NTAuthority Posted October 24, 2014 Share Posted October 24, 2014 >'VM_Execute' this isn't f*cking call of duty XeClutch 1 Inactive in GTA/R* title modification indefinitely pursuant to a court order obtained by TTWO. Good job acting against modding! Link to comment Share on other sites More sharing options...
AdamSelene Posted October 26, 2014 Share Posted October 26, 2014 (edited) 'VM_Execute' this isn't f*cking call of duty and it is an "SM" (Stack Machine) ... Edited October 26, 2014 by AdamSelene Link to comment Share on other sites More sharing options...
proditaki Posted October 31, 2014 Share Posted October 31, 2014 Here is a ton of scripts I wrote in C++. Nothing crazy but it works for the most part. Vehicle Nitrous VOID Nitrous(){ while (true) // for (; if (!IS_PED_ON_FOOT(PLAYER_PED_ID())) if (IS_PLAYER_PRESSING_HORN(PLAYER_ID())) SET_VEHICLE_BOOST_ACTIVE(GET_VEHICLE_PED_IS_IN(PLAYER_PED_ID(), 0), TRUE); else SET_VEHICLE_BOOST_ACTIVE(GET_VEHICLE_PED_IS_IN(PLAYER_PED_ID(), 0), FALSE); else SET_VEHICLE_BOOST_ACTIVE(GET_VEHICLE_PED_IS_IN(PLAYER_PED_ID(), 0), FALSE);} You also use apply_force_to_entity for vehicle nitrous . or SET_VEHICLE_FORWARD_SPEED Link to comment Share on other sites More sharing options...
MulleDK19 Posted November 21, 2014 Share Posted November 21, 2014 And we don't even know if there will be a 64-bit version of the game on PC. Well, that's not quite true. It might very well be that the PC version will be 64-bit exclusive, sadly. The AMD graphics drivers contain profiles for gta5\Game_win64_final.exe, gta5\Game_win64_beta.exe, etc. Hopefully they'll provide both 32-bit and 64-bit executables. Link to comment Share on other sites More sharing options...
Alexander Blade Posted November 21, 2014 Author Share Posted November 21, 2014 (edited) Old news , however I expect that there will be x64 binaries only And we don't even know if there will be a 64-bit version of the game on PC. Well, that's not quite true. It might very well be that the PC version will be 64-bit exclusive, sadly.The AMD graphics drivers contain profiles for gta5\Game_win64_final.exe, gta5\Game_win64_beta.exe, etc.Hopefully they'll provide both 32-bit and 64-bit executables. Edited November 21, 2014 by Alexander Blade Link to comment Share on other sites More sharing options...
testfr Posted November 22, 2014 Share Posted November 22, 2014 It's possible to hook a native ? How ? Link to comment Share on other sites More sharing options...
XeClutch Posted December 4, 2014 Share Posted December 4, 2014 It's possible to hook a native ? How ?Look back to the last few pages, you'll be able to figure it out. Link to comment Share on other sites More sharing options...
fOmey Posted December 24, 2014 Share Posted December 24, 2014 (edited) Hey lads, Hoping you guys can help me out.. I'm working on a little stripper function... The plan is to create a ped and make them dance as a stripper, simple enough right ? Although I don't want them to react to guns being pointed at them or get scared... I thought of the following: SET_BLOCKING_OF_NON_TEMPORARY_EVENTS SET_PED_CONFIG_FLAG ? Not sure what flags to set tho, would love any further information on this !! Would appreciate any further information ! On another note, I was wondering if someone could supply some updated script dumps, I would love to find the animations for the tasks like the salute, hands clap etc. by pressing L3 + R3. Edited December 24, 2014 by fOmey Link to comment Share on other sites More sharing options...
InfamousSabre Posted December 24, 2014 Share Posted December 24, 2014 Hey lads, Hoping you guys can help me out.. I'm working on a little stripper function... The plan is to create a ped and make them dance as a stripper, simple enough right ? Although I don't want them to react to guns being pointed at them or get scared... I thought of the following: SET_BLOCKING_OF_NON_TEMPORARY_EVENTS SET_PED_CONFIG_FLAG ? Not sure what flags to set tho, would love any further information on this !! Would appreciate any further information ! On another note, I was wondering if someone could supply some updated script dumps, I would love to find the animations for the tasks like the salute, hands clap etc. by pressing L3 + R3. In IV, to disable those reactions you have to set their DecisionMaker (DM) to a DM that doesn't have reactions to those events. I usually use a blank DM. I don't mod V, but maybe it is similar. fOmey 1 Link to comment Share on other sites More sharing options...
fOmey Posted December 25, 2014 Share Posted December 25, 2014 Hey lads, Hoping you guys can help me out.. I'm working on a little stripper function... The plan is to create a ped and make them dance as a stripper, simple enough right ? Although I don't want them to react to guns being pointed at them or get scared... I thought of the following: SET_BLOCKING_OF_NON_TEMPORARY_EVENTS SET_PED_CONFIG_FLAG ? Not sure what flags to set tho, would love any further information on this !! Would appreciate any further information ! On another note, I was wondering if someone could supply some updated script dumps, I would love to find the animations for the tasks like the salute, hands clap etc. by pressing L3 + R3. In IV, to disable those reactions you have to set their DecisionMaker (DM) to a DM that doesn't have reactions to those events. I usually use a blank DM. I don't mod V, but maybe it is similar. Thanks for the reply, I will certainly see what I can dig up.. On another note, Does anyone know any info about teleporting to a waypoint set on map ? I believe the function will consist of the following natives: GET_FIRST_BLIP_INFO_ID GET_BLIP_COORDS GET_GROUND_Z_FOR_3D_COORD I cant figure out what the handle is for "GET_FIRST_BLIP_INFO_ID".. I tried to push string "BLIP_WAYPOINT", also tried the jenkins hash for "BLIP_WAYPOINT".. still no avail.. any further information would be apprecaited ! Link to comment Share on other sites More sharing options...
NTAuthority Posted December 25, 2014 Share Posted December 25, 2014 (edited) blip icons have always been indices Edited December 25, 2014 by NTAuthority fOmey 1 Inactive in GTA/R* title modification indefinitely pursuant to a court order obtained by TTWO. Good job acting against modding! Link to comment Share on other sites More sharing options...
Tez2 Posted December 25, 2014 Share Posted December 25, 2014 Thanks for the reply, I will certainly see what I can dig up.. On another note, Does anyone know any info about teleporting to a waypoint set on map ? I believe the function will consist of the following natives: GET_FIRST_BLIP_INFO_ID GET_BLIP_COORDS GET_GROUND_Z_FOR_3D_COORD I cant figure out what the handle is for "GET_FIRST_BLIP_INFO_ID".. I tried to push string "BLIP_WAYPOINT", also tried the jenkins hash for "BLIP_WAYPOINT".. still no avail.. any further information would be apprecaited ! Use get_first_blip_info_id native with first arg set to 8 . get_first_blip_info_id(8); Then use get_blip_coords and set_entity_coords with load_all_objects_now . fOmey 1 Link to comment Share on other sites More sharing options...
fOmey Posted December 25, 2014 Share Posted December 25, 2014 (edited) Thanks for the reply, I will certainly see what I can dig up.. On another note, Does anyone know any info about teleporting to a waypoint set on map ? I believe the function will consist of the following natives: GET_FIRST_BLIP_INFO_ID GET_BLIP_COORDS GET_GROUND_Z_FOR_3D_COORD I cant figure out what the handle is for "GET_FIRST_BLIP_INFO_ID".. I tried to push string "BLIP_WAYPOINT", also tried the jenkins hash for "BLIP_WAYPOINT".. still no avail.. any further information would be apprecaited ! Use get_first_blip_info_id native with first arg set to 8 . get_first_blip_info_id(8); Then use get_blip_coords and set_entity_coords with load_all_objects_now . Thank you very much for your help. Merry Christmas. EDIT: Worked like a charm, cant thank you enough.. been scratching my head trying to figure this out. EDIT 2: I cant figure out what the handles for "GET_GROUND_Z_FOR_3D_COORD" are. Supposedly it requires a X, Y, Z & variable.. although that makes no sense to me, If I'm attempting to discover the Z coordinates of a location what do I input ? Edited December 25, 2014 by fOmey Link to comment Share on other sites More sharing options...
NTAuthority Posted December 25, 2014 Share Posted December 25, 2014 (edited) EDIT 2: I cant figure out what the handles for "GET_GROUND_Z_FOR_3D_COORD" are. Supposedly it requires a X, Y, Z & variable.. although that makes no sense to me, If I'm attempting to discover the Z coordinates of a location what do I input ? pre-conditions: collisions to be loaded at said position usage: GET_GROUND_Z_FOR_3D_COORD(x, y, z, &outZ) this will call CWorld::ProcessVerticalLine or equivalent (seeing how rage::fw* are used in V now) and return the first collision found casting a ray vertically down from (x, y, z) also: don't use LOAD_ALL_OBJECTS_NOW, use LOAD_SCENE or REQUEST_COLLISION_AT_COORD and wait for the streamer to load the scene at runtime (especially important if networked, since various subsystems won't get serviced during a regular LOAD_SCENE - original scripts use an unknown native (formerly START_LOAD_SCENE) combined with NETWORK_UPDATE_LOAD_SCENE and call a bunch of servicing funcs in the middle, but you typically don't have access to the original script code) Edited December 25, 2014 by NTAuthority fOmey 1 Inactive in GTA/R* title modification indefinitely pursuant to a court order obtained by TTWO. Good job acting against modding! Link to comment Share on other sites More sharing options...
fOmey Posted December 26, 2014 Share Posted December 26, 2014 (edited) EDIT 2: I cant figure out what the handles for "GET_GROUND_Z_FOR_3D_COORD" are. Supposedly it requires a X, Y, Z & variable.. although that makes no sense to me, If I'm attempting to discover the Z coordinates of a location what do I input ? pre-conditions: collisions to be loaded at said position usage: GET_GROUND_Z_FOR_3D_COORD(x, y, z, &outZ) this will call CWorld::ProcessVerticalLine or equivalent (seeing how rage::fw* are used in V now) and return the first collision found casting a ray vertically down from (x, y, z) also: don't use LOAD_ALL_OBJECTS_NOW, use LOAD_SCENE or REQUEST_COLLISION_AT_COORD and wait for the streamer to load the scene at runtime (especially important if networked, since various subsystems won't get serviced during a regular LOAD_SCENE - original scripts use an unknown native (formerly START_LOAD_SCENE) combined with NETWORK_UPDATE_LOAD_SCENE and call a bunch of servicing funcs in the middle, but you typically don't have access to the original script code) What a great breakdown ! Thanks for taking the time to reply and explain in such detail. Haven't had much luck at all sadly.. What I tried was: REQUEST_COLLISION_AT_COORD(blipCoords[0], blipCoord[1], 50f) Wait(1000) GET_GROUND_Z_FOR_3D_COORD(blipCoord[0], blipCoord[1], 50f, &var); I also tried: NEW_LOAD_SCENE_START(blipCoord[0], blipCoord[1], 50f) While (IS_NEW_LOAD_SCENE_LOADED == 0) { Wait(10) } GET_GROUND_Z_FOR_3D_COORD(blipCoord[0], blipCoord[1], 50f, &var); Sadly returns 0 everytime.. EDIT: While re-reading your post I realized you recommended to use "LOAD_SCENE". I tried the following: LOAD_SCENE(blipCoord[0], blipCoord[1], 150f) GET_GROUND_Z_FOR_3D_COORD(blipCoord[0], blipCoord[1], 150f, &var); It returns a float majority of the time, I thought it may be due to the varying levels.. although all the waypoints I set were < 150f Z... So it semi works !! Some progress ! EDIT 2: A little work around, not sure if its intended to be done this way... although if I "SET_ENTITY_COORDS" to the waypoint coordinates and then detect the Z coordinates it seems to work everytime. I then "SET_ENTITY_COORDS" again to readjust once the Z coordinates are found seems to do the trick. Edited December 26, 2014 by fOmey Link to comment Share on other sites More sharing options...
Skorpro Posted December 28, 2014 Share Posted December 28, 2014 Hmm... I know this method (used in C++ and SCO): void TeleportToWaypoint(){ Blip wpBlip = UI::GET_FIRST_BLIP_INFO_ID(8); // 8 = BLIP_WAYPOINT if(UI::IS_WAYPOINT_ACTIVE()) { Vector3 wpVec; wpVec = UI::GET_BLIP_COORDS(wpBlip); ENTITY::SET_ENTITY_COORDS(PLAYER::PLAYER_PED_ID(), wpVec.X, wpVec.Y, wpVec.Z, 1, 1, 1, 1); // 1, 1, 1, 1 ? for (;wpVec.Z == 0.0f;) { GAMEPLAY::GET_GROUND_Z_FOR_3D_COORD(wpVec.X, wpVec.Y, 1000.0f, &wpVec.Z); SYSTEM::WAIT(0); } //STREAMING::LOAD_SCENE(wpVec.X, wpVec.Y, wpVec.Z); // not necessary?! ENTITY::SET_ENTITY_COORDS(PLAYER::PLAYER_PED_ID(), wpVec.X, wpVec.Y, wpVec.Z, 1, 1, 1, 1); // 1, 1, 1, 1 ? }} Link to comment Share on other sites More sharing options...
KiLLerBoy_001 Posted December 29, 2014 Share Posted December 29, 2014 Hmm... I know this method (used in C++ and SCO): void TeleportToWaypoint(){ Blip wpBlip = UI::GET_FIRST_BLIP_INFO_ID(8); // 8 = BLIP_WAYPOINT if(UI::IS_WAYPOINT_ACTIVE()) { Vector3 wpVec; wpVec = UI::GET_BLIP_COORDS(wpBlip); ENTITY::SET_ENTITY_COORDS(PLAYER::PLAYER_PED_ID(), wpVec.X, wpVec.Y, wpVec.Z, 1, 1, 1, 1); // 1, 1, 1, 1 ? for (;wpVec.Z == 0.0f;) { GAMEPLAY::GET_GROUND_Z_FOR_3D_COORD(wpVec.X, wpVec.Y, 1000.0f, &wpVec.Z); SYSTEM::WAIT(0); } //STREAMING::LOAD_SCENE(wpVec.X, wpVec.Y, wpVec.Z); // not necessary?! ENTITY::SET_ENTITY_COORDS(PLAYER::PLAYER_PED_ID(), wpVec.X, wpVec.Y, wpVec.Z, 1, 1, 1, 1); // 1, 1, 1, 1 ? }} the 1, 1, 1, 1 are the rotations on the axes X ,Y, Z , Unknown. Link to comment Share on other sites More sharing options...
fOmey Posted December 30, 2014 Share Posted December 30, 2014 Hey guys, I'm back to pick your brains for some info ! Currently working on attaching a object to the roof of a vehicle.. Due to the varying sizes of vehicles, I'm trying to figure out a full proof way of calculating the height of a vehicle: I'm thinking one of the following: GET_ENTITY_HEIGHT GET_ENTITY_HEIGHT_ABOVE_GROUND I believe when using the ATTACH_ENTITY_TO_ENTITY native, The entity being attached is attached to the center by default if not told otherwise. Open to suggestions and thoughts. Link to comment Share on other sites More sharing options...
XeClutch Posted January 2, 2015 Share Posted January 2, 2015 (edited) To anyone using the script engine hook and is having trouble printing text you now need to print the text from inside of the hook. In other news, here is a little something something I wrote up to show you who is talking. I never really liked how in GTA somebody could be talking and you have no idea who it is. void PrintChat() // call this from inside of the hook{ float pos = 0.07f; for (int i = 0; i < 16; i++) if (i != PLAYER_ID()) if (NETWORK_IS_PLAYER_TALKING(i)) if (!NETWORK_IS_PLAYER_MUTED_BY_ME(i)) SET_TEXT(GET_PLAYER_NAME(i), 0.07f, (pos -= 0.05)); // replace with your function for printing text} EDIT: For anyone that is interested, here is an enumeration with all usable weapons in the game including DLC weapons. typedef enum Weapons : DWORD{ weapon_advancedrifle = 0xAF113F99, weapon_appistol = 0x22D8FE39, weapon_assaultrifle = 0xBFEFFF6D, weapon_assaultshotgun = 0xE284C527, weapon_assaultsmg = 0xEFE7E2DF, weapon_ball = 0x23C9F95C, weapon_bat = 0x958A4A8F, weapon_bottle = 0xF9E6AA4B, weapon_briefcase = 0x88C78EB7, weapon_briefcase_02 = 0x01B79F17, weapon_bullpuprifle = 0x7F229F94, weapon_bullpupshotgun = 0x9D61E50F, weapon_bzgas = 0xA0973D5E, weapon_carbinerifle = 0x83BF0278, weapon_combatmg = 0x7FD62962, weapon_combatpistol = 0x5EF9FEC4, weapon_crowbar = 0x84BD7BFD, weapon_dagger = 0x92A27487, weapon_digiscanner = 0xFDBADCED, weapon_fireextinguisher = 0x060EC506, weapon_firework = 0x7F7497E5, weapon_flare = 0x497FACC3, weapon_golfclub = 0x440E4788, weapon_grenade = 0x93E220BD, weapon_grenadelauncher = 0xA284510B, weapon_grenadelauncher_smoke = 0x89D58DB2, weapon_gusenberg = 0x61012683, weapon_hammer = 0x4E875F73, weapon_heavypistol = 0xD205520E, weapon_heavyshotgun = 0x3AABBBAA, weapon_heavysniper = 0x0C472FE2, weapon_hominglauncher = 0x63AB0442, weapon_knife = 0x99B507EA, weapon_marskmanrifle = 0xC8E9C778, weapon_microsmg = 0x13532244, weapon_mg = 0x9D07F764, weapon_minigun = 0x42BF8A85, weapon_molotov = 0x24B17070, weapon_musket = 0xA89CB99E, weapon_nightstick = 0x678B81B1, weapon_petrolcan = 0x34A67B97, weapon_pistol = 0x1B06D571, weapon_pistol50 = 0x99AEEB3B, weapon_proxmine = 0xAB564B93, weapon_pumpshotgun = 0x1D073A89, weapon_sawnoffshotgun = 0x7846A318, weapon_smg = 0x2BE6766B, weapon_smokegrenade = 0xFDBC8A50, weapon_sniperrifle = 0x05FC3C11, weapon_snowball = 0x0787F0BB, weapon_snspistol = 0xBFD21232, weapon_specialcarbine = 0xC0A3098D, weapon_stickybomb = 0x2C3731D9, weapon_stinger = 0x687652CE, weapon_stungun = 0x3656C8C1, weapon_remotesniper = 0x33058E22, weapon_rpg = 0xB1CA77B1, weapon_vintagepistol = 0x083839C4,}; DOUBLE EDIT: Here are the next gen weapons typedef enum Weapons_NextGen : DWORD{ weapon_hatchet = 0xF9DCBF2D, weapon_railgun = 0x6D544C99,}; Edited January 8, 2015 by XeClutch Link to comment Share on other sites More sharing options...
GTA Imperium Posted January 12, 2015 Share Posted January 12, 2015 Thanks Link to comment Share on other sites More sharing options...
StevorNtheHouse Posted January 22, 2015 Share Posted January 22, 2015 (edited) Nice job Alex. Looking forward to seeing the dev community open doors to expanding GTA 5 and unleasing potential with these new natives. I feel like I'm in 2009 again when I first purchased GTA IV. It was during that era I taught myself c++ and wrote a sub menu that quickly excelled the time to write a new native. Also met some pretty amazing people during that time. Thanks so much. For the sake of an argument I have always preferred c++ over .NET. Flash back code void CustomFiberThread::MonsterExplosions(){ Ped ped = GetPlayerPed(); Player playerIndex = ConvertIntToPlayerIndex(GetPlayerId()); GetPlayerChar(playerIndex, &ped); f32 X, Y, Z; GetDeadCharCoordinates(ped, &X, &Y, &Z); //AddExplosion(X, Y, Z, 0, 1.0f + expType, 1 + expType, 0, 1); AddExplosion(X+fireX, Y+fireY, Z+fireZ, 0, explosionType, AddExpRadius, isExplosionVisible, cameraShake); // Surrounding Explosions (distance from Player) AddExplosion(X+fireX+15, Y+fireY, Z+fireZ, 0, explosionType, AddExpRadius, isExplosionVisible, cameraShake); AddExplosion(X+fireX-15, Y+fireY, Z+fireZ, 0, explosionType, AddExpRadius, isExplosionVisible, cameraShake); AddExplosion(X+fireX, Y+fireY+15, Z+fireZ, 0, explosionType, AddExpRadius, isExplosionVisible, cameraShake); AddExplosion(X+fireX, Y+fireY-15, Z+fireZ, 0, explosionType, AddExpRadius, isExplosionVisible, cameraShake); AddExplosion(X+fireX, Y+fireY, Z+fireZ+15, 0, explosionType, AddExpRadius, isExplosionVisible, cameraShake); AddExplosion(X+fireX, Y+fireY, Z+fireZ-15, 0, explosionType, AddExpRadius, isExplosionVisible, cameraShake); AddExplosion(X+fireX+25, Y+fireY, Z+fireZ, 0, explosionType, AddExpRadius, isExplosionVisible, cameraShake); AddExplosion(X+fireX-25, Y+fireY, Z+fireZ, 0, explosionType, AddExpRadius, isExplosionVisible, cameraShake); AddExplosion(X+fireX, Y+fireY+25, Z+fireZ, 0, explosionType, AddExpRadius, isExplosionVisible, cameraShake); AddExplosion(X+fireX, Y+fireY-25, Z+fireZ, 0, explosionType, AddExpRadius, isExplosionVisible, cameraShake); AddExplosion(X+fireX, Y+fireY, Z+fireZ+25, 0, explosionType, AddExpRadius, isExplosionVisible, cameraShake); AddExplosion(X+fireX, Y+fireY, Z+fireZ-25, 0, explosionType, AddExpRadius, isExplosionVisible, cameraShake); // Further away AddExplosion(X+fireX+1000, Y+fireY, Z+fireZ, 0, explosionType, AddExpRadius, isExplosionVisible, cameraShake); AddExplosion(X+fireX-1000, Y+fireY, Z+fireZ, 0, explosionType, AddExpRadius, isExplosionVisible, cameraShake); AddExplosion(X+fireX, Y+fireY+1000, Z+fireZ, 0, explosionType, AddExpRadius, isExplosionVisible, cameraShake); AddExplosion(X+fireX, Y+fireY-1000, Z+fireZ, 0, explosionType, AddExpRadius, isExplosionVisible, cameraShake); AddExplosion(X+fireX, Y+fireY, Z+fireZ+1000, 0, explosionType, AddExpRadius, isExplosionVisible, cameraShake); AddExplosion(X+fireX, Y+fireY, Z+fireZ-1000, 0, explosionType, AddExpRadius, isExplosionVisible, cameraShake); if (expType > 1255) { expType = 0; } sprintf_s(mes1, 300,"Monster Explosions: %f, %i, %f" , 1.0f + expType, 1 + expType, 0, 1); PrintStringWithLiteralStringNow("STRING", mes1, 9500, 1);} Edited January 22, 2015 by StevorNtheHouse Link to comment Share on other sites More sharing options...
StevorNtheHouse Posted January 22, 2015 Share Posted January 22, 2015 (edited) Posted Today, 09:19 PM Edited by StevorNtheHouse, Today, 10:34 PM.Nice job Alex. Looking forward to seeing the dev community open doors to expanding GTA 5 and unleasing potential with these new natives. I feel like I'm in 2009 again when I first purchased GTA IV. It was during that era I taught myself c++ and wrote a sub menu that quickly excelled the time to write a new native. Also met some pretty amazing people during that time. Thanks so much.For the sake of an argument I have always preferred c++ over .NET. Flash back code void CustomFiberThread::MonsterExplosions(){ Ped ped = GetPlayerPed(); Player playerIndex = ConvertIntToPlayerIndex(GetPlayerId()); GetPlayerChar(playerIndex, &ped); f32 X, Y, Z; GetDeadCharCoordinates(ped, &X, &Y, &Z); //AddExplosion(X, Y, Z, 0, 1.0f + expType, 1 + expType, 0, 1); AddExplosion(X+fireX, Y+fireY, Z+fireZ, 0, explosionType, AddExpRadius, isExplosionVisible, cameraShake); // Surrounding Explosions (distance from Player) AddExplosion(X+fireX+15, Y+fireY, Z+fireZ, 0, explosionType, AddExpRadius, isExplosionVisible, cameraShake); AddExplosion(X+fireX-15, Y+fireY, Z+fireZ, 0, explosionType, AddExpRadius, isExplosionVisible, cameraShake); AddExplosion(X+fireX, Y+fireY+15, Z+fireZ, 0, explosionType, AddExpRadius, isExplosionVisible, cameraShake); AddExplosion(X+fireX, Y+fireY-15, Z+fireZ, 0, explosionType, AddExpRadius, isExplosionVisible, cameraShake); AddExplosion(X+fireX, Y+fireY, Z+fireZ+15, 0, explosionType, AddExpRadius, isExplosionVisible, cameraShake); AddExplosion(X+fireX, Y+fireY, Z+fireZ-15, 0, explosionType, AddExpRadius, isExplosionVisible, cameraShake); AddExplosion(X+fireX+25, Y+fireY, Z+fireZ, 0, explosionType, AddExpRadius, isExplosionVisible, cameraShake); AddExplosion(X+fireX-25, Y+fireY, Z+fireZ, 0, explosionType, AddExpRadius, isExplosionVisible, cameraShake); AddExplosion(X+fireX, Y+fireY+25, Z+fireZ, 0, explosionType, AddExpRadius, isExplosionVisible, cameraShake); AddExplosion(X+fireX, Y+fireY-25, Z+fireZ, 0, explosionType, AddExpRadius, isExplosionVisible, cameraShake); AddExplosion(X+fireX, Y+fireY, Z+fireZ+25, 0, explosionType, AddExpRadius, isExplosionVisible, cameraShake); AddExplosion(X+fireX, Y+fireY, Z+fireZ-25, 0, explosionType, AddExpRadius, isExplosionVisible, cameraShake); // Further away AddExplosion(X+fireX+1000, Y+fireY, Z+fireZ, 0, explosionType, AddExpRadius, isExplosionVisible, cameraShake); AddExplosion(X+fireX-1000, Y+fireY, Z+fireZ, 0, explosionType, AddExpRadius, isExplosionVisible, cameraShake); AddExplosion(X+fireX, Y+fireY+1000, Z+fireZ, 0, explosionType, AddExpRadius, isExplosionVisible, cameraShake); AddExplosion(X+fireX, Y+fireY-1000, Z+fireZ, 0, explosionType, AddExpRadius, isExplosionVisible, cameraShake); AddExplosion(X+fireX, Y+fireY, Z+fireZ+1000, 0, explosionType, AddExpRadius, isExplosionVisible, cameraShake); AddExplosion(X+fireX, Y+fireY, Z+fireZ-1000, 0, explosionType, AddExpRadius, isExplosionVisible, cameraShake); if (expType > 1255) { expType = 0; } sprintf_s(mes1, 300,"Monster Explosions: %f, %i, %f" , 1.0f + expType, 1 + expType, 0, 1); PrintStringWithLiteralStringNow("STRING", mes1, 9500, 1);} Sorry for the double post. Can't get the other post to delete. Edited January 22, 2015 by StevorNtheHouse Link to comment Share on other sites More sharing options...
proditaki Posted January 22, 2015 Share Posted January 22, 2015 (edited) Too bad the PC release was delayed. I'm looking for a way to get the angle on the axis of what your ped is aiming at. Does anybody know how to get that? Below it's illustrated.. i would want to calculate a point on the BLUE line. (and want the red angle) Edited January 22, 2015 by proditaki Link to comment Share on other sites More sharing options...
StevorNtheHouse Posted January 23, 2015 Share Posted January 23, 2015 Could someone here supply me with a link or the tool that is used to decompile the SCO scripts. I had it before, but I lost it. I've been away from the GTA community for a long time, but I'm interested in contributing to help out with the research when I find the time. Coding is my life regardless. It is great to see familiar names on here again, such as Nixo, etc. Has anybody heard from SneakyJanit0r in awhile? Link to comment Share on other sites More sharing options...
IgorX Posted January 23, 2015 Share Posted January 23, 2015 Could someone here supply me with a link or the tool that is used to decompile the SCO scripts. I had it before, but I lost it. I've been away from the GTA community for a long time, but I'm interested in contributing to help out with the research when I find the time. Coding is my life regardless. It is great to see familiar names on here again, such as Nixo, etc. Has anybody heard from SneakyJanit0r in awhile? You can decompile modified sco scripts in Low-Level code only, but IV sco's on hl or ll. Use OpenIV for this. Scocl has tool in bin folder that decompililng modified scripts in LowLevel code. Link to comment Share on other sites More sharing options...
ClareXoBearrx3R9 Posted January 23, 2015 Share Posted January 23, 2015 The .net hook didn't call game natives directly (even though you could call them directly) and had many things preconfigured. Yes that is indeed easier to use but makes customization harder to achieve. The scripthook came with a development loader in which any asi/dll that was loaded could be unloaded and reloaded. Including the .net scripthook by the way. Which is another downside I mentioned before, it is another layer. Though I have never programmed in .NET (I'm fluent mainly in only C and C++), I personally noticed large performance hits when using others' .NET modifications. As sjaak mentioned, easier isn't always better. For general programming, Java is considered a useful language to be familiar in since it can be compiled once and the same code can run on any system that has the Java Virtual Machine - be it Windows, Linux, Mac, or otherwise (unlike C and C++ that must usually be re-compiled for different systems). However, for certain high-demanding applications, Java programs may suffer from performance issues due to to the additional JVM layer that must "translate" the compiled Java code on-the-fly. Link to comment Share on other sites More sharing options...
Skorpro Posted January 23, 2015 Share Posted January 23, 2015 Could someone here supply me with a link or the tool that is used to decompile the SCO scripts. I had it before, but I lost it. I've been away from the GTA community for a long time, but I'm interested in contributing to help out with the research when I find the time. Coding is my life regardless. It is great to see familiar names on here again, such as Nixo, etc. Has anybody heard from SneakyJanit0r in awhile? Hi, yeah, it's long time ago but I remember your YT clip IMO the best tool to decompile the SCO scripts is (as solom already said) OpenIV. I'm sure you don't need a TUT how to use SCOCL... anyway, maybe it's useful: Click here Here is a ASI SCO Loader (C++). C ya Link to comment Share on other sites More sharing options...
proditaki Posted January 26, 2015 Share Posted January 26, 2015 (edited) Too bad the PC release was delayed. I'm looking for a way to get the angle on the axis of what your ped is aiming at. Does anybody know how to get that? Below it's illustrated.. i would want to calculate a point on the BLUE line. (and want the red angle) Never mind i got it GET_GAMEPLAY_CAM_RELATIVE_PITCH Edited January 26, 2015 by proditaki Link to comment Share on other sites More sharing options...
ceedj Posted February 18, 2015 Share Posted February 18, 2015 (edited) Will be going through all the pages in this topic before I start asking questions, but seriously gang, GREAT FREAKING WORK! Love it, will be having fun researching all this! (smacks head) AFTER I finish filming. AFTER. EDIT: Ok, just one: AI::TASK_PLAY_ANIM(PLAYER::PLAYER_PED_ID(), "rcmpaparazzo_2", "idle_d", 1000f, -1000f, -1, 1, 0.4f, 0, 0, 0); 1 = Actor ID 2 = AnimIMG (ifp?) 3 = Animation Name 4 = Float 5 = Float 6 = Flag (loop?) 7 = Flag (hold last animation frame?) 8 = Float (playback rate?) 9 = Flag (X lock?) 10 = Flag (Y lock?) 11 = Flag (Z lock?) Chastise me if you must, no way to test ATM (lost all of my IVStudios source code). Just one I noticed. EDIT2: IS_AN_ENTITYIS_ENTITY_A_PEDIS_ENTITY_A_MISSION_ENTITY Is ENTITY a fancy name for an actor/car/object handle? Edited February 18, 2015 by ceedj I'm actually not against democracy though. I'm against things I think are f*cking stupid. I think this is f*cking stupid. - Sweets Link to comment Share on other sites More sharing options...
XBLToothPik Posted February 20, 2015 Share Posted February 20, 2015 (edited) Will be going through all the pages in this topic before I start asking questions, but seriously gang, GREAT FREAKING WORK! Love it, will be having fun researching all this! (smacks head) AFTER I finish filming. AFTER. EDIT: Ok, just one: AI::TASK_PLAY_ANIM(PLAYER::PLAYER_PED_ID(), "rcmpaparazzo_2", "idle_d", 1000f, -1000f, -1, 1, 0.4f, 0, 0, 0); 1 = Actor ID 2 = AnimIMG (ifp?) 3 = Animation Name 4 = Float 5 = Float 6 = Flag (loop?) 7 = Flag (hold last animation frame?) 8 = Float (playback rate?) 9 = Flag (X lock?) 10 = Flag (Y lock?) 11 = Flag (Z lock?) Chastise me if you must, no way to test ATM (lost all of my IVStudios source code). Just one I noticed. EDIT2: IS_AN_ENTITYIS_ENTITY_A_PEDIS_ENTITY_A_MISSION_ENTITY Is ENTITY a fancy name for an actor/car/object handle? Yea, entity is just a handle in V. EDIT: Also, w/ TASK_PLAY_ANIM: Also, anything new in the world of V scripts, Alexander? Edited February 20, 2015 by XBLToothPik Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now