AztecaEh Posted March 16, 2016 Share Posted March 16, 2016 Try this http://gtaforums.com/topic/788343-script-hook-v/page-170?do=findComment&comment=1068612544 i would go about . im really a n00b when it comes to these things . but it seems i would need to type that through some sort of console. maybe the SH's console . somehow . Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/29/#findComment-1068612663 Share on other sites More sharing options...
sasuke78200 Posted March 16, 2016 Share Posted March 16, 2016 Just use this trainer http://gtaforums.com/topic/809494-official-pc-trainer-v-101/ AztecaEh 1 Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/29/#findComment-1068612687 Share on other sites More sharing options...
AztecaEh Posted March 16, 2016 Share Posted March 16, 2016 Just use this trainer http://gtaforums.com/topic/809494-official-pc-trainer-v-101/ Oh okay . thanks for responding . Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/29/#findComment-1068612692 Share on other sites More sharing options...
mockba.the.borg Posted March 18, 2016 Share Posted March 18, 2016 HI everyone, Quick question: Is the 1.0.617.1a SDK valid for 1.0.678.1? Or should I wait for a new one? Thanks, The Borg. Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/29/#findComment-1068618622 Share on other sites More sharing options...
R3QQ Posted March 18, 2016 Share Posted March 18, 2016 You can use it, it works fine. mockba.the.borg 1 Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/29/#findComment-1068618731 Share on other sites More sharing options...
Alexander Blade Posted March 20, 2016 Author Share Posted March 20, 2016 Decompiled scripts are updated . R3QQ, Three-Socks, davidp027 and 4 others 7 Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/29/#findComment-1068624532 Share on other sites More sharing options...
mockba.the.borg Posted March 29, 2016 Share Posted March 29, 2016 Hi Everyone, I have done some research recently on the vehicle mods, and was able to figure out all but one: Index 21 - Looks like it is a toggle mod (boolean), but I couldn't identify its purpose. I see 18 is Turbo, 20 is Tire Smoke and 22 is Xenon. Tried googling around to no avail. Does anyone know what the index 21 is? Thanks, Mockba. Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/29/#findComment-1068650529 Share on other sites More sharing options...
Jitnaught Posted March 29, 2016 Share Posted March 29, 2016 (edited) Hi Everyone, I have done some research recently on the vehicle mods, and was able to figure out all but one: Index 21 - Looks like it is a toggle mod (boolean), but I couldn't identify its purpose. I see 18 is Turbo, 20 is Tire Smoke and 22 is Xenon. Tried googling around to no avail. Does anyone know what the index 21 is? Thanks, Mockba. Here's a nice list of most of the vehicle mods. It says 21 is an unused mod. Edited March 29, 2016 by LetsPlayOrDy Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/29/#findComment-1068650550 Share on other sites More sharing options...
mockba.the.borg Posted March 29, 2016 Share Posted March 29, 2016 Yup, everyone I search it seems to be left out. Maybe it is something specific to a certain kind of vehicle, like car only, or plane only. Would take forever to find out by "trial and error". Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/29/#findComment-1068650559 Share on other sites More sharing options...
kagikn Posted March 29, 2016 Share Posted March 29, 2016 (edited) Here's a list of most of the vehicle mod category names. This includes the mod categories which have been added in the lowrider updates. I'm not sure 21 is actuality used, though. Edited March 29, 2016 by kagikn mockba.the.borg 1 Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/29/#findComment-1068650756 Share on other sites More sharing options...
Jitnaught Posted March 29, 2016 Share Posted March 29, 2016 Here's a list of most of the vehicle mod category names. This includes the mod categories which have been added in the lowrider updates. I'm not sure 21 is actuality used, though. In the pastebin link I posted it says it's not used. Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/29/#findComment-1068650775 Share on other sites More sharing options...
mockba.the.borg Posted March 30, 2016 Share Posted March 30, 2016 Thanks all. I believe now I have completed my mod. Thanks again for the help. Cheers, Mockba. Jitnaught 1 Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/29/#findComment-1068653197 Share on other sites More sharing options...
alloc8or Posted March 30, 2016 Share Posted March 30, 2016 Is it just me? Everything is reset again... Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/29/#findComment-1068654987 Share on other sites More sharing options...
MoMadenU Posted March 30, 2016 Share Posted March 30, 2016 (edited) Is it just me? Everything is reset again... I thought it was a browser issue but when I expand all I cannot find common things like _PLAY_AMBIENT_SPEECH_WITH_VOICE. I was using the Native page last night and seemed ok Edited March 30, 2016 by MoMadenU Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/29/#findComment-1068655037 Share on other sites More sharing options...
Jitnaught Posted March 30, 2016 Share Posted March 30, 2016 Same here. Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/29/#findComment-1068655043 Share on other sites More sharing options...
Alexander Blade Posted March 31, 2016 Author Share Posted March 31, 2016 DB is fixed . alloc8or, Fireboyd78 and R3QQ 3 Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/29/#findComment-1068655810 Share on other sites More sharing options...
MoMadenU Posted March 31, 2016 Share Posted March 31, 2016 DB is fixed . Thank You Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/29/#findComment-1068656012 Share on other sites More sharing options...
alloc8or Posted March 31, 2016 Share Posted March 31, 2016 (edited) Edit: Nevermind, I checked a .xsc script, not a .ysc. Was confused. Edited March 31, 2016 by Unknown_Modder Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/29/#findComment-1068657614 Share on other sites More sharing options...
Fireboyd78 Posted April 2, 2016 Share Posted April 2, 2016 (edited) I found a bunch of natives yesterday UI::ADD_TEXT_COMPONENT_SUBSTRING_BLIP_NAMEUI::ADD_TEXT_COMPONENT_SUBSTRING_PLAYER_NAME // AKA "_ADD_TEXT_COMPONENT_STRING"UI::ADD_TEXT_COMPONENT_SUBSTRING_WEBSITESTATS::PLAYSTATS_WEBSITE_VISITEDNETWORK::NETWORK_ADD_ENTITY_ANGLED_AREANETWORK::NETWORK_DO_TRANSITION_QUICKMATCHNETWORK::IS_TIME_EQUAL_TONETWORK::IS_TIME_MORE_THANNETWORK::IS_TIME_LESS_THAN Edited April 2, 2016 by Fireboyd78 Tez2, Kryptus, kagikn and 4 others 7 Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/29/#findComment-1068662028 Share on other sites More sharing options...
mockba.the.borg Posted April 5, 2016 Share Posted April 5, 2016 (edited) Hi everyone, I have found out that VEHICLE::_0xB45085B721EFD38C(veh.ID, true) returns a string which is the codename of the vehicle's currently selected primary color when inside LSC, which can then be converted to its textual form by using UI::_GET_LABEL_TEXT, however I don't know how to add this information to the natives.db (the correct parameter and return type). Maybe someone can help me with this? EDIT: _0x4967A516ED23A5A1(veh.ID) returns the codename of the vehicle's current secondary color when inside LSC (when respraying). Thanks, Mockba. Edited April 5, 2016 by mockba.the.borg Fireboyd78 1 Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/29/#findComment-1068669559 Share on other sites More sharing options...
Alexander Blade Posted April 5, 2016 Author Share Posted April 5, 2016 Do , you see the pencil icon in the db near each native ? Use it ! mockba.the.borg 1 Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/29/#findComment-1068670075 Share on other sites More sharing options...
mockba.the.borg Posted April 5, 2016 Share Posted April 5, 2016 Do , you see the pencil icon in the db near each native ? Use it ! DUH! ... ... thanks ... will do. Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/29/#findComment-1068670770 Share on other sites More sharing options...
R3QQ Posted April 6, 2016 Share Posted April 6, 2016 I found the usage of VEHICLE::_0xB8FBC8B1330CA9B4(Any p0, BOOL p1) VEHICLE::SET_VEHICLE_ENGINE_ON is not enough to start jet engines when not inside the vehicle. But with this native set to true it works: i.imgur.com/7XA14pX.pngCertain planes got jet engines. I named it _SET_VEHICLE_JET_ENGINE_CAN_ALWAYS_BE_ON(Vehicle vehicle, BOOL canAlwaysBeOn) in the db. sasuke78200, Tez2, Fireboyd78 and 2 others 5 Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/29/#findComment-1068673658 Share on other sites More sharing options...
R3QQ Posted April 7, 2016 Share Posted April 7, 2016 I found the usage of VEHICLE::_0x068F64F2470F9656(Vehicle vehicle, BOOL p1) When set to true, money pickups are created around cars when they explodes. Only works when the vehicle model is a car. A single pickup is between 1 and about 18 dollars in size. All car models seems to give the same amount of money. i.imgur.com/WrNpYFs.jpg I named it _SET_CAR_CREATES_MONEY_PICKUPS_WHEN_EXPLODES(Vehicle vehicle, createsPickups) in the db. Maybe not related to the native: After picking up a lot of money during a short period, like 1 minute, the UI stops showing the added money in the upper right corner and I have to restart the game for it to show again. But I randomly get a red -1 instead when picking up money. Tez2 and alloc8or 2 Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/29/#findComment-1068678271 Share on other sites More sharing options...
CamxxCore Posted April 11, 2016 Share Posted April 11, 2016 (edited) I've named a couple natives in the database.WATER::_B96B00E976BE977F is now known as "_SET_WAVE_HEIGHT"It does exactly what the name implies WATER::_2B2A2CC86778B619 has been renamed "_GET_WAVE_HEIGHT" and it gets the current value of what the above native sets. Edited April 14, 2016 by CamxxCore Alexander Blade, edgekiller, Fireboyd78 and 2 others 5 Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/29/#findComment-1068686747 Share on other sites More sharing options...
alloc8or Posted April 17, 2016 Share Posted April 17, 2016 I've named a couple natives in the database. WATER::_B96B00E976BE977F is now known as "_SET_WAVE_HEIGHT" It does exactly what the name implies WATER::_2B2A2CC86778B619 has been renamed "_GET_WAVE_HEIGHT" and it gets the current value of what the above native sets. Nice! Here's another one: _CLEAR_WAVES_HEIGHT (0x5E5E99285AE812DB) R3QQ and Alexander Blade 2 Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/29/#findComment-1068704848 Share on other sites More sharing options...
alloc8or Posted April 20, 2016 Share Posted April 20, 2016 (edited) Just wanted to post this here because this native isn't in the DB: 0xDFFA5BE8381C3314 = _GET_NETWORK_TARGETING_MODE Btw, if you want to do this on b372 or b393, you need to get the pointer of global id 0x141421 instead. Edited April 20, 2016 by Unknown_Modder Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/29/#findComment-1068712619 Share on other sites More sharing options...
alloc8or Posted April 20, 2016 Share Posted April 20, 2016 @Alexander BladeWhy do you remove the scripts mp_fm_registration mp_prop_global_block mp_prop_special_global_block mp_registration mp_save_game_global_block profiler_registration sc_lb_global_block sp_dlc_registration title_update_registration tunables_registration ugc_global_registration from your archive every time before uploading?I was wondering for a long time nowand I'm tired of checking those scripts using a low-level decompilerbut at least I was able to find some quite interesting and useful stuff.Did I miss something? Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/29/#findComment-1068713603 Share on other sites More sharing options...
Alexander Blade Posted April 20, 2016 Author Share Posted April 20, 2016 That scripts have no code and listener's decompiler skips them . sasuke78200 1 Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/29/#findComment-1068713669 Share on other sites More sharing options...
alloc8or Posted April 20, 2016 Share Posted April 20, 2016 That scripts have no code and listener's decompiler skips them . Lol, I found some globals in them a while back that are very interesting. How does that even make sense because other scripts that have absolutely no code are still in your archive? Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/29/#findComment-1068713697 Share on other sites More sharing options...
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