unknown modder Posted September 23, 2017 Share Posted September 23, 2017 int _GET_AIRCRAFT_COUNTERMEASURE_COUNT(Vehicle aircraft); // 0xF846AA63DF56B804void _SET_AIRCRAFT_COUNTERMEASURE_COUNT(Vehicle aircraft, int countermeasureCount); // 0x9BDA23BF666F0855int _GET_AIRCRAFT_BOMB_COUNT(Vehicle aircraft); // 0xEA12BD130D7569A1void _SET_AIRCRAFT_BOMB_COUNT(Vehicle aircraft, int bombCount); // 0xF4B2ED59DEB5D774BOOL _ARE_BOMB_BAY_DOORS_OPEN(Vehicle aircraft); // 0xD0917A423314BBA8float _GET_PLANE_HOVER_MODE_PERCENTAGE(Vehicle plane); // 0xDA62027C8BDB326E You dont happen to know if there is one that checks if bomb bay doors are FULLY open? I'm not sure, But I thought the _ARE_BOMB_BAY_DOORS_OPEN only returns true when they are fully open. Feel free to test it out yourself though Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/39/#findComment-1069856582 Share on other sites More sharing options...
darkphoenixxx Posted September 24, 2017 Share Posted September 24, 2017 (edited) I'm not sure, But I thought the _ARE_BOMB_BAY_DOORS_OPEN only returns true when they are fully open. Feel free to test it out yourself though Returns TRUE if doors are open or opening, so immediately after the OPEN_BOMB_BAY_DOORS and until CLOSE_BOMB_BAY_DOORS is called. Returns FALSE if doors are closed or closing, so immediately after CLOSE_BOMB_BAY_DOORS and until OPEN_BOMB_BAY_DOORS is called. On the other hand, does anyone know the location and name of the file with sound for bomb bay doors opening/closing? Or a way to disable it through natives (AUDIO::STOP_SOUND maybe?). Edited September 24, 2017 by darkphoenixxx Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/39/#findComment-1069857634 Share on other sites More sharing options...
kagikn Posted December 16, 2017 Share Posted December 16, 2017 (edited) I found a site containing natives that don't exist in the first version by accident. There are way more extra natives than I thought. https://macoonier.github.io/GTA5-NativeDatabase/ the repo https://github.com/Macoonier/GTA5-NativeDatabase Edited December 16, 2017 by kagikn ikt and Transmet 2 Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/39/#findComment-1069989768 Share on other sites More sharing options...
sany1991 Posted December 17, 2017 Share Posted December 17, 2017 Correct the error, update the scripthook Steam version of the game 1.0.1290.2 Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/39/#findComment-1069990539 Share on other sites More sharing options...
Transmet Posted December 18, 2017 Share Posted December 18, 2017 (edited) Hi, it's amazing everything I've learned from reading you. I can manage now in reverse engineering when I knew nothing before. So thank you for your knowledge sharing, albeit limited a few times In such a short time learning in the end, I was able to create beautiful things, like a YSC disassembler, YSC edit in runtime (nop overwrite anyway) and so many interesting things. ( thanks to documentation scrProgram on gtamodding anyway for ysc ) There are far too many talents here. Also, i saw that the registration native function was changed in b1290 ( little obfuscation i suppose ), it does not look very complex to reverse. I could never have understood all these things without all that has been said here. Thanks to all reverse engineering mans ^^ Edited December 18, 2017 by Transmet Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/39/#findComment-1069994501 Share on other sites More sharing options...
Transmet Posted December 25, 2017 Share Posted December 25, 2017 While waiting for the repair. I made a small trampoline to analyze the use of native uses in "YSC" scripts. I do not think I'm helping anyone with that, but it's always good to share what's relevant to this topic. https://github.com/Transmet92/GTA-V-Natives-Stats It does the percentage of use of each native call during the game, I did it for basic personal use. ( trampoline native opcode in scrProgram interpreter ) I'll post an example of output in the github a little later. Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/39/#findComment-1070010684 Share on other sites More sharing options...
meimeiriver Posted January 21, 2018 Share Posted January 21, 2018 (edited) Can anyone shed some light on how native "GET_CLOSEST_OBJECT_OF_TYPE" works ? Does this work off coordinates as get_closest_vehicle ? Some further explanation of the params would be appreciated. var object = get_closest_object_of_type(x_pos, y_pos, z_pos, max_distance, object_hash, unk_bool); Its pretty similar to get closest vehicle only you have to specify the exact model hash you're searching for I'm trying to remove a bush, like: returnedProp = Function.Call<Prop>(Hash.GET_CLOSEST_OBJECT_OF_TYPE, -561.7426f, 4439.272f, 24.94009f, 0.1f, 1277635601, 0); // prop_bush_lrg_03 if (returnedProp != null && returnedProp.Handle != 0) returnedProp.Delete(); But the bush stubbornly remains undeleted. What am I doing wrong?! Edited January 21, 2018 by meimeiriver Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/39/#findComment-1070057447 Share on other sites More sharing options...
bugjp2 Posted March 23, 2018 Share Posted March 23, 2018 idk when the next update for script v will be out but i am very anxious on its release after having soo much fun before the update of gta5 and now having to delete the latest script hook im kinda bummed out buuut in the long run i wait patiently hoping for that next update keep up the good work alex Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/39/#findComment-1070155591 Share on other sites More sharing options...
moonlight79 Posted April 11, 2018 Share Posted April 11, 2018 Hi everyone, do you guys know any ways to make player move around the city automatically? Thank you very much! Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/39/#findComment-1070185546 Share on other sites More sharing options...
Larph Posted April 16, 2018 Share Posted April 16, 2018 Hi all, Was having trouble making a countdown before a race/event, and after some digging found from decompiled script "country_race": ScaleformID "COUNTDOWN" with scaleform movie function "SET_MESSAGE", text component "NUMBER", add text component integer with a number (for countdown). This will display the number on a circle background, like the countdown before races. Combined with REQUEST_SCRIPT_AUDIO_BANK "HUD_321_GO" and playing the sounds "3_2_1" and "GO" from "HUD_MINI_GAME_SOUNDSET" it's almost like the real thing ikt 1 Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/39/#findComment-1070192455 Share on other sites More sharing options...
ikt Posted April 17, 2018 Share Posted April 17, 2018 (edited) static void _DISABLE_VEHICLE_NEON_LIGHTS(Vehicle vehicle, BOOL disable) { invoke<Void>(0x83F813570FF519DE, vehicle, disable); }Been in the game since 573 but hasn't been documented. Saves you the headache of storing neon states and detecting if you messed with them, or the game messed with them, if you simply wanna turn sets on or off. (Native is used in the vehicle interaction menu in Online) Edit: It's _DISABLE_VEHICLE_NEON_LIGHTS. Unknown's remark. Edited April 17, 2018 by ikt Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/39/#findComment-1070194017 Share on other sites More sharing options...
Larph Posted May 14, 2018 Share Posted May 14, 2018 In case anyone is interested, clickable instructional buttons: example pastebin.com/EkrgEArv TomilovSenya 1 Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/39/#findComment-1070238128 Share on other sites More sharing options...
forumapp28 Posted July 4, 2018 Share Posted July 4, 2018 (edited) How can i get original natives? Some natives edited by kids and is no longer working. Edited July 4, 2018 by forumapp28 Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/39/#findComment-1070295340 Share on other sites More sharing options...
Flying Scotsman Posted July 9, 2018 Share Posted July 9, 2018 On 7/4/2018 at 3:50 PM, forumapp28 said: How can i get original natives? Some natives edited by kids and is no longer working. You can use other sites like: https://macoonier.github.io/GTA5-NativeDatabase/ Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/39/#findComment-1070302418 Share on other sites More sharing options...
Copper_ Posted December 19, 2018 Share Posted December 19, 2018 Still after downloading Script Hook V 1.0.1604.0, it still gives me the critical error message when loading up my game. I've deleted the old one and the dsound.dll aswell but I am still stumped Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/39/#findComment-1070582548 Share on other sites More sharing options...
Guest Posted December 19, 2018 Share Posted December 19, 2018 (edited) 26 minutes ago, Copper_ said: Still after downloading Script Hook V 1.0.1604.0, it still gives me the critical error message when loading up my game. I've deleted the old one and the dsound.dll aswell but I am still stumped This isn't a support thread, it's a documentation thread... look in the Scripts & Plugins section, there's a thread in there. Edited December 19, 2018 by Guest Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/39/#findComment-1070582568 Share on other sites More sharing options...
mrbashiyo Posted September 24, 2019 Share Posted September 24, 2019 @Alexander Blade G Good Good afternoon. Please , Could you help us fixing ScriptHookV to the lastest version of GTA 5, 1.0.1737.6? I use this mod frequently, please brother... Thanks Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/39/#findComment-1070911709 Share on other sites More sharing options...
Alexander Blade Posted November 9, 2019 Author Share Posted November 9, 2019 Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/39/#findComment-1070967359 Share on other sites More sharing options...
Jupiter_Hortenzievich Posted November 24, 2019 Share Posted November 24, 2019 I've noticed, that somebody who is working on Native DB, have changed the declaration of some natives' parameters' and/or return type's value from the original to pointer! For example, let's see the very first, 'PLAYER:: GET_PLAYER_PED'. It was originally a 'Player' now it is a 'Player*'. Dumb mistake! The script crashes when I try to dereference the 'pointer'. What changed? Nothing - they do the same! I found a bunch of natives, like this, whose type or some parameters has been changed into a pointer. I also found falsified 'Entity', 'Vector3', 'Any', 'Vehicle', 'Ped' or 'Train' pointers. The question is 'Why did they change?'. Particularly for n00b ScriptHookV ASI modders, this is a serious problem. Also a problem for me - I am the one who is working on the ScriptHookV Pascal SDK, and cannot decide which is really a pointer, or which is a falsified pointer. It also cannot be automatized to decide! Anyway, thanks for creating the Native DB - but please, do not trash it for fun! Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/39/#findComment-1070982583 Share on other sites More sharing options...
therock73 Posted March 27, 2020 Share Posted March 27, 2020 When is there a new Native trainer and script hook Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/39/#findComment-1071137025 Share on other sites More sharing options...
SLIMslim Posted April 2, 2020 Share Posted April 2, 2020 (edited) this is 2020 april 2 there is no updated script hook v when will there be one released or avalible Edited April 2, 2020 by SLIMslim Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/39/#findComment-1071154198 Share on other sites More sharing options...
SLIMslim Posted April 2, 2020 Share Posted April 2, 2020 (edited) this is 2020 april 2 the is no updated script hook v when will there be one released or avalible thanks for updateing. script hook v it very useful for me it would be very hard for me with out it at this time I live on gta 5 and its mods I need to have it I love gta 5 and its mods I hope you get done with the upde soon I just got some new matieral and was woking it out and gta 5 updated trying to get this new zmodler 3 working well I just spent some money getting my gaming pc fixed the other day and got some software done so im waiting to get the new script hook v update pretty bad thanks. Edited April 2, 2020 by SLIMslim Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/39/#findComment-1071154225 Share on other sites More sharing options...
TP511 Posted April 2, 2020 Share Posted April 2, 2020 Any news as to when script hook will be updated? Thanks for your time Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/39/#findComment-1071155016 Share on other sites More sharing options...
LeeC22 Posted April 2, 2020 Share Posted April 2, 2020 1 hour ago, TP511 said: Any news as to when script hook will be updated? Thanks for your time No and there won't be any news until the updated version is released on the site of the person updating it... that's pretty much how it works. Only one person knows, that's how it's always been. Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/39/#findComment-1071155188 Share on other sites More sharing options...
ikt Posted April 3, 2020 Share Posted April 3, 2020 There's several (open source) drop-in replacements, but they're old. OpenVHook, but stuck at 1365 Give-Two's ScriptHookV, afaik also 1365 Also there'd been some more significant changes after the Casino update, which might hamper just dropping in a new native map. RagePluginHook is *not* compatible currently, but if it's updated before ScriptHookV and you're in a hurry for some reason, you can also try the Asi support for RPH. So basically just wait. Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/39/#findComment-1071155916 Share on other sites More sharing options...
EasyRiderGR Posted May 15, 2020 Share Posted May 15, 2020 Will you make an update for the epic games version of GTA V. Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/39/#findComment-1071212740 Share on other sites More sharing options...
Kenny Wall Posted May 24, 2020 Share Posted May 24, 2020 (edited) Hello everyone, we are all waiting when Alex Blade will update ScriptHookV for EGS version of the game. Meanwhile i were able to patch ScriptHookV.dll, so now it supports EGS version of Gta5 1.0.1868.4 and i want to share my work. Luckily, natives' "hashes" were not changed, so i only had to change 12 game offsets which hook uses during its work. I understand that this can look suspicious, but on this forum there are several people who know what is reverse engineering, so they can simply binary compare original ScriptHookV.dll with one from my archive and see that there are changes only in offset tables, game version check function and in couple of text messages. Use it only with Gta5 1.0.1868.4 EGS, because i had to patch game version check function in such way that it will probably skip older versions. Also i had to use 1868.1 places in offset tables to hold new 1868.4 values, so 1868.1 won't work too. This is not a big problem for now, main goal was to support 1868.4 EGS. Download link for ScriptHookV_1.0.1868.4.zip: https://mega.nz/folder/X84UwS7a#WoDgLYaQHNed-IX7ETStCA SHA256 of the archive: 7d10ef4468baf0f7d9588f0a96b4c328697a89631f3393adc4ac83133b16a9d0 Virustotal for archive: https://www.virustotal.com/gui/file/7d10ef4468baf0f7d9588f0a96b4c328697a89631f3393adc4ac83133b16a9d0/detection Virustotal for ScriptHookV.dll: https://www.virustotal.com/gui/file/1112075e7cd4f0bf62e9c40638471ecd8abacc02c2314df99cfe9fd728a9db7e/detection I've tested hook with NativeTrainer included with original archive, it seems to be working fine. Also there are reports from people on other forum, that LSPDFR is working with my updated scripthookv on Gta 1868.4 EGS. Edited May 24, 2020 by Kenny Wall typos R3QQ, ikt, hundr and 5 others 8 Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/39/#findComment-1071221925 Share on other sites More sharing options...
DanielBlacko Posted May 24, 2020 Share Posted May 24, 2020 I love u man, no homo Shnockered1 and rhuandv 2 Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/39/#findComment-1071222494 Share on other sites More sharing options...
hundr Posted May 25, 2020 Share Posted May 25, 2020 Woot Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/39/#findComment-1071223176 Share on other sites More sharing options...
erebus_ Posted May 25, 2020 Share Posted May 25, 2020 the ScriptHookV_1.0.1868.4.zip works great for me using the https://github.com/LukeRoss00/gta5-real-mod to play on Oculus Rift and on Quest using Oculus Link. But, it does not work for me when trying to use SteamVR via Radeon Relive VR (AMD's built in solution to playing SteamVR games on wireless headsets). I don't know if this also means it isn't working on Quest using Virtual Desktop either, has anyone tried? I can see the HUD and pause screens, but not the game. It is all black, but occasionaly will flash 1 frame of the actual game. People were experiencing this with old scripthookv i wonder if there's something that could be changed. Link to comment https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/page/39/#findComment-1071223314 Share on other sites More sharing options...
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