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Mordecki

Online Communication

Recommended Posts

Mordecki

I am trying to make my mod online compatible,

And i am looking for any possibility with Scripthook in online to send some data to another player.

Let's say 2 players has exactly the same .ASI script running.

Is there any possibility to send some custom coordinates from one player to another player

and expect the script from another player to receive it without building any external C++ socket kinda server ?

I hope someone will get my point.

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InfamousSabre

There are network natives, but I've not seen their parameters documented anywhere.

Is there any reason you need to use C++ rather than C#?

Edited by InfamousSabre

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leftas

You will need a socket with datagram. There is no way to use gta as middleman to transfer data. At least I don't think you use transmission protocol to transfer data, as I think you know it's slow compared to udp, but it's reliable. Rockstar's rage network script is transferring what's is necessary to play in network. Maybe you can hook their script and put your own data, not sure. NTAuthority can tell us that. There was a thread about this network thing like 2 months ago, and we had talked about playing animation on 2nd party game.

 

 

Best wishes,

Paul.

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NTAuthority

you could probably register a second script variable array manager using some basic calls to game-internal functions, but the first script variable array manager is kind of needed for the functionality provided by the native network scripts

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Mordecki

There are network natives, but I've not seen their parameters documented anywhere.

Is there any reason you need to use C++ rather than C#?

 

The mod i'm building is written in C++ so i don't have any other option left.

 

 

You will need a socket with datagram. There is no way to use gta as middleman to transfer data. At least I don't think you use transmission protocol to transfer data, as I think you know it's slow compared to udp, but it's reliable. Rockstar's rage network script is transferring what's is necessary to play in network. Maybe you can hook their script and put your own data, not sure. NTAuthority can tell us that. There was a thread about this network thing like 2 months ago, and we had talked about playing animation on 2nd party game.

 

 

Best wishes,

Paul.

 

Yeah i think i may need to use the socket.

To be honest i worked with socket years ago on Visual Basic to build a simple chat application.

Now i don't remember anymore how it works but i will do some research and i'm sure i'll work it out.

I hope it won't have any bad affects on GTA, at least should not.

 

 

you could probably register a second script variable array manager using some basic calls to game-internal functions, but the first script variable array manager is kind of needed for the functionality provided by the native network scripts

 

I think socket datagram will be easier way, i'm not sure how Scripthook would handle network natives.

 

 

Anyway thanks for suggestions everyone :)

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nixolas1

It's really dirty, but the simplest way would be by using the in game chat system, to send and retrieve encoded data :p

If it could be hidden from being printed it would be perfect tho.

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