Jump to content

[V|REL|HOOK] LUA Plugin for Script Hook V


headscript

Recommended Posts

Vrock_wave

headscipt, can you help me? why

coordsy = ENTITY.GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS(playerPed, 0.0, 5.0, 0.0)vehh = VEHICLE.CREATE_VEHICLE(GAMEPLAY.GET_HASH_KEY("REBEL2"), coordsy.x, coordsy.y, coordsy.z, 0.0, 1, 1)

does not work? (playerPed is defined)

try this

 

local technicalID = GAMEPLAY.GET_HASH_KEY("technicalI")
STREAMING.REQUEST_MODEL(technicalID)
while(not STREAMING.HAS_MODEL_LOADED(technicalID)) do
wait(50)
end

 

vrockcar33 = VEHICLE.CREATE_VEHICLE(technicalID, carcordt3.x, carcordt3.y, carcordt3.z, 1,false,true);

Link to comment
Share on other sites

Hi,

 

I recently formatted my PC and installed Windows clean because of the malware mods. I installed GTA and everything again, and everything works including scripthook mods, but LUA mods do not work. That command prompt does not open during the game loading and LUA simply does not engage. I am running Windows 7. LUA is installed properly, as I have checked several times. I get the feeling I am missing some C++ redistributable thing as I had about 15 of them installed before I formatted. I don't know.

 

Any ideas? Thanks.

Link to comment
Share on other sites

headscript

Hi,

 

I recently formatted my PC and installed Windows clean because of the malware mods. I installed GTA and everything again, and everything works including scripthook mods, but LUA mods do not work. That command prompt does not open during the game loading and LUA simply does not engage. I am running Windows 7. LUA is installed properly, as I have checked several times. I get the feeling I am missing some C++ redistributable thing as I had about 15 of them installed before I formatted. I don't know.

 

Any ideas? Thanks.

quoting myself:

Requirements:

Link to comment
Share on other sites

 

Hi,

 

I recently formatted my PC and installed Windows clean because of the malware mods. I installed GTA and everything again, and everything works including scripthook mods, but LUA mods do not work. That command prompt does not open during the game loading and LUA simply does not engage. I am running Windows 7. LUA is installed properly, as I have checked several times. I get the feeling I am missing some C++ redistributable thing as I had about 15 of them installed before I formatted. I don't know.

 

Any ideas? Thanks.

quoting myself:

Requirements:

 

 

Both of those are installed.

Link to comment
Share on other sites

headscript

 

 

Hi,

 

I recently formatted my PC and installed Windows clean because of the malware mods. I installed GTA and everything again, and everything works including scripthook mods, but LUA mods do not work. That command prompt does not open during the game loading and LUA simply does not engage. I am running Windows 7. LUA is installed properly, as I have checked several times. I get the feeling I am missing some C++ redistributable thing as I had about 15 of them installed before I formatted. I don't know.

 

Any ideas? Thanks.

quoting myself:

Requirements:

 

 

Both of those are installed.

 

you use LUA_SDK.asi or LUA.asi ?

and what does the Scripthook log say?

Link to comment
Share on other sites

 

 

 

Hi,

 

I recently formatted my PC and installed Windows clean because of the malware mods. I installed GTA and everything again, and everything works including scripthook mods, but LUA mods do not work. That command prompt does not open during the game loading and LUA simply does not engage. I am running Windows 7. LUA is installed properly, as I have checked several times. I get the feeling I am missing some C++ redistributable thing as I had about 15 of them installed before I formatted. I don't know.

 

Any ideas? Thanks.

quoting myself:

Requirements:

 

 

Both of those are installed.

 

you use LUA_SDK.asi or LUA.asi ?

and what does the Scripthook log say?

 

 

I've tried both

// GTA V SCRIPT HOOK (build May  2 2015, v1.0.350.2a)//     © Alexander Blade 2015[18:07:51] INIT: Started[18:07:51] INIT: Success, game version is VER_1_0_350_2_NOSTEAM[18:07:51] INIT: Registering script 'LUA.asi' (0x000007FEE602E6A0)[18:07:51] INIT: Registering script 'TrainerV.asi' (0x000007FEE6578E20)[18:07:51] INIT: Registering script 'WorkingJB700.asi' (0x000007FEEFA41280)[18:08:23] INIT: GtaThread collection size 164[18:08:23] INIT: wnd proc 0x00000000FFFF00C7[18:08:45] CORE: Requesting thread creation[18:08:45] CORE: Creating threads[18:08:47] CORE: Started control thread, id 32 active 1[18:08:47] CORE: Started thread 'LUA.asi', id 33 active 1[18:08:47] CORE: Started thread 'TrainerV.asi', id 34 active 1[18:08:47] CORE: Started thread 'WorkingJB700.asi', id 35 active 1[18:08:47] CORE: Launching main() for 'LUA.asi'[18:08:47] CORE: Launching main() for 'TrainerV.asi'[18:08:47] CORE: Launching main() for 'WorkingJB700.asi'[19:08:08] UNINIT: Unregistering script 'TrainerV.asi' (0x000007FEE6578E20)
Link to comment
Share on other sites

headscript

 

 

 

 

Hi,

 

I recently formatted my PC and installed Windows clean because of the malware mods. I installed GTA and everything again, and everything works including scripthook mods, but LUA mods do not work. That command prompt does not open during the game loading and LUA simply does not engage. I am running Windows 7. LUA is installed properly, as I have checked several times. I get the feeling I am missing some C++ redistributable thing as I had about 15 of them installed before I formatted. I don't know.

 

Any ideas? Thanks.

quoting myself:

Requirements:

 

 

Both of those are installed.

 

you use LUA_SDK.asi or LUA.asi ?

and what does the Scripthook log say?

 

 

I've tried both

// GTA V SCRIPT HOOK (build May  2 2015, v1.0.350.2a)//     © Alexander Blade 2015[18:07:51] INIT: Started[18:07:51] INIT: Success, game version is VER_1_0_350_2_NOSTEAM[18:07:51] INIT: Registering script 'LUA.asi' (0x000007FEE602E6A0)[18:07:51] INIT: Registering script 'TrainerV.asi' (0x000007FEE6578E20)[18:07:51] INIT: Registering script 'WorkingJB700.asi' (0x000007FEEFA41280)[18:08:23] INIT: GtaThread collection size 164[18:08:23] INIT: wnd proc 0x00000000FFFF00C7[18:08:45] CORE: Requesting thread creation[18:08:45] CORE: Creating threads[18:08:47] CORE: Started control thread, id 32 active 1[18:08:47] CORE: Started thread 'LUA.asi', id 33 active 1[18:08:47] CORE: Started thread 'TrainerV.asi', id 34 active 1[18:08:47] CORE: Started thread 'WorkingJB700.asi', id 35 active 1[18:08:47] CORE: Launching main() for 'LUA.asi'[18:08:47] CORE: Launching main() for 'TrainerV.asi'[18:08:47] CORE: Launching main() for 'WorkingJB700.asi'[19:08:08] UNINIT: Unregistering script 'TrainerV.asi' (0x000007FEE6578E20)

the LUA.asi should not open a console but its loaded "correctly"

whats the log with the _SDK ? ^^ also which scripts do you have in your scripts folder

Link to comment
Share on other sites

boss of g-unit

guys i'm trying to simulate a key press, for example if i press end then press H

tried the PressKey (72) ReleaseKey (72) but they didn't work, console saying it's nil, is it possible, and please how .. :)

Link to comment
Share on other sites

 

 

 

 

 

Hi,

 

I recently formatted my PC and installed Windows clean because of the malware mods. I installed GTA and everything again, and everything works including scripthook mods, but LUA mods do not work. That command prompt does not open during the game loading and LUA simply does not engage. I am running Windows 7. LUA is installed properly, as I have checked several times. I get the feeling I am missing some C++ redistributable thing as I had about 15 of them installed before I formatted. I don't know.

 

Any ideas? Thanks.

quoting myself:

Requirements:

 

 

Both of those are installed.

 

you use LUA_SDK.asi or LUA.asi ?

and what does the Scripthook log say?

 

 

I've tried both

// GTA V SCRIPT HOOK (build May  2 2015, v1.0.350.2a)//     © Alexander Blade 2015[18:07:51] INIT: Started[18:07:51] INIT: Success, game version is VER_1_0_350_2_NOSTEAM[18:07:51] INIT: Registering script 'LUA.asi' (0x000007FEE602E6A0)[18:07:51] INIT: Registering script 'TrainerV.asi' (0x000007FEE6578E20)[18:07:51] INIT: Registering script 'WorkingJB700.asi' (0x000007FEEFA41280)[18:08:23] INIT: GtaThread collection size 164[18:08:23] INIT: wnd proc 0x00000000FFFF00C7[18:08:45] CORE: Requesting thread creation[18:08:45] CORE: Creating threads[18:08:47] CORE: Started control thread, id 32 active 1[18:08:47] CORE: Started thread 'LUA.asi', id 33 active 1[18:08:47] CORE: Started thread 'TrainerV.asi', id 34 active 1[18:08:47] CORE: Started thread 'WorkingJB700.asi', id 35 active 1[18:08:47] CORE: Launching main() for 'LUA.asi'[18:08:47] CORE: Launching main() for 'TrainerV.asi'[18:08:47] CORE: Launching main() for 'WorkingJB700.asi'[19:08:08] UNINIT: Unregistering script 'TrainerV.asi' (0x000007FEE6578E20)

the LUA.asi should not open a console but its loaded "correctly"

whats the log with the _SDK ? ^^ also which scripts do you have in your scripts folder

 

 

After installing the SDK version, the console window opens again for some reason. I have tried to use the SDK version to fix the problem and it never opened the console window until right now. However, LUA mods still do not work. In the scripts folder there is addins, libs, keys.lua, main.lua, utils.lua. Below is the log and below that is the command window text.

// GTA V SCRIPT HOOK (build May  2 2015, v1.0.350.2a)//     © Alexander Blade 2015[11:14:23] INIT: Started[11:14:23] INIT: Success, game version is VER_1_0_350_2_NOSTEAM[11:14:23] INIT: Registering script 'LUA_SDK.asi' (0x000007FEE5A7E860)[11:14:23] INIT: Registering script 'NativeTrainer.asi' (0x000007FEF1B1A210)[11:14:23] INIT: Registering script 'PoliceMod.asi' (0x000007FEE997F4B0)[11:14:23] INIT: Registering script 'WorkingJB700.asi' (0x000007FEF5DF1280)[11:14:33] INIT: GtaThread collection size 164[11:14:33] INIT: wnd proc 0x00000000FFFF0413[11:15:30] CORE: Requesting thread creation[11:15:30] CORE: Creating threads[11:15:32] CORE: Started control thread, id 32 active 1[11:15:32] CORE: Started thread 'LUA_SDK.asi', id 33 active 1[11:15:32] CORE: Started thread 'NativeTrainer.asi', id 34 active 1[11:15:32] CORE: Started thread 'PoliceMod.asi', id 35 active 1[11:15:32] CORE: Started thread 'WorkingJB700.asi', id 36 active 1[11:15:32] CORE: Launching main() for 'LUA_SDK.asi'[11:15:32] CORE: Launching main() for 'NativeTrainer.asi'[11:15:32] CORE: Launching main() for 'PoliceMod.asi'[11:15:32] CORE: Launching main() for 'WorkingJB700.asi'
Loading Libsload GUILibs LoadedLoading Addinsload Addin basemodule.luaload Addin exampleGUI.luaload Addin main.luainit: scripts/addins/main.lua:6: attempt to call global 'ScriptThread' (a nil value)Loaded main.lua
Edited by Senatov
Link to comment
Share on other sites

headscript

 

 

 

 

 

 

Hi,

 

I recently formatted my PC and installed Windows clean because of the malware mods. I installed GTA and everything again, and everything works including scripthook mods, but LUA mods do not work. That command prompt does not open during the game loading and LUA simply does not engage. I am running Windows 7. LUA is installed properly, as I have checked several times. I get the feeling I am missing some C++ redistributable thing as I had about 15 of them installed before I formatted. I don't know.

 

Any ideas? Thanks.

quoting myself:

Requirements:

 

 

Both of those are installed.

 

you use LUA_SDK.asi or LUA.asi ?

and what does the Scripthook log say?

 

 

I've tried both

// GTA V SCRIPT HOOK (build May  2 2015, v1.0.350.2a)//     © Alexander Blade 2015[18:07:51] INIT: Started[18:07:51] INIT: Success, game version is VER_1_0_350_2_NOSTEAM[18:07:51] INIT: Registering script 'LUA.asi' (0x000007FEE602E6A0)[18:07:51] INIT: Registering script 'TrainerV.asi' (0x000007FEE6578E20)[18:07:51] INIT: Registering script 'WorkingJB700.asi' (0x000007FEEFA41280)[18:08:23] INIT: GtaThread collection size 164[18:08:23] INIT: wnd proc 0x00000000FFFF00C7[18:08:45] CORE: Requesting thread creation[18:08:45] CORE: Creating threads[18:08:47] CORE: Started control thread, id 32 active 1[18:08:47] CORE: Started thread 'LUA.asi', id 33 active 1[18:08:47] CORE: Started thread 'TrainerV.asi', id 34 active 1[18:08:47] CORE: Started thread 'WorkingJB700.asi', id 35 active 1[18:08:47] CORE: Launching main() for 'LUA.asi'[18:08:47] CORE: Launching main() for 'TrainerV.asi'[18:08:47] CORE: Launching main() for 'WorkingJB700.asi'[19:08:08] UNINIT: Unregistering script 'TrainerV.asi' (0x000007FEE6578E20)

the LUA.asi should not open a console but its loaded "correctly"

whats the log with the _SDK ? ^^ also which scripts do you have in your scripts folder

 

 

After installing the SDK version, the console window opens again for some reason. I have tried to use the SDK version to fix the problem and it never opened the console window until right now. However, LUA mods still do not work. In the scripts folder there is addins, libs, keys.lua, main.lua, utils.lua. Below is the log and below that is the command window text.

// GTA V SCRIPT HOOK (build May  2 2015, v1.0.350.2a)//     © Alexander Blade 2015[11:14:23] INIT: Started[11:14:23] INIT: Success, game version is VER_1_0_350_2_NOSTEAM[11:14:23] INIT: Registering script 'LUA_SDK.asi' (0x000007FEE5A7E860)[11:14:23] INIT: Registering script 'NativeTrainer.asi' (0x000007FEF1B1A210)[11:14:23] INIT: Registering script 'PoliceMod.asi' (0x000007FEE997F4B0)[11:14:23] INIT: Registering script 'WorkingJB700.asi' (0x000007FEF5DF1280)[11:14:33] INIT: GtaThread collection size 164[11:14:33] INIT: wnd proc 0x00000000FFFF0413[11:15:30] CORE: Requesting thread creation[11:15:30] CORE: Creating threads[11:15:32] CORE: Started control thread, id 32 active 1[11:15:32] CORE: Started thread 'LUA_SDK.asi', id 33 active 1[11:15:32] CORE: Started thread 'NativeTrainer.asi', id 34 active 1[11:15:32] CORE: Started thread 'PoliceMod.asi', id 35 active 1[11:15:32] CORE: Started thread 'WorkingJB700.asi', id 36 active 1[11:15:32] CORE: Launching main() for 'LUA_SDK.asi'[11:15:32] CORE: Launching main() for 'NativeTrainer.asi'[11:15:32] CORE: Launching main() for 'PoliceMod.asi'[11:15:32] CORE: Launching main() for 'WorkingJB700.asi'
Loading Libsload GUILibs LoadedLoading Addinsload Addin basemodule.luaload Addin exampleGUI.luaload Addin main.luainit: scripts/addins/main.lua:6: attempt to call global 'ScriptThread' (a nil value)Loaded main.lua

your main.lua is definitly not original

can you show it to me(wanna know whats different)?

if u dont got the main.lua anymore you can get it here https://github.com/gallexme/LuaPlugin-GTAV/raw/master/scripts/main.lua

or you redownload the mod

 

guys i'm trying to simulate a key press, for example if i press end then press H

tried the PressKey (72) ReleaseKey (72) but they didn't work, console saying it's nil, is it possible, and please how .. :)

to check for a keyPress : get_key_pressed

but i think you cant simulate keypresses but im not sure about it

Link to comment
Share on other sites

 

Hi,

 

I recently formatted my PC and installed Windows clean because of the malware mods. I installed GTA and everything again, and everything works including scripthook mods, but LUA mods do not work. That command prompt does not open during the game loading and LUA simply does not engage. I am running Windows 7. LUA is installed properly, as I have checked several times. I get the feeling I am missing some C++ redistributable thing as I had about 15 of them installed before I formatted. I don't know.

 

Any ideas? Thanks.

quoting myself:

Requirements:

 

 

I quoted this post since the other one is getting way too long. There is a main.lua file that is in Grand Theft Auto V/scripts and another one that is inside Grand Theft Auto V/scripts/addins. The one inside the addins folder is a mod, namely this one: https://www.gta5-mods.com/scripts/seat-belt-mod-1-0-sd65

Link to comment
Share on other sites

headscript

 

 

Hi,

 

I recently formatted my PC and installed Windows clean because of the malware mods. I installed GTA and everything again, and everything works including scripthook mods, but LUA mods do not work. That command prompt does not open during the game loading and LUA simply does not engage. I am running Windows 7. LUA is installed properly, as I have checked several times. I get the feeling I am missing some C++ redistributable thing as I had about 15 of them installed before I formatted. I don't know.

 

Any ideas? Thanks.

quoting myself:

Requirements:

 

 

I quoted this post since the other one is getting way too long. There is a main.lua file that is in Grand Theft Auto V/scripts and another one that is inside Grand Theft Auto V/scripts/addins. The one inside the addins folder is a mod, namely this one: https://www.gta5-mods.com/scripts/seat-belt-mod-1-0-sd65

 

that mod is not made for my mod

its made for http://gtaforums.com/topic/790179-vrel-gtalua-script-engine-in-lua/?hl=gtalua

Link to comment
Share on other sites

 

 

 

Hi,

 

I recently formatted my PC and installed Windows clean because of the malware mods. I installed GTA and everything again, and everything works including scripthook mods, but LUA mods do not work. That command prompt does not open during the game loading and LUA simply does not engage. I am running Windows 7. LUA is installed properly, as I have checked several times. I get the feeling I am missing some C++ redistributable thing as I had about 15 of them installed before I formatted. I don't know.

 

Any ideas? Thanks.

quoting myself:

Requirements:

 

 

I quoted this post since the other one is getting way too long. There is a main.lua file that is in Grand Theft Auto V/scripts and another one that is inside Grand Theft Auto V/scripts/addins. The one inside the addins folder is a mod, namely this one: https://www.gta5-mods.com/scripts/seat-belt-mod-1-0-sd65

 

that mod is not made for my mod

its made for http://gtaforums.com/topic/790179-vrel-gtalua-script-engine-in-lua/?hl=gtalua

 

I removed it and still nothing :panic:

Link to comment
Share on other sites

boss of g-unit

to check for a keyPress : get_key_pressed

but i think you cant simulate keypresses but im not sure about it

 

 

 

yea i know about the get_key_pressed,use it all the time, what im trying to do is turn on the car lights, the only native's i found related to car headlights are :

SET_VEHICLE_LIGHTS -- sets if the car has lights or not, it's not for turning them on or off

SET_VEHICLE_LIGHT_MULTIPLIER --only for the brightness once they are on, still not on or off

SET_VEHICLE_FULLBEAM -- not working at all, no matter what i tried ..

so i tried simulating a key press which also didn't led to no where, so guys im open to any suggestions ..

my goal is to keep the car lights always on, and once a key is pressed it goes to fullbeam, else the lights go back to lowbeams on

so if anyone has the natives that could help please share :)

Link to comment
Share on other sites

headscript

 

 

 

 

Hi,

 

I recently formatted my PC and installed Windows clean because of the malware mods. I installed GTA and everything again, and everything works including scripthook mods, but LUA mods do not work. That command prompt does not open during the game loading and LUA simply does not engage. I am running Windows 7. LUA is installed properly, as I have checked several times. I get the feeling I am missing some C++ redistributable thing as I had about 15 of them installed before I formatted. I don't know.

 

Any ideas? Thanks.

quoting myself:

Requirements:

 

 

I quoted this post since the other one is getting way too long. There is a main.lua file that is in Grand Theft Auto V/scripts and another one that is inside Grand Theft Auto V/scripts/addins. The one inside the addins folder is a mod, namely this one: https://www.gta5-mods.com/scripts/seat-belt-mod-1-0-sd65

 

that mod is not made for my mod

its made for http://gtaforums.com/topic/790179-vrel-gtalua-script-engine-in-lua/?hl=gtalua

 

I removed it and still nothing :panic:

 

you got teamviewer so that i can see it by myself?

Link to comment
Share on other sites

 

 

 

 

 

Hi,

 

I recently formatted my PC and installed Windows clean because of the malware mods. I installed GTA and everything again, and everything works including scripthook mods, but LUA mods do not work. That command prompt does not open during the game loading and LUA simply does not engage. I am running Windows 7. LUA is installed properly, as I have checked several times. I get the feeling I am missing some C++ redistributable thing as I had about 15 of them installed before I formatted. I don't know.

 

Any ideas? Thanks.

quoting myself:

Requirements:

 

 

I quoted this post since the other one is getting way too long. There is a main.lua file that is in Grand Theft Auto V/scripts and another one that is inside Grand Theft Auto V/scripts/addins. The one inside the addins folder is a mod, namely this one: https://www.gta5-mods.com/scripts/seat-belt-mod-1-0-sd65

 

that mod is not made for my mod

its made for http://gtaforums.com/topic/790179-vrel-gtalua-script-engine-in-lua/?hl=gtalua

 

I removed it and still nothing :panic:

 

you got teamviewer so that i can see it by myself?

 

[Redacted]

Edited by Senatov
Link to comment
Share on other sites

Hey headscript. Is the LUA SDK still updating on github? I only see the last update from two days ago. I made some changes on the native DB for FX research (like http://dev-c.com/nativedb/func/info/e184f4f0dc5910e7).Perhaps I'm a bit confused, is this the same version that automatically updates with the newest changes to native DB?

 

Thanks

Link to comment
Share on other sites

headscript

Hey headscript. Is the LUA SDK still updating on github? I only see the last update from two days ago. I made some changes on the native DB for FX research (like http://dev-c.com/nativedb/func/info/e184f4f0dc5910e7).Perhaps I'm a bit confused, is this the same version that automatically updates with the newest changes to native DB?

 

Thanks

It's probably because it can't compile the version which is on nativedb atm, which happens mostly when someone uses the same argument name as a type name
Link to comment
Share on other sites

Hey headscript, I don't have much time to support my mods and v10 ('rolling release') updates stuff frequently, so sometimes it also breaks(/will break) the mods, mostly because of parameter type mismatch.

 

I've been wondering... perhaps I could just rely on the automatic builds and change the parameters on nativedb to the correct ones so the next autobuild will have the correct data, however, autobuild doesn't seem to be working because the last v10 release is from 3 days ago, and also I don't know how I can change stuff in the nativedb.

 

Or perhaps you could change your auto builder a little bit to build periodic independent releases along with the rolling release, for example, let's say every week your auto-builder releases a new version that could be listed here: https://github.com/gallexme/LuaPlugin-GTAV/releases so if a new version breaks some mod someone is using, it would be easy to downgrade and also the modders could inform the users what is the lua plugin version that the mod was developed with. That's just an idea though, I'm not sure if that's a good solution and possibly it's a bad idea on your point of view.

 

Obviously in the future these problems will not be frequent, so the rolling release will be okay since there will be virtually no regressions, but at the moment it's not quite reliable.

 

Also, is that "Normal" version the old V9? Perhaps you could make that clear in your downloads page.

Edited by Szabo
Link to comment
Share on other sites

headscript

Hey headscript, I don't have much time to support my mods and v10 ('rolling release') updates stuff frequently, so sometimes it also breaks(/will break) the mods, mostly because of parameter type mismatch.

 

I've been wondering... perhaps I could just rely on the automatic builds and change the parameters on nativedb to the correct ones so the next autobuild will have the correct data, however, autobuild doesn't seem to be working because the last v10 release is from 3 days ago, and also I don't know how I can change stuff in the nativedb.

 

Or perhaps you could change your auto builder a little bit to build periodic independent releases along with the rolling release, for example, let's say every week your auto-builder releases a new version that could be listed here: https://github.com/gallexme/LuaPlugin-GTAV/releases so if a new version breaks some mod someone is using, it would be easy to downgrade and also the modders could inform the users what is the lua plugin version that the mod was developed with. That's just an idea though, I'm not sure if that's a good solution and possibly it's a bad idea on your point of view.

 

Obviously in the future these problems will not be frequent, so the rolling release will be okay since there will be virtually no regressions, but at the moment it's not quite reliable.

 

Also, is that "Normal" version the old V9? Perhaps you could make that clear in your downloads page.

yep normal is v9 which wont be supported very soon

 

let's say every week your auto-builder releases a new version that could be listed here

thats what i want to do anyways but i dont use the github api atm so i cant create releases automaticly

for i just wanna do it myself every week

 

however, autobuild doesn't seem to be working

yeah some "douch" changed something in nativedb which made my autbuild failed(parameter name same as a Type definition ex ( Player Player) instead of (Player player)

 

and also I don't know how I can change stuff in the nativedb.

next to the function is a edit button

Link to comment
Share on other sites

 

...

yep normal is v9 which wont be supported very soon

 

let's say every week your auto-builder releases a new version that could be listed here

thats what i want to do anyways but i dont use the github api atm so i cant create releases automaticly

for i just wanna do it myself every week

 

however, autobuild doesn't seem to be working

yeah some "douch" changed something in nativedb which made my autbuild failed(parameter name same as a Type definition ex ( Player Player) instead of (Player player)

 

and also I don't know how I can change stuff in the nativedb.

next to the function is a edit button

 

Thank you for your timely reply headscript.

 

Regarding the periodic builds, perhaps you could just put them in folders so you don't have to deal with github stuff...

 

I don't see any edit button in the nativedb page... perhaps I have to register somewhere... I don't know...

Link to comment
Share on other sites

It is the pencil icon next to the native:

 

CNPwY.jpg

 

Click it and you get the editing options:

hlaL3.jpg

Link to comment
Share on other sites

It is the pencil icon next to the native:

 

CNPwY.jpg

 

Click it and you get the editing options:

hlaL3.jpg

Thank you but I don't see that pencil, do you have to register/login for that icon to appear? BTW, I'm discussing that problem here: http://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/?p=1067522600because that's off-topic conversation here.

 

EDIT: Nevermind. That was my fault the icon wasn't showing. Sorry.

Edited by Szabo
Link to comment
Share on other sites

Hey headscript, any ideas on why the following function:

UI.SET_BLIP_COLOUR(blip, color)

won't accept hexes like this: 0xRRGGBBAA in p1 (color)? It used to work properly in v9 but now there's no way to get that working and for some strange reason when I run a code like this:

UI.SET_BLIP_COLOUR(blip, 0x9900FFFF)

I get a dark red blinking blip that fades on the distance, even though I don't call anything related to fading or blinking, and even when I run UI.SET_BLIP_FLASHES(blip, false) the thing still blips. It should make the blip purple (http://www.colorpicker.com/9900ff) and it used to work perfectly in v9. I've even tried to use a decimal instead of the hex (converting the hex value to dec) but it still doesn't work.

 

It's not a big deal thought because it seems the numbers 0-60 are used as codes for some common colors so I managed to find some that are similar to the ones I was using, but I'd like to be able to specify them.

Edited by Szabo
Link to comment
Share on other sites

GTAGeek123

Does anyone know how to create a script to make main player invincible? I made the below script and health does get added, but my player does not get invincibility. The fact that the health gets added means that the script is finding my player, so I'm not quite sure why the invincibility is not working. I also tried using the PLAYER invincibility native instead of the ENTITY native, but it didn't work either. Any ideas?

 

function test.tick()

playerPed = PLAYER.PLAYER_PED_ID()

if(get_key_pressed(165)) and (get_key_pressed(97)) then
ENTITY.SET_ENTITY_HEALTH(playerPed, 200)
ENTITY.SET_ENTITY_INVINCIBLE(playerPed, true)
print("Invincible Enabled")
wait(200)
end
end

Edited by GTAGeek123
Link to comment
Share on other sites

diamond-optic

what about: PLAYER.SET_PLAYER_INVINCIBLE(Player player, BOOL toggle)

Link to comment
Share on other sites

GTAGeek123

diamond-optic,

 

I did try that as well (which is what I meant when I said "I also tried using the PLAYER invincibility native"), but it also did not work.

Edited by GTAGeek123
Link to comment
Share on other sites

I am looking for Niko´s health. The native steam trainer lists it as 200, under the give health option. Another trainer lists it as 400 and max armor at 1000. Could you please tell me which of these findings are the correct ones?

Link to comment
Share on other sites

headscript

Does anyone know how to create a script to make main player invincible? I made the below script and health does get added, but my player does not get invincibility. The fact that the health gets added means that the script is finding my player, so I'm not quite sure why the invincibility is not working. I also tried using the PLAYER invincibility native instead of the ENTITY native, but it didn't work either. Any ideas?

 

function test.tick()

 

playerPed = PLAYER.PLAYER_PED_ID()

 

if(get_key_pressed(165)) and (get_key_pressed(97)) then

ENTITY.SET_ENTITY_HEALTH(playerPed, 200)

ENTITY.SET_ENTITY_INVINCIBLE(playerPed, true)

print("Invincible Enabled")

wait(200)

end

end

I havent tried it myself but SET_ENTITY_INVINCIBLE/Player is only for the current frame so you have to call that every tick

 

Hey headscript, any ideas on why the following function:

UI.SET_BLIP_COLOUR(blip, color)

won't accept hexes like this: 0xRRGGBBAA in p1 (color)? It used to work properly in v9 but now there's no way to get that working and for some strange reason when I run a code like this:

UI.SET_BLIP_COLOUR(blip, 0x9900FFFF)

I get a dark red blinking blip that fades on the distance, even though I don't call anything related to fading or blinking, and even when I run UI.SET_BLIP_FLASHES(blip, false) the thing still blips. It should make the blip purple (http://www.colorpicker.com/9900ff) and it used to work perfectly in v9. I've even tried to use a decimal instead of the hex (converting the hex value to dec) but it still doesn't work.

 

It's not a big deal thought because it seems the numbers 0-60 are used as codes for some common colors so I managed to find some that are similar to the ones I was using, but I'd like to be able to specify them.

 

i havent changed anything on that fucntion it has to do something with the nativedb

Edited by headscript
Link to comment
Share on other sites

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 account

Sign in

Already have an account? Sign in here.

Sign In Now
  • 1 User Currently Viewing
    0 members, 0 Anonymous, 1 Guest

×
×
  • Create New...

Important Information

By using GTAForums.com, you agree to our Terms of Use and Privacy Policy.