R3QQ 31 Posted May 25, 2020 Share Posted May 25, 2020 http://www.dev-c.com is up again. 1 Link to post Share on other sites
RogueTiger9184 0 Posted May 25, 2020 Share Posted May 25, 2020 hey i was wondering when that the egs update will be out Link to post Share on other sites
R3QQ 31 Posted May 26, 2020 Share Posted May 26, 2020 New version of the official Script Hook V by Alexander Blade is available at http://www.dev-c.com/gtav/scripthookv/ 1 Link to post Share on other sites
schlopp96 0 Posted June 1, 2020 Share Posted June 1, 2020 Now that the new update for scripthookv is out, and working correctly alongside the EGS GTAV version, do we have to wait for a new update for Community ScriptHookV .NET ? Or is it ok to download the latest version that is up (3.0.3) and use it? Im very new to GTA 5 modding, and have been using a few mods with little issues. However there are a few that I have had my eye on that require Scripthookv.net as well as scripthookv. Just checking, because I cannot find a clear answer anywhere on the internet. However, I am assuming they do work together fine since I can't seem to find any complaints about it either... Link to post Share on other sites
ikt 284 Posted June 2, 2020 Share Posted June 2, 2020 @schlopp96 The current SHVDN works fine on the latest EGS game version. Link to post Share on other sites
schlopp96 0 Posted June 12, 2020 Share Posted June 12, 2020 On 6/2/2020 at 4:58 PM, ikt said: @schlopp96 The current SHVDN works fine on the latest EGS game version. I ended up trying for myself a while back, and I can indeed confirm that it's working just fine. Thank you! Link to post Share on other sites
Harjot1235 0 Posted August 15, 2020 Share Posted August 15, 2020 Hey bro i was wondering when the new update for script hook v will be out?! Thx for all you do man Link to post Share on other sites
Pavlex4 0 Posted November 13, 2020 Share Posted November 13, 2020 @Alexander Blade How did you find corresponding 64-bit hashes from 32-bit hashes? Link to post Share on other sites
TheChilliPL 0 Posted 2 hours ago Share Posted 2 hours ago The decompiled scripts dropbox link (on both dev-c.com and the 1st post on this topic) is dead, gives 404. Also, does anyone know how GTA detects if the car is stuck? (for mission fail condition “The car got stuck”) Link to post Share on other sites
LeeC22 600 Posted 1 hour ago Share Posted 1 hour ago (edited) 1 hour ago, TheChilliPL said: The decompiled scripts dropbox link (on both dev-c.com and the 1st post on this topic) is dead, gives 404. Also, does anyone know how GTA detects if the car is stuck? (for mission fail condition “The car got stuck”) These are all the "stuck" related natives: BOOL IS_VEHICLE_STUCK_ON_ROOF(Vehicle vehicle) { return invoke<BOOL>(0xB497F06B288DCFDF, vehicle); } // 0xB497F06B288DCFDF 0x18D07C6C b323 void REMOVE_VEHICLE_STUCK_CHECK(Vehicle vehicle) { invoke<Void>(0x8386BFB614D06749, vehicle); } // 0x8386BFB614D06749 0x81594917 b323 BOOL DOES_VEHICLE_HAVE_STUCK_VEHICLE_CHECK(Vehicle vehicle) { return invoke<BOOL>(0x57E4C39DE5EE8470, vehicle); } // 0x57E4C39DE5EE8470 0x5D91D9AC b323 void ADD_VEHICLE_STUCK_CHECK_WITH_WARP(Any p0, float p1, Any p2, BOOL p3, BOOL p4, BOOL p5, Any p6) { invoke<Void>(0x2FA9923062DD396C, p0, p1, p2, p3, p4, p5, p6); } // 0x2FA9923062DD396C 0xC8B789AD b323 BOOL IS_VEHICLE_STUCK_TIMER_UP(Vehicle vehicle, int p1, int p2) { return invoke<BOOL>(0x679BE1DAF71DA874, vehicle, p1, p2); } // 0x679BE1DAF71DA874 0x2FCF58C1 b323 void RESET_VEHICLE_STUCK_TIMER(Vehicle vehicle, int nullAttributes) { invoke<Void>(0xD7591B0065AFAA7A, vehicle, nullAttributes); } // 0xD7591B0065AFAA7A 0xEF2A6016 b323 Example from agency_heist1.c if (((VEHICLE::IS_VEHICLE_STUCK_TIMER_UP(iLocal_1012, 0, 7000) || VEHICLE::IS_VEHICLE_STUCK_TIMER_UP(iLocal_1012, 3, 30000)) || VEHICLE::IS_VEHICLE_STUCK_TIMER_UP(iLocal_1012, 2, 30000)) || VEHICLE::IS_VEHICLE_STUCK_TIMER_UP(iLocal_1012, 1, 40000)) { func_13("S1_VEHSTUCK"); } Edited 1 hour ago by LeeC22 Link to post Share on other sites