Share Posted January 12, 2016 NATIVE DB Script/Native Documentation and Research Describing and researching what actually GTA V scripts do as well as describing native (i.e. script api functions) names, parameters and giving them a description. This topic is related to the NATIVE DB project, which is aimed to gather every piece of information about script native functions that we have, think of it as of native wiki where anyone who wants to contribute can do so and everyone who needs the latest script documentation or the header with natives for ScriptHook can get it in one click! #SCRIPTS GTA V has around 700 scripts which are involved almost in every aspect of the game, understanding the scripts is a key to understand the whole thing. All this scripts decompiled to a C-like code are published below, in order to view them we mostly use Notepad++, if you are going to use it then don't forget to select C syntax highlighter. Archive with decompiled scripts can be found below. Decompiled PC scripts, build 372, 393, 463, 505, 573, Dec 2015 #NATIVES GTA V features ~5200 natives and almost all of these functions are in use in the original game scripts, this means that while building game's main executable only the natives required by the scripts are included (IV had ~3000 natives and the scripts were using only 2/3 of them). There is no original native name list in GTA V, name hashes were used instead, however during initial research we were managed to recover ~2600 native names using bruteforce and manual checking afterwards. The good thing is that we know for sure how many parameters and results each one of these natives has (because when script calls native it uses this values and all natives are in use), so we need to name their params and types here as well. In order to put more understanding in whatever natives do they were grouped the way original developers grouped them, it makes code more readable and when you see an unknown native you already know which group it belongs to. If you want to make large description for some native/group of natves or publish some enum list then you need to post it on gtaforums/gtamodding and put the link into corresponding native description here. GTA V PC version has native hashes replaced with random 64 bit values, which may differ between patches, however NATIVE DB runs on original PC hashes (call it hashes anyway) as well as ScriptHookV and accompanying tools which are performing native hash translation for natives from patches. Actual native name hash check is perfomed using real hashes from x360 version. #NAMING NATIVES Since we are using native groups (namespaces) and a lot of natives require to be named we must stick to the simple native naming convention, which should be applied to any tool that uses natives in a way seen to a user. Native naming convention Template: GROUP :: (_)NAME // 0xHASH 1. All UPPERCASE letters 2. Starts with a GROUP name followed by :: 3. Custom named natives (name does not match hash) must have _ prefix before the NAME 4. Hash must present when custom name is used, it's optional for real names Examples: PLAYER::GET_PLAYER_PED -- native with real name PLAYER::PLAYER_ID -- native with real name as well PLAYER::_PLAYER_ID // 0x8DD5B838 -- native with custom which does the same as PLAYER::PLAYER_ID How to choose custom native name 1. Always start with _ prefix 2. Look at declarations of the known natives around yours (included file #5) 3. Make it simple and avoid long names When you are mentioning custom natives please always specify the hash, because custom native names could be changed. Name bruteforcing In order to find the names we are using well optimized template based native name bruteforce with multithread support. Description is in the readme. Multithreaded native bruteforce which program you've used for decompile the .ysc file of gta v pc? C4Decompiler not work Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/27/#findComment-1068380292 Share on other sites More sharing options...
Alexander Blade Posted January 12, 2016 Author Share Posted January 12, 2016 TimetravelerJust download decompiled scripts . Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/27/#findComment-1068381034 Share on other sites More sharing options...
TaazR Posted January 15, 2016 Share Posted January 15, 2016 When you're editing the paramaters on nativeDB there should be an option for void* because sometimes parameters are pointers to structs. Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/27/#findComment-1068391925 Share on other sites More sharing options...
Alexander Blade Posted January 15, 2016 Author Share Posted January 15, 2016 Like for which natives ? There are only few natives like that and they are mostly event data related . Use Any * for such cases . When you're editing the paramaters on nativeDB there should be an option for void* because sometimes parameters are pointers to structs. Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/27/#findComment-1068392609 Share on other sites More sharing options...
R3QQ Posted January 17, 2016 Share Posted January 17, 2016 (edited) About: VEHICLE::SET_VEHICLE_MOD void SET_VEHICLE_MOD(Vehicle vehicle, int modType, int modIndex, BOOL customTires) Maybe this is common knowledge but I found horn sounds with modIndex up to 51. Some Christmas tunes, organ playing and more. At least one of them plays faster when the vehicle is driving faster. VEHICLE::SET_VEHICLE_MOD_KIT(vehicle, 0); VEHICLE::SET_VEHICLE_MOD(vehicle, 0, 51, true); I never heard these sounds before so I guess some trainers might have to be updated. Edited January 17, 2016 by R3QQ Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/27/#findComment-1068399007 Share on other sites More sharing options...
ikt Posted January 22, 2016 Share Posted January 22, 2016 I want to find a thing, specifically, lowered suspensions when the wheel has been shot lots of times. How do I go and find out which native is used, if any, and what the parameters might be? The process of trying random native hashes which seem to be in the right place but don't have any info further is tiresome and I still don't know what the arguments could be. (My script keeps crashing). Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/27/#findComment-1068416795 Share on other sites More sharing options...
Alexander Blade Posted January 24, 2016 Author Share Posted January 24, 2016 iktIf you saw this in some mission then you can look into the decompiled scripts . Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/27/#findComment-1068423206 Share on other sites More sharing options...
mockba.the.borg Posted January 24, 2016 Share Posted January 24, 2016 Hi Alexander, On the database there's a function: VEHICLE::GET_VEHICLE_CLASS_FROM_NAME, but the parameter is in fact the modelHash, not the vehicle's name. Maybe we should rename the function to VEHICLE::GET_VEHICLE_CLASS_FROM_MODEL? Thanks, Mockba. Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/27/#findComment-1068423601 Share on other sites More sharing options...
Alexander Blade Posted January 24, 2016 Author Share Posted January 24, 2016 This is the name R* gave to the native , so it must remain the same . Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/27/#findComment-1068423799 Share on other sites More sharing options...
mockba.the.borg Posted January 24, 2016 Share Posted January 24, 2016 Ok ... their mistake then ... ... how can we find out for sure the names they gave? Is this based on computing it's hash? I have tried to use a native call to compute the hash of a native function name, however I am able only to receive back a 32 bits integer, how can I compute/derive the 64 bits integers to double check my findings? I am trying also (on another project) to obtain the latest hashes for the 1.31 version, basically to have an updated version of the natives.h we download from your website, as the hashes we see on NativesDB are good for using with ScripthookV, but not in case of writing a standalone mod. Is there a translation table from the version on NativesDB to the latest 1.31 I could use? Sorry for all these questions, not sure if this is the right thread for it, but I want to discover more of the natives functions and test the still undefined ones. This kind of documentation would help me a lot. Thanks, Mockba Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/27/#findComment-1068423897 Share on other sites More sharing options...
Fireboyd78 Posted January 25, 2016 Share Posted January 25, 2016 (edited) Hash collisions, please revert to "unknown" natives: UI::RESPONDING_AS_TEMPUI::ADD_TREVOR_RANDOM_MODIFIERUI::OBJECT_DECAL_TOGGLEUI::ENABLE_DEATHBLOOD_SEETHROUGHUI::IS_MEDICAL_DISABLED Also, the following natives are missing their hashes from the 360 version - these are, in fact, the correct names: DECORATOR::_DECOR_SET_FLOAT -> BC7BD5CBDECORATOR::_DECOR_GET_FLOAT -> 8DE5382F EDIT: Oh sweet, I just found UI::SET_TEXT_JUSTIFICATION! Edited January 25, 2016 by Fireboyd78 Alexander Blade 1 Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/27/#findComment-1068424868 Share on other sites More sharing options...
ikt Posted January 25, 2016 Share Posted January 25, 2016 ikt If you saw this in some mission then you can look into the decompiled scripts . It hasn't happened in a mission afaik, it's just a feature so the vehicle drops when you shoot near the wheels. I'm trying some memory dissection to get the struct of the vehicle, but I don't have much luck with GTA V crashing all the time. Is there any documentation on finding out how the structs are in GTA V? The ScriptHookVDotNet guys seem to have it figured out with their void Vehicle::LeftHeadLightBroken::set(bool value) { unsigned char *const address = reinterpret_cast<unsigned char *>(Native::MemoryAccess::GetAddressOfEntity(Handle)); if (address == nullptr) { return; } const unsigned char mask = 1 << 0; if (value) { *(address + 1916) |= mask; } else { *(address + 1916) &= ~mask; }} I, not so much. At least I found out the gears were at address + 24 (or 28)... InfamousSabre 1 Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/27/#findComment-1068427945 Share on other sites More sharing options...
Fireboyd78 Posted January 26, 2016 Share Posted January 26, 2016 What I would do is create a simple script that constantly displays the address of the vehicle I'm currently driving, and then use Cheat Engine's memory view to mess with the data in real-time. Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/27/#findComment-1068429014 Share on other sites More sharing options...
InfamousSabre Posted January 26, 2016 Share Posted January 26, 2016 ikt If you saw this in some mission then you can look into the decompiled scripts . It hasn't happened in a mission afaik, it's just a feature so the vehicle drops when you shoot near the wheels. I'm trying some memory dissection to get the struct of the vehicle, but I don't have much luck with GTA V crashing all the time. Is there any documentation on finding out how the structs are in GTA V? The ScriptHookVDotNet guys seem to have it figured out with their void Vehicle::LeftHeadLightBroken::set(bool value) { unsigned char *const address = reinterpret_cast<unsigned char *>(Native::MemoryAccess::GetAddressOfEntity(Handle)); if (address == nullptr) { return; } const unsigned char mask = 1 << 0; if (value) { *(address + 1916) |= mask; } else { *(address + 1916) &= ~mask; }} I, not so much. At least I found out the gears were at address + 24 (or 28)... I've been working on a script to lower/raise vehicles and adjust wheel offset and camber for the past week or so. Going the exact same route as you've mentioned. There are a couple issues with setting these values yourself, such as the game overwriting your changes, but for the most part I've got it figured out. The last few posts on my FB page show what I've been doing so far. https://www.facebook.com/InfamousSabre ikt 1 Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/27/#findComment-1068429221 Share on other sites More sharing options...
ikt Posted January 26, 2016 Share Posted January 26, 2016 (edited) ikt If you saw this in some mission then you can look into the decompiled scripts . It hasn't happened in a mission afaik, it's just a feature so the vehicle drops when you shoot near the wheels. I'm trying some memory dissection to get the struct of the vehicle, but I don't have much luck with GTA V crashing all the time. Is there any documentation on finding out how the structs are in GTA V? The ScriptHookVDotNet guys seem to have it figured out with their void Vehicle::LeftHeadLightBroken::set(bool value) { unsigned char *const address = reinterpret_cast<unsigned char *>(Native::MemoryAccess::GetAddressOfEntity(Handle)); if (address == nullptr) { return; } const unsigned char mask = 1 << 0; if (value) { *(address + 1916) |= mask; } else { *(address + 1916) &= ~mask; }} I, not so much. At least I found out the gears were at address + 24 (or 28)... I've been working on a script to lower/raise vehicles and adjust wheel offset and camber for the past week or so. Going the exact same route as you've mentioned. There are a couple issues with setting these values yourself, such as the game overwriting your changes, but for the most part I've got it figured out. The last few posts on my FB page show what I've been doing so far. https://www.facebook.com/InfamousSabre Yeah, I think most properties in there are supposed to be on tick. What offsets did you find? My offsets didn't work out at all and the game keeps crashing when CheatEngine tries to find/re-create the Vehicle struct. Anyhow, that looks sick, I guess you also got the camber values? Edit - I found the gearbox (0x07a0) and clutch (0x07e0, float), but around the 0x0710-0x0A28 offsets I didn't find anything regarding wheels and suspension... Edited January 26, 2016 by ikt Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/27/#findComment-1068429618 Share on other sites More sharing options...
InfamousSabre Posted January 26, 2016 Share Posted January 26, 2016 (edited) I've been working on a script to lower/raise vehicles and adjust wheel offset and camber for the past week or so. Going the exact same route as you've mentioned. There are a couple issues with setting these values yourself, such as the game overwriting your changes, but for the most part I've got it figured out. The last few posts on my FB page show what I've been doing so far. https://www.facebook.com/InfamousSabre Yeah, I think most properties in there are supposed to be on tick. What offsets did you find? My offsets didn't work out at all and the game keeps crashing when CheatEngine tries to find/re-create the Vehicle struct. Anyhow, that looks sick, I guess you also got the camber values? Edit - I found the gearbox (0x07a0) and clutch (0x07e0, float), but around the 0x0710-0x0A28 offsets I didn't find anything regarding wheels and suspension... Of course. Setting them in a loop is a given, but the game is still faster than the script so it requires a small patch (still large enough to require a code cave), otherwise your wheels will bounce from your settings to the game's settings while you drive. Offsets differ depending on your version. I only have offsets for v350 and v573. The ideal way to go about this would be to change the values the ride height, offset, and camber are calculated from, but even after walking through code for days in IDA, I still haven't figured out how they calculate it. Edited January 26, 2016 by InfamousSabre Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/27/#findComment-1068430173 Share on other sites More sharing options...
ikt Posted January 26, 2016 Share Posted January 26, 2016 Well, some values can be set once, like health values, though obviously you modified things other than wheel/suspension health. Do you forcefully set the current values in a way that the car drives pretty much solid, or are these values separate from the physics? Make a short video of you driving Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/27/#findComment-1068430771 Share on other sites More sharing options...
InfamousSabre Posted January 26, 2016 Share Posted January 26, 2016 Well, some values can be set once, like health values, though obviously you modified things other than wheel/suspension health. Do you forcefully set the current values in a way that the car drives pretty much solid, or are these values separate from the physics? Make a short video of you driving They drive pretty well. Of course when lifting a vehicle in the game, just like real life, the center of gravity is raised and therefore the vehicle is more prone to flipping/rolling over. Same with lowering it, the c.o.g. becomes lower and the vehicle typically handles better. Camber is the only thing that doesnt work well yet. High values make wheels fall through certain patches of ground. Still working on this. I'll get a video up next week some time. Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/27/#findComment-1068431431 Share on other sites More sharing options...
Fireboyd78 Posted January 27, 2016 Share Posted January 27, 2016 (edited) Well, I finally found out the proper name of a Scaleform method -- GRAPHICS::CALL_SCALEFORM_MOVIE_METHOD (originally _CALL_SCALEFORM_MOVIE_FUNCTION_VOID) However I realize this was a bad move renaming it since now I can't figure out what the other 20 different ones are. Could this be reverted ASAP? I know a lot of scripts rely on Scaleform stuff so I probably shouldn't have messed with it. My apologies! Edited January 27, 2016 by Fireboyd78 Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/27/#findComment-1068432214 Share on other sites More sharing options...
Fireboyd78 Posted January 27, 2016 Share Posted January 27, 2016 (edited) [...] but even after walking through code for days in IDA, I still haven't figured out how they calculate it. I've tried loading my Steam version of GTA 5 into IDA but it looks obfuscated...I'd like to try and help reverse engineer the game, but I can't exactly do that since there's nothing to actually RE! Lol And by the way, they don't "calculate" it. They use Structs and the compiler will optimize the code as it sees fit. I've seen some pretty ugly optimizations that would make you rip your hair out, but to the compiler, it's actually a brilliant shortcut! Edited January 27, 2016 by Fireboyd78 Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/27/#findComment-1068432234 Share on other sites More sharing options...
InfamousSabre Posted January 27, 2016 Share Posted January 27, 2016 [...] but even after walking through code for days in IDA, I still haven't figured out how they calculate it. I've tried loading my Steam version of GTA 5 into IDA but it looks obfuscated...I'd like to try and help reverse engineer the game, but I can't exactly do that since there's nothing to actually RE! Lol And by the way, they don't "calculate" it. They use Structs and the compiler will optimize the code as it sees fit. I've seen some pretty ugly optimizations that would make you rip your hair out, but to the compiler, it's actually a brilliant shortcut! Did you load GTA5.exe or a dump of the running game? It will appear obfuscated if you just load the exe. This subroutine sure looks like they're calculating suspension values, but hey I'd love to be wrong It may very well be a long, drawn-out "optimization" lol Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/27/#findComment-1068432409 Share on other sites More sharing options...
Tez2 Posted January 27, 2016 Share Posted January 27, 2016 (edited) Native 4757F00BC6323CFE seems to set the damage multiplier for a weapon pickup ? Can someone test it ? Edited January 27, 2016 by funmw2 alloc8or 1 Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/27/#findComment-1068433469 Share on other sites More sharing options...
alloc8or Posted January 27, 2016 Share Posted January 27, 2016 (edited) Native 4757F00BC6323CFE seems to set the damage multiplier for a weapon pickup ? Can someone test it ? From my testing, it doesn't matter what value you pass in the 2nd param and it effects every weapon that matches the hash, even the weapon of another ped e.g. a cop! Funny thing is, the native seems to disable the damage completely... (You can shoot peds/vehicles/objects as long as you want, they don't die/explode/break) It also disables blood effects when shooting someone. void test(){ CallNative<Void>(0x4757F00BC6323CFE, $("WEAPON_PISTOL"), 1.5);} void test2(){ CallNative<Void>(0x4757F00BC6323CFE, $("WEAPON_PISTOL"), 0.0);} (I also tried to set the value to 1000 but still no difference.) If I am wrong with the second param, which doesn't seem to make a difference, please correct me! EDIT: Oh sorry, it actually sets the damage multiplier for the weapon: Min value: 0.0. Max value: 1.49! If it gets added to NativeDB I suggest naming it _SET_WEAPON_DAMAGE_MODIFIER or something like that. (SET_WEAPON_DAMAGE_MODIFIER might be the real name, who knows...) static void _SET_WEAPON_DAMAGE_MODIFIER(Hash weaponHash, float damageAmount) { invoke<Void>(0x4757F00BC6323CFE, weaponHash, damageAmount); } // 0x4757F00BC6323CFE Edited January 27, 2016 by Unknown_Modder Alexander Blade, Fireboyd78 and Kesha_F1 3 Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/27/#findComment-1068434086 Share on other sites More sharing options...
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