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


headscript
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Thanks for this tool, headscript.

 

Could you please explain briefly how to reload the lua files in-game?

main.lua

function init()	local module_folder = "scripts/"	package.path = module_folder .. "?.lua;" .. package.path	GRAPHICS.SET_DEBUG_LINES_AND_SPHERES_DRAWING_ACTIVE(1)endfunction tick()	--print("test")	if(get_key_pressed(115)) then		if (package.loaded.testmodule ~= nil) then			package.loaded.testmodule = nil		end	end		testmodule = require "testmodule"	testmodule.tick()	end

testmodule.lua

local testmodule = {}testmodule.loaded = falsefunction testmodule.tick()	if(not testmodule.loaded) then 		local zombieSkinID = GAMEPLAY.GET_HASH_KEY("u_m_y_zombie_01")		local playerPed = PLAYER.PLAYER_PED_ID()		local playerExists = ENTITY.DOES_ENTITY_EXIST(playerPed)		local playerPosition = ENTITY.GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS(playerPed, 0.0, 5.0, 0.0)		while(not STREAMING.HAS_MODEL_LOADED(zombieSkinID)) do				--wait(5) wait function not yet implemented in released version		end		for i = 0 ,10,1 do						PED.CREATE_PED( 26,zombieSkinID,playerPosition.x, playerPosition.y, playerPosition.z,0,true,true)					end		STREAMING.SET_MODEL_AS_NO_LONGER_NEEDED(zombieSkinID)		testmodule.loaded = true	end    --print("Hello World! 2")	endreturn testmodule

when you press f4 testmodule.lua is getting reloaded

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Hello, made an account to share my bit of code, adds feature that if you hit a car, pedestrian, or drive in the oncoming lane you'll get a wanted star. Honk your horn to remove the wanted level. It's very simplistic, feel free to use it as you want, it was my first attempt at making something for myself.

Variables needed

local player = PLAYER.GET_PLAYER_PED(playerPed)local playerPed = PLAYER.PLAYER_PED_ID()local onVehHit = PLAYER.GET_TIME_SINCE_PLAYER_HIT_VEHICLE(player)local onHitPed = PLAYER.GET_TIME_SINCE_PLAYER_HIT_PED(player)local onPavement = PLAYER.GET_TIME_SINCE_PLAYER_DROVE_ON_PAVEMENT(player)local againstTraffic = PLAYER.GET_TIME_SINCE_PLAYER_DROVE_AGAINST_TRAFFIC(player)

Function

			if(PED.IS_PED_IN_ANY_VEHICLE(playerPed, true)) then			print("---")			print(onHitPed/1000, "Seconds since last ped hit")			print(onVehHit/1000, "Seconds since last vehicle hit")			print(onPavement/1000, "Seconds since crossed pavement")			print(againstTraffic/1000, "Seconds since challenged traffic")			print("---")						if (onHitPed < 1000) then			PLAYER.SET_PLAYER_WANTED_LEVEL(player, 1, true)			PLAYER.SET_PLAYER_WANTED_LEVEL_NOW(player, true)			end			if (onVehHit < 1000) then			PLAYER.SET_PLAYER_WANTED_LEVEL(player, 1, true)			PLAYER.SET_PLAYER_WANTED_LEVEL_NOW(player, true)			end			if(onPavement < 1000) then			--PLAYER.SET_PLAYER_WANTED_LEVEL(player, 1, true) -- Turned off because annoying			--PLAYER.SET_PLAYER_WANTED_LEVEL_NOW(player, true) -- -- -- -- -- -- -- -- -- --			end			if(againstTraffic < 1000) then			PLAYER.SET_PLAYER_WANTED_LEVEL(player, 1, true)			PLAYER.SET_PLAYER_WANTED_LEVEL_NOW(player, true)			end											if(PLAYER.IS_PLAYER_PRESSING_HORN(player)) then								print("beep")								PLAYER.SET_PLAYER_WANTED_LEVEL(player, 0, true)								PLAYER.SET_PLAYER_WANTED_LEVEL_NOW(player, true)								print("second beep")											end									end	end

Also, editing the testmodule script automatically reloads it ingame, pretty handy, really love this

I wanted to make use of "or" to make that neater, but i couldn't figure it out, so several "if"s it is

 

edit: Here is my full testmodule with only this script, uses default main.lua

 

 

 

local testmodule = {}function testmodule.tick()	-- variables	local playerPed = PLAYER.PLAYER_PED_ID()	local player = PLAYER.GET_PLAYER_PED(playerPed)	local playerExists = ENTITY.DOES_ENTITY_EXIST(playerPed)		local onVehHit = PLAYER.GET_TIME_SINCE_PLAYER_HIT_VEHICLE(player)	local onHitPed = PLAYER.GET_TIME_SINCE_PLAYER_HIT_PED(player)	local onPavement = PLAYER.GET_TIME_SINCE_PLAYER_DROVE_ON_PAVEMENT(player)	local againstTraffic = PLAYER.GET_TIME_SINCE_PLAYER_DROVE_AGAINST_TRAFFIC(player)	-- variables end   	if(playerExists) then				if(PED.IS_PED_IN_ANY_VEHICLE(playerPed, true)) then			print("---")			print(onHitPed/1000, "Ped hit")			print(onVehHit/1000, "Vehicle hit")			print(onPavement/1000, "Pavement")			print(againstTraffic/1000, "Traffic")			print("---")						if (onHitPed < 1000) then			PLAYER.SET_PLAYER_WANTED_LEVEL(player, 1, true)			PLAYER.SET_PLAYER_WANTED_LEVEL_NOW(player, true)			end			if (onVehHit < 1000) then			PLAYER.SET_PLAYER_WANTED_LEVEL(player, 1, true)			PLAYER.SET_PLAYER_WANTED_LEVEL_NOW(player, true)			end			if(onPavement < 1000) then			--PLAYER.SET_PLAYER_WANTED_LEVEL(player, 1, true) -- Turned off because driving 			--PLAYER.SET_PLAYER_WANTED_LEVEL_NOW(player, true) -- into alleys shouldn't want you			end			if(againstTraffic < 1000) then			PLAYER.SET_PLAYER_WANTED_LEVEL(player, 1, true)			PLAYER.SET_PLAYER_WANTED_LEVEL_NOW(player, true)			end											if(PLAYER.IS_PLAYER_PRESSING_HORN(player)) then								print("beep")								PLAYER.SET_PLAYER_WANTED_LEVEL(player, 0, true)								PLAYER.SET_PLAYER_WANTED_LEVEL_NOW(player, true)								print("second beep")											end									end	endendreturn testmodule

 

 

Edited by Tusillody
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This doesnt seem to work. I replaced the x, y,z with my coords.x, etc. But nothing spawns.

local zombieSkinID = GAMEPLAY.GET_HASH_KEY("u_m_y_zombie_01")

PED.CREATE_PED( 26,zombieSkinID,x, y, z,0,true,true)

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larperdoodle

Anyone know how to use this function? I assume the arguments it takes have something to do with defining the diameter of the sphere or something?

 

VEHICLE::GET_RANDOM_VEHICLE_IN_SPHERE

Hash: 0x57216D03

Any GET_RANDOM_VEHICLE_IN_SPHERE(Any p0, Any p1, Any p2, Any p3,
Any p4, Any p5) // 0x57216D03

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This doesnt seem to work. I replaced the x, y,z with my coords.x, etc. But nothing spawns.

local zombieSkinID = GAMEPLAY.GET_HASH_KEY("u_m_y_zombie_01")

PED.CREATE_PED( 26,zombieSkinID,x, y, z,0,true,true)

 

look one down

i can't get createped to work at all

 

here is my whole script which works

local testmodule = {}testmodule.loaded = falsetestmodule.zombies = {}function testmodule.tick()	if(not testmodule.loaded) then 		local zombieSkinID = GAMEPLAY.GET_HASH_KEY("u_m_y_zombie_01")		local playerPed = PLAYER.PLAYER_PED_ID()		local player = PLAYER.GET_PLAYER_PED(playerPed)		local playerExists = ENTITY.DOES_ENTITY_EXIST(playerPed)		local playerPosition = ENTITY.GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS(playerPed, 0.0, 5.0, 0.0)		--local veh = VEHICLE.CREATE_VEHICLE(GAMEPLAY.GET_HASH_KEY("DINGHY"), playerPosition.x, playerPosition.y, playerPosition.z, -1, true,true);        local veh = PED.GET_VEHICLE_PED_IS_IN(playerPed,true)		STREAMING.REQUEST_MODEL(zombieSkinID)		--ENTITY.SET_ENTITY_COORDS_NO_OFFSET(playerPed, 5303.311, -5189, 92.51867, false, false, true);		while(not STREAMING.HAS_MODEL_LOADED(zombieSkinID)) do				wait(50)		end		for i = 0 ,10,1 do			testmodule.zombies[i] = PED.CREATE_PED( 26,zombieSkinID,playerPosition.x, playerPosition.y, playerPosition.z,0,false,true)					end		STREAMING.SET_MODEL_AS_NO_LONGER_NEEDED(zombieSkinID)		testmodule.loaded = true	end    --print("Hello World! 2")	endreturn testmodule 

 

Anyone know how to use this function? I assume the arguments it takes have something to do with defining the diameter of the sphere or something?

 

VEHICLE::GET_RANDOM_VEHICLE_IN_SPHERE

Hash: 0x57216D03

Any GET_RANDOM_VEHICLE_IN_SPHERE(Any p0, Any p1, Any p2, Any p3,

Any p4, Any p5) // 0x57216D03

dunno sorry

Edited by headscript
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Thanks for this tool, headscript.

 

Could you please explain briefly how to reload the lua files in-game?

main.lua

function init()	local module_folder = "scripts/"	package.path = module_folder .. "?.lua;" .. package.path	GRAPHICS.SET_DEBUG_LINES_AND_SPHERES_DRAWING_ACTIVE(1)endfunction tick()	--print("test")	if(get_key_pressed(115)) then		if (package.loaded.testmodule ~= nil) then			package.loaded.testmodule = nil		end	end		testmodule = require "testmodule"	testmodule.tick()	end

testmodule.lua

local testmodule = {}testmodule.loaded = falsefunction testmodule.tick()	if(not testmodule.loaded) then 		local zombieSkinID = GAMEPLAY.GET_HASH_KEY("u_m_y_zombie_01")		local playerPed = PLAYER.PLAYER_PED_ID()		local playerExists = ENTITY.DOES_ENTITY_EXIST(playerPed)		local playerPosition = ENTITY.GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS(playerPed, 0.0, 5.0, 0.0)		while(not STREAMING.HAS_MODEL_LOADED(zombieSkinID)) do				--wait(5) wait function not yet implemented in released version		end		for i = 0 ,10,1 do						PED.CREATE_PED( 26,zombieSkinID,playerPosition.x, playerPosition.y, playerPosition.z,0,true,true)					end		STREAMING.SET_MODEL_AS_NO_LONGER_NEEDED(zombieSkinID)		testmodule.loaded = true	end    --print("Hello World! 2")	endreturn testmodule

when you press f4 testmodule.lua is getting reloaded

 

main.lua:

http://pastebin.com/tqN2hyUb

 

testmodule.lua:

http://pastebin.com/MGUJW0ev

 

It does not leave the 'loading story mode' screen. The lua console is displayed with 'loaded main.lua'.

 

I'm not sure what the problem is... If I disable lua.asi, it loads the game fine.

Oh, and NativeTrainer does not cause this issue.

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Thanks for this tool, headscript.

 

Could you please explain briefly how to reload the lua files in-game?

main.lua

function init()	local module_folder = "scripts/"	package.path = module_folder .. "?.lua;" .. package.path	GRAPHICS.SET_DEBUG_LINES_AND_SPHERES_DRAWING_ACTIVE(1)endfunction tick()	--print("test")	if(get_key_pressed(115)) then		if (package.loaded.testmodule ~= nil) then			package.loaded.testmodule = nil		end	end		testmodule = require "testmodule"	testmodule.tick()	end

testmodule.lua

local testmodule = {}testmodule.loaded = falsefunction testmodule.tick()	if(not testmodule.loaded) then 		local zombieSkinID = GAMEPLAY.GET_HASH_KEY("u_m_y_zombie_01")		local playerPed = PLAYER.PLAYER_PED_ID()		local playerExists = ENTITY.DOES_ENTITY_EXIST(playerPed)		local playerPosition = ENTITY.GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS(playerPed, 0.0, 5.0, 0.0)		while(not STREAMING.HAS_MODEL_LOADED(zombieSkinID)) do				--wait(5) wait function not yet implemented in released version		end		for i = 0 ,10,1 do						PED.CREATE_PED( 26,zombieSkinID,playerPosition.x, playerPosition.y, playerPosition.z,0,true,true)					end		STREAMING.SET_MODEL_AS_NO_LONGER_NEEDED(zombieSkinID)		testmodule.loaded = true	end    --print("Hello World! 2")	endreturn testmodule

when you press f4 testmodule.lua is getting reloaded

 

main.lua:

http://pastebin.com/tqN2hyUb

 

testmodule.lua:

http://pastebin.com/MGUJW0ev

 

It does not leave the 'loading story mode' screen. The lua console is displayed with 'loaded main.lua'.

 

I'm not sure what the problem is... If I disable lua.asi, it loads the game fine.

Oh, and NativeTrainer does not cause this issue.

 

Yeah same thing happened to me. Something isn't right createped should work.

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1. it doesnt check if game already loaded that u can see the player -> add a check then^^

2. get the new version and at the wait at while(not STREAMING.HAS_MODEL_LOADED(zombieSkinID)) do

else the thread lockups

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I've just been sitting high as f*ck here trying to get sh*t to work. Just seen i have to update

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larperdoodle

Is it possible to add scripts without putting them in testmodule.lua yet?

 

(and without modifying main.lua)

Edited by larperdoodle
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Is it possible to add scripts without putting them in testmodule.lua yet?

 

(and without modifying main.lua)

why dont you just add more scripts and run the tick functions of the scripts from main.lua ?

and u can load in other luas other luas aswell

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larperdoodle

Key words there being "without modifying main.lua"

 

Players shouldn't have to know how to code to install a script. If any .lua file put in the scripts folder ran without modifying main, then we could start releasing our scripts.

 

I understand if this feature is just NYI, but it should be eventually

Edited by larperdoodle
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Key words there being "without modifying main.lua"

 

Players shouldn't have to know how to code to install a script. If any .lua file put in the scripts folder ran without modifying main, then we could start releasing our scripts.

then someone (or me maybe) should write it that it calls

all scripts in this folder

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Key words there being "without modifying main.lua"

 

Players shouldn't have to know how to code to install a script. If any .lua file put in the scripts folder ran without modifying main, then we could start releasing our scripts.

then someone (or me maybe) should write it that it calls

all scripts in this folder

 

it would be nice if you could do that bro it would make it a lot more friendly

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Key words there being "without modifying main.lua"

 

Players shouldn't have to know how to code to install a script. If any .lua file put in the scripts folder ran without modifying main, then we could start releasing our scripts.

then someone (or me maybe) should write it that it calls

all scripts in this folder

 

it would be nice if you could do that bro it would make it a lot more friendly

 

alright doing it atm

edit: done

Edited by headscript
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Key words there being "without modifying main.lua"

 

Players shouldn't have to know how to code to install a script. If any .lua file put in the scripts folder ran without modifying main, then we could start releasing our scripts.

then someone (or me maybe) should write it that it calls

all scripts in this folder

 

it would be nice if you could do that bro it would make it a lot more friendly

 

alright doing it atm

edit: done

 

Nice one mate this will surely help people a lot

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larperdoodle

Awesome, thanks!

You should consider posting it on www.gta5-mods.com as a tool

 

You should also make it more clear if scripts should go in the scripts folder or the addins subfolder. Or both?

By the looks of it though, custom scripts go in addins

Edited by larperdoodle
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Awesome, thanks!

You should consider posting it on www.gta5-mods.com as a tool

 

You should also make it more clear if scripts should go in the scripts folder or the addins subfolder. Or both?

By the looks of it though, custom scripts go in addins

custom scripts go in addins

thats right^^

but you can still overwrite everything if u want

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Aardvark2015

tick is only called every 50ms to not lower the game fps but i can try to set it to 0 which i havent tried but the native trainer uses

 

Maybe you could create a binding for the WAIT/scriptWait function in lua, and put the call main.lua tick. Then everyone can play with the sleep amount and see what works for them :)

 

Edit: Nevermind, you already did that!

Edited by Aardvark2015
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tick is only called every 50ms to not lower the game fps but i can try to set it to 0 which i havent tried but the native trainer uses

 

Maybe you could create a binding for the WAIT/scriptWait function in lua, and put the call main.lua tick. Then everyone can play with the sleep amount and see what works for them :)

 

Edit: Nevermind, you already did that!

 

yep^^

here a Bodyguard lua script

call it bodyguard.lua and put it in the scripts/addins folder

Numpad 5 to spawn Bodyguards

http://pastebin.com/B4ZzRDUc

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diamond-optic

I wanted to make use of "or" to make that neater, but i couldn't figure it out, so several "if"s it is

 

 

this works...

if (onHitPed < 1000) or (onVehHit < 1000) or (againstTraffic < 1000) then  PLAYER.SET_PLAYER_WANTED_LEVEL(player, 1, true)  PLAYER.SET_PLAYER_WANTED_LEVEL_NOW(player, true)end
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I'm trying to put a cruisecontrol script into the scripthook native trainer but I cannot find one value

 

So, the script goes as following:

 

VEHICLE::SET_VEHICLE_FORWARD_SPEED(veh, cruiseSpeed);

 

and it was converted already but I get the error "identifier "veh" is undefined" ​

so somewhere in the LUA.asi file it should say something like "veh = ?" or "? = veh" but since I cannot decompile the asi file can someone tell me how "veh" is defined?​

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I wanted to make use of "or" to make that neater, but i couldn't figure it out, so several "if"s it is

 

 

this works...

if (onHitPed < 1000) or (onVehHit < 1000) or (againstTraffic < 1000) then  PLAYER.SET_PLAYER_WANTED_LEVEL(player, 1, true)  PLAYER.SET_PLAYER_WANTED_LEVEL_NOW(player, true)end

 

 

It does, thanks. Wasn't separating them with () when I tried :p

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larperdoodle

I'm trying to put a cruisecontrol script into the scripthook native trainer but I cannot find one value

 

So, the script goes as following:

 

VEHICLE::SET_VEHICLE_FORWARD_SPEED(veh, cruiseSpeed);

 

and it was converted already but I get the error "identifier "veh" is undefined" ​

so somewhere in the LUA.asi file it should say something like "veh = ?" or "? = veh" but since I cannot decompile the asi file can someone tell me how "veh" is defined?​

 

 

 

This is taken from my cruise control script, and was originally taken from the example script to add 4 stars to the player when they entered a vehicle.

 

local playerPed = PLAYER.PLAYER_PED_ID()local player = PLAYER.GET_PLAYER_PED(playerPed)local playerExists = ENTITY.DOES_ENTITY_EXIST(playerPed)if(playerExists) thenif(PED.IS_PED_IN_ANY_VEHICLE(playerPed, false)) thenlocal veh = PED.GET_VEHICLE_PED_IS_IN(playerPed,true)

Here is the full code for my cruise control script

http://hastebin.com/bijirefegu.lua

Edited by larperdoodle
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Im trying to have 2 different binds but im doing something wrong and i dont know what it is

function tick()        local playerPed = PLAYER.PLAYER_PED_ID()	local player = PLAYER.GET_PLAYER_PED(playerPed)	local playerExists = ENTITY.DOES_ENTITY_EXIST(playerPed)	if(playerExists) then		if(PED.IS_PED_IN_ANY_VEHICLE(playerPed, false)) then			local veh = PED.GET_VEHICLE_PED_IS_IN(playerPed,true)			if(get_key_pressed(97)) then				VEHICLE.SET_VEHICLE_FORWARD_SPEED(veh,1200)				local testmodule = {} function tick()        local playerPed = PLAYER.PLAYER_PED_ID()        local player = PLAYER.GET_PLAYER_PED(playerPed)        local playerExists = ENTITY.DOES_ENTITY_EXIST(playerPed)        if(PLAYER.IS_PLAYER_ONLINE() and playerExists) then                if(get_key_pressed(76)) then                        local playerPed = PLAYER.PLAYER_PED_ID();                        local coords = ENTITY.GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS(playerPed, 0.0, 5.0, 0.0);                        local clone = PED.CREATE_RANDOM_PED(coords.x, coords.y, coords.z);                        local group = PLAYER.GET_PLAYER_GROUP(PLAYER.PLAYER_ID());                        PED.SET_PED_AS_GROUP_MEMBER(clone, group);                        AI.TASK_COMBAT_HATED_TARGETS_AROUND_PED(clone, 5000, 0);                        PED.SET_PED_KEEP_TASK(clone, true);                        WEAPON.GIVE_DELAYED_WEAPON_TO_PED(clone, GAMEPLAY.GET_HASH_KEY("weapon_pistol50"), 5, true);                        ENTITY.SET_ENTITY_INVINCIBLE(clone, false);                                       end                                                                                                                                                                                                  endend			end		end	endend 

Super speed works but the bodyguard one doesnt

in the bodyguard one do i change the coords to what i want? or is it supposed to spawn where i aim?

local clone = PED.CREATE_RANDOM_PED(coords.x, coords.y, coords.z);

 

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Hello if its not too much to ask please could someone help me get started with lua scripting i am hoping to create several scripts for GTA V PC

 

An idea of a script i am going to try to create is

 

A script that turns water into a solid object that can be walked on

 

 

Please could someone help me with this as i have zero knowledge when it comes to lua scripting )-:

 

Thank you

Edited by burnsyboo
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Hello if its not too much to ask please could someone help me get started with lua scripting i am hoping to create several scripts for GTA V PC

 

An idea of a script i am going to try to create is

 

A script that turns water into a solid object that can be walked on

 

 

Please could someone help me with this as i have zero knowledge when it comes to lua scripting )-:

 

Thank you

Don't think that is possible.

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Thank you for this, it works great, ! I didn't realize at first that this had hot reload working, it makes things much easier. Having a debug console's also very useful

 

Now I just need to get a little more used to LUA

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