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Native research

 

EDIT : Don't read what I wrote yesterday, I've noticed I made some mistakes and I'm working on an new topic.

 

 

0xD30C50DF888D58B5 :

  • Renamed to : _SET_PED_AI_BLIP
  • Parameters : [1] Ped ped, [2] bool p1
  • Description : This native turns on the default game blip for enemies. It is a blip that is controlled by the game and can not be manipulated with natives starting by GET_BLIP_... See the attached gif for more info.
  • Image : http://imgur.com/a/iLvq8

 

0x56176892826A4FE8 :

  • Renamed to : _GET_PED_AI_BLIP
  • Parameters : [1] Ped ped
  • Description : This native returns the AI BLIP ID

0x97C65887D4B37FA9 :

  • Renamed to : _SET_AI_BLIP_MAX_DISTANCE
  • Parameters : [1] Ped ped, [2] float f
  • Description : This native sets the maximum view distance for AI BLIPs

 

SET_BLIP_PRIORITY:

  • Parameters : [1] Blip ped_blip, [2] int priority
  • Possible values for [2] : 9, 7, 6, 5, 3, 2
  • Description : Turns on the "cone view" that are used for guards for example. Not sure what the values for priority do.
  • Image : laefhaN.png

 

 

I'll update this post when I gather more informations about those remaining unnamed natives :)

 

EDIT : Fail, looks like www.dev-c.com/nativedb/func/info/d30c50df888d58b5 is triggering those view cones, hell, I'm confused now. I'll figure out that tommorow, time to sleep. :facedesk:

 

 

 

Edited by ins1de
  • Like 2

Hi all,

 

Has anyone found a native to add torque at position to entity/vehicle? Or to add force at position? I'm trying to implement custom physics and I need, at least, one of these natives.

 

Also, the link to the Multithreaded native bruteforce tool in first post seems to be dead. Can someone reaupload it?

 

Thanks.

 

APPLY_FORCE_TO_ENTITY or APPLY_FORCE_TO_ENTITY_CENTER_OF_MASS?

Edited by ikt

 

 

 

Hi all,

 

Has anyone found a native to add torque at position to entity/vehicle? Or to add force at position? I'm trying to implement custom physics and I need, at least, one of these natives.

 

Also, the link to the Multithreaded native bruteforce tool in first post seems to be dead. Can someone reaupload it?

 

Thanks.

 

APPLY_FORCE_TO_ENTITY or APPLY_FORCE_TO_ENTITY_CENTER_OF_MASS?

 

 

Thanks. I really mean to add torque to an offset postion from entity, which seems like not possible. Torque may be added by the rotation arguments of APPLY_FORCE_TO_ENTITY, (I guess). Would be nice to have more ways to interact with physics (add force/torque at position and so on)

NTAuthority

HEAD_DISPLAY stuff -> actually MP_GAMER_TAG

 

example:

SET_MP_GAMER_TAG_VISIBILITY

SET_MP_GAMER_TAG_WANTED_LEVEL

IS_MP_GAMER_TAG_ACTIVE

  • 2 weeks later...

"_SET_NOTIFICATION_CLEARING"
I really had no idea what to name this. It prohibits (feed / above minimap) notifications from being shown above the given Y position. i.e. pass 0.5 and it won't allow any notifications to be drawn at or above 0.5. To reset, call it and pass 0. Found it by working out the drawing functions in am_pi_menu and pi_menu.

If anyone finds the correct native name please quote me, I'd love to know.

Edited by Kryptus

Anyone know what's going on with Native DB? A lot of names are turning back into their hashes and descriptions are disappearing from a lot.

 

Create Object was:

Object CREATE_OBJECT(Hash modelHash, float x, float y, float z, BOOL isNetwork, BOOL p5, BOOL dynamic)

-

And is now:

Any CREATE_OBJECT(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6)
Edited by Cosmo619

 

Anyone know what's going on with Native DB? A lot of names are turning back into their hashes and descriptions are disappearing from a lot.

 

Create Object was:

Object CREATE_OBJECT(Hash modelHash, float x, float y, float z, BOOL isNetwork, BOOL p5, BOOL dynamic)

-

And is now:

Any CREATE_OBJECT(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6)

This happened for like the 5th time. Someone else already made a topic about this: http://gtaforums.com/topic/885251-what-are-just-happening/

 

Anyone know what's going on with Native DB? A lot of names are turning back into their hashes and descriptions are disappearing from a lot.

 

Create Object was:

Object CREATE_OBJECT(Hash modelHash, float x, float y, float z, BOOL isNetwork, BOOL p5, BOOL dynamic)

-

And is now:

Any CREATE_OBJECT(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6)

People use some sh*t like bots ever so often to wipe sh*t for whatever reason.

So, ... like, I've been trying to work out how to send text chat (I can already read it), and I'm running across some natives that I don't yet know the exact purpose of, but at least know they're to do with text chat.

 

If anyone else wants to do something with this info, well, whatever. Addresses are from SC b1011 because .. well seriously, b1032 is obfu^2.

 

 

// Hoping this understand the code tag// used by HUD____0xF47E567B3630DD12void __fastcall HUD____0xF47E567B3630DD12_0(scrNativeCallContext *a1)// sub_142F1803F - may vary, thunk target for native{  if ( p_textChatObject )    0xf47e567b3630dd12_2((__int64)p_textChatObject, *(_DWORD *)a1->pArgs != 0, a1->pArgs->a2.INT32);}// [TEST] used by HUD____0xF47E567B3630DD12void __fastcall 0xf47e567b3630dd12_2(textChatStruct *chatty, char a2, int a3) // sub_1401C5780{  chatty->field_14C = a2;  chatty->field_148 = a3;}
might post some more shortly

 

p.s. Sudo just pointed out that this native was added in march 2016. so it might be something to do with setting the chat message to the BIKER group or whatever dlc was added then. i don't keep up with these new fangled inventions of r*

Edited by sfinktah

 

 

Anyone know what's going on with Native DB? A lot of names are turning back into their hashes and descriptions are disappearing from a lot.

 

Create Object was:

Object CREATE_OBJECT(Hash modelHash, float x, float y, float z, BOOL isNetwork, BOOL p5, BOOL dynamic)

-

And is now:

Any CREATE_OBJECT(Any p0, Any p1, Any p2, Any p3, Any p4, Any p5, Any p6)

People use some sh*t like bots ever so often to wipe sh*t for whatever reason.

 

 

We've seen this happen several times.. it seems like some folks are just having fun ruining the nativedb for everyone thus forcing us to revert these non sense changes.

gXkDPzB.png

Edited by GTANAdam

Couple questions.

 

1. Is there a general list someone has of natives that have been added with DLC? I saw the one involving boosts which would have been the Imports & Exports DLC but I didn't see any others.

2. Why don't the new natives get added to the native db?

Couple questions.

 

1. Is there a general list someone has of natives that have been added with DLC? I saw the one involving boosts which would have been the Imports & Exports DLC but I didn't see any others.

A hash translation such as { 0x0000000000000000, 0x47B595D60664CFFA } means it was added that update.

To find all the natives added in a patch, just find all the natives that were translated from 0x0000000000000000

Edited by DatBrick

 

DB Reset Again

 

I don't know if I still want to complete the base because I'm afraid of losing everything again ...
Every time, we have to start all over again or a backup is back online?

 

I do backup the reference every month. This one is from 10 days ago: http://www.mediafire.com/file/04awazwtpv8mt3i/reference.html

  • Like 3

Okay.. this is getting more and more ridiculous, I hope you add some kind of Authentication to prevent this kind of activity.

 

unknown.png

Wow, I hope whoever did that isn't actually a part of the team. I have zero respect for advertising in the form of vandalism...

 

And yes, Alex really needs to add authentication as well as hire either well-trusted admins or have some kind of moderator system that allows for the undoing of these types of things.

 

I really appreciate the usefulness of NativeDB and the fact nobody asked Alex to do it, but there comes a time when you should really listen to feedback from the people who use it most. I've spoken to him about this stuff before and he basically doesn't care, and wants to keep it as minimal as possible. So unfortunately we're stuck with these constant spam attacks with no recourse other than waiting for Alex to eventually revert the changes.

 

Hope that doesn't come off as too harsh, but it's a harsh truth that needs to be said.

Edited by Fireboyd78
  • Like 3

I'm new to GTA moding in general, but couldn't help notice there are some documentation issues right now.

 

I happen to be working on tech documentation for a different project, and stubbed out a conversion of the NATIVE DB docs to Slate:

 

http://138.68.41.182/

 

This new documentation concept would pick up where NATIVE DB sort of is trailing off with the following goals:

 

  • Allow anyone to add or edit via a public github repository.
  • Ensure data is not lost, and allow collaboration with on Github
  • Improve content structure to allow side-by-side code examples from both Lua and C

 

This documentation tool uses a single Markdown file for its source. Formatting requires some markdown knowledge.

 

The idea would be to make changes to the common source repo file, do a pull request and then one of a team of people can approve. A hook would be set up to automatically update when Master is updated. If the site goes down, the repo is unaffected.

 

Couple questions:

 

  • Is Native DB too unstable to continue to work with?
  • Is using git too high a barrier for making casual contributions to this?
  • I stubbed out a few natives, but am only basically familiar with using these. Can anyone give feedback on what's translated so far? I believe I can write a script to import one of the most recent archives into the markdown file.

 

I confess, I don't know the exact way to format these descriptions. Or how big of a need there is here.

 

So I am interested in feedback.

Edited by jfoster
  • Like 2
mockba.the.borg

Hi jFoster,

 

My feeling is that NativeDB data became stale over time, and as versions of the game were being released.

The natives.h file generated from it has exactly 5180 natives, while the game (as of v1032) has 5739, so we are a bit off.

This not considering that some natives on the db can also be extinct.

The format of NativeDB however is very nice, it keeps the screen uncluttered while you do your research. The one on the link above can easily become messy with more than 5000 natives on it.

Again, my personal opinion, is that NativesDB only needs registration, to prevent trolling of its data, and a moderator, or group of moderators, to prevent wrong implementations.

Looks like people update NativeDB based on the research on scripts, this is ok, but sometimes the script shows some variable as integer, when it is in fact a boolean, or even worse, float when it is in fact a 32 bits bitmapped value.

So at this point we are at risk of people just moving away on their own research, and have distributed, unconnected findings.

NativeDB is an invaluable tool, it just needs some work.

 

Alexander could send here a statement of what are his plans for the future. I know he is on this for many years, and our life priorities change over time, family and work gets in the way of game research very quickly, so maybe it is time to really deliver it completely to the community.

 

Cheers,

Mockba the Borg.

Hello, I want to download decompiled scripts but this page https://dl.dropboxusercontent.com/u/1237747/games.gta/gtav.ysc.decompiled.7z doesn't work. Please, anybody, give me them.

https://www.gta5-mods.com/tools/decompiled-scripts-b757

  • Like 1
vadimstar

Thanks but I need decompiled scripts by Alexander Blade. Do these decompiled scripts belong to Alexander Blade? I just noticed names of functions in these scripts differ from names of functions in scripts by Alexander Blade.

http://i.imgur.com/doAYFLl.png- scripts by Alexander Blade (image from reddit)
http://imgur.com/a/ddq8Q-these scripts

Thanks but I need decompiled scripts by Alexander Blade. Do these decompiled scripts belong to Alexander Blade? I just noticed names of functions in these scripts differ from names of functions in scripts by Alexander Blade.

http://i.imgur.com/doAYFLl.png- scripts by Alexander Blade (image from reddit)

http://imgur.com/a/ddq8Q-these scripts

zorg's scripts are much nicer than listener's. If you don't like the naming convention of functions, go and edit it yourself: https://github.com/zorg93/GTA-V-Script-Decompiler

unknown modder

Thanks but I need decompiled scripts by Alexander Blade. Do these decompiled scripts belong to Alexander Blade? I just noticed names of functions in these scripts differ from names of functions in scripts by Alexander Blade.

http://i.imgur.com/doAYFLl.png- scripts by Alexander Blade (image from reddit)

http://imgur.com/a/ddq8Q-these scripts

I released my scripts because ab stopped posting listeners decompiled scripts. So right now this is the best there is. The names of native functions were just lowercase because i chose to make it that way. A simple regex would change it. As for script functions, they are named in order they appear in the file, nothing special about listeners, who uses the position in the code for name of functions

Okey, I've realized.Thank you very much for reply)

 

Thanks but I need decompiled scripts by Alexander Blade. Do these decompiled scripts belong to Alexander Blade? I just noticed names of functions in these scripts differ from names of functions in scripts by Alexander Blade.
http://i.imgur.com/doAYFLl.png- scripts by Alexander Blade (image from reddit)
http://imgur.com/a/ddq8Q-these scripts

I released my scripts because ab stopped posting listeners decompiled scripts. So right now this is the best there is. The names of native functions were just lowercase because i chose to make it that way. A simple regex would change it. As for script functions, they are named in order they appear in the file, nothing special about listeners, who uses the position in the code for name of functions

 

 

 

Thanks but I need decompiled scripts by Alexander Blade. Do these decompiled scripts belong to Alexander Blade? I just noticed names of functions in these scripts differ from names of functions in scripts by Alexander Blade.

http://i.imgur.com/doAYFLl.png- scripts by Alexander Blade (image from reddit)
http://imgur.com/a/ddq8Q-these scripts

zorg's scripts are much nicer than listener's. If you don't like the naming convention of functions, go and edit it yourself: https://github.com/zorg93/GTA-V-Script-Decompiler

 

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