Quantcast
Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
    1. Welcome to GTAForums!

    1. Red Dead Redemption 2

      1. PC
      2. Gameplay
      3. Missions
      4. Help & Support
    2. Red Dead Online

      1. Gameplay
      2. Find Lobbies & Outlaws
      3. Help & Support
    1. Crews & Posses

      1. Recruitment
    2. Events

    1. GTA Online

      1. Diamond Casino & Resort
      2. DLC
      3. Find Lobbies & Players
      4. Guides & Strategies
      5. Vehicles
      6. Content Creator
      7. Help & Support
    2. Grand Theft Auto Series

    3. GTA 6

    4. GTA V

      1. PC
      2. Guides & Strategies
      3. Help & Support
    5. GTA IV

      1. Episodes from Liberty City
      2. Multiplayer
      3. Guides & Strategies
      4. Help & Support
      5. GTA Mods
    6. GTA Chinatown Wars

    7. GTA Vice City Stories

    8. GTA Liberty City Stories

    9. GTA San Andreas

      1. Guides & Strategies
      2. Help & Support
      3. GTA Mods
    10. GTA Vice City

      1. Guides & Strategies
      2. Help & Support
      3. GTA Mods
    11. GTA III

      1. Guides & Strategies
      2. Help & Support
      3. GTA Mods
    12. Top Down Games

      1. GTA Advance
      2. GTA 2
      3. GTA
    13. Wiki

      1. Merchandising
    1. GTA Modding

      1. GTA V
      2. GTA IV
      3. GTA III, VC & SA
      4. Tutorials
    2. Mod Showroom

      1. Scripts & Plugins
      2. Maps
      3. Total Conversions
      4. Vehicles
      5. Textures
      6. Characters
      7. Tools
      8. Other
      9. Workshop
    3. Featured Mods

      1. DYOM
      2. OpenIV
      3. GTA: Underground
      4. GTA: Liberty City
      5. GTA: State of Liberty
    1. Red Dead Redemption

    2. Rockstar Games

    1. Off-Topic

      1. General Chat
      2. Gaming
      3. Technology
      4. Programming
      5. Movies & TV
      6. Music
      7. Sports
      8. Vehicles
    2. Expression

      1. Graphics / Visual Arts
      2. GFX Requests & Tutorials
      3. Writers' Discussion
      4. Debates & Discussion
    1. News

    2. Forum Support

    3. Site Suggestions

headscript

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

Recommended Posts

headscript

i need help there is a menu on my upper left written a b c d how to remove this ?

delete testgui.lua if you never intend to write GUI'S yourself

hmm maybe i should release one version as SDK which has examples included

and one for normal Users without them ?

Share this post


Link to post
Share on other sites
StephenSCO

I had it basically something like this:

local dirtyvehicle = {}function dirtyvehicle.unload()endfunction dirtyvehicle.tick()	local playerPed = PLAYER.PLAYER_PED_ID()	local player = PLAYER.GET_PLAYER_PED(playerPed)	local playerExists = ENTITY.DOES_ENTITY_EXIST(playerPed)	local getValue = VEHICLE.GET_VEHICLE_DIRT_LEVEL(1)	local setValue = VEHICLE.SET_VEHICLE_DIRT_LEVEL(1,1)	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(109)) then			setValue = getValue + 1			elseif(get_key_pressed(107)) then			setValue = getValue - 1			end		end	endendreturn dirtyvehicle

As i said i'm completely new to this and just had the thinking that i could use the GET_VEHICLE_DIRT_LEVEL value then add/subtract to it but how to code it properly is beyond me and thank you for your time.

Edited by StephenSCO

Share this post


Link to post
Share on other sites
headscript
local dirtyvehicle = {}function dirtyvehicle.unload()endfunction dirtyvehicle.tick()	local playerPed = PLAYER.PLAYER_PED_ID()	local player = PLAYER.GET_PLAYER_PED(playerPed)	local playerExists = ENTITY.DOES_ENTITY_EXIST(playerPed)	local getValue = VEHICLE.GET_VEHICLE_DIRT_LEVEL(1)	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(109)) then			VEHICLE.SET_VEHICLE_DIRT_LEVEL(veh,getValue + 1) 			elseif(get_key_pressed(107)) then			VEHICLE.SET_VEHICLE_DIRT_LEVEL(veh,getValue - 1) 			end		end	endendreturn dirtyvehicle

try that but think about it you dont delay your input so when someone holds the key like second it changes from clean to very dirty really quickly

also you should add limits

Share this post


Link to post
Share on other sites
StephenSCO

Thanks i'll give that a try.

Share this post


Link to post
Share on other sites
override367

Thanks for your help I got it working now, the problem was actually not loading in the additional models which is why nothing I did worked lol

 

Now I just need to figure out how to delete the 3 peds every time this runs because their bodies don't go away/ if you spawn too many wonky sh*t happens with the AI

 

Code below, it spawns Mike's family as bodyguards when pressing "/"

 

 

 

local family = {}family.peds = {}family.howMany = 0function family.tick()if(get_key_pressed(111)) then local int positionoffset = 10local int modelselector = 1 local familySkinID = GAMEPLAY.GET_HASH_KEY("CS_JimmyDiSanto")local familySkinIDB = GAMEPLAY.GET_HASH_KEY("CS_AmandaTownley")local familySkinIDC = GAMEPLAY.GET_HASH_KEY("CS_TracyDiSanto")local playerPed = PLAYER.PLAYER_PED_ID()local player = PLAYER.GET_PLAYER_PED(playerPed)local playerID = PLAYER.PLAYER_ID()local playerExists = ENTITY.DOES_ENTITY_EXIST(playerPed)local playerPosition = ENTITY.GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS(playerPed, 0.0, positionoffset, 25.0)local playerGroup = PED.GET_PED_GROUP_INDEX(playerPed)   STREAMING.REQUEST_MODEL(familySkinID)while(not STREAMING.HAS_MODEL_LOADED(familySkinID)) dowait(50)end STREAMING.REQUEST_MODEL(familySkinIDB)while(not STREAMING.HAS_MODEL_LOADED(familySkinIDB)) dowait(50)end STREAMING.REQUEST_MODEL(familySkinIDC)while(not STREAMING.HAS_MODEL_LOADED(familySkinIDC)) dowait(50)end  for i = 0 ,family.howMany,1 dowait(300)positionoffset = positionoffset + 3playerPosition = ENTITY.GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS(playerPed, 0.0, positionoffset, 0.0)        if(modelselector == 1) thenmodelselector = 2family.peds[i] = PED.CREATE_PED( 1,familySkinID,playerPosition.x, playerPosition.y, playerPosition.z,1,false,true)PED.SET_PED_CAN_SWITCH_WEAPON(family.peds[i],true)WEAPON.GIVE_DELAYED_WEAPON_TO_PED(family.peds[i], GAMEPLAY.GET_HASH_KEY("WEAPON_PISTOL50"), 1000, false)PED.SET_PED_AS_GROUP_MEMBER(family.peds[i], playerGroup)PED.SET_PED_MAX_HEALTH(family.peds[i], 10000) endif (modelselector == 2)  thenmodelselector = 3family.peds[i] = PED.CREATE_PED( 1,familySkinIDB,playerPosition.x, playerPosition.y, playerPosition.z,1,false,true)PED.SET_PED_CAN_SWITCH_WEAPON(family.peds[i],true)WEAPON.GIVE_DELAYED_WEAPON_TO_PED(family.peds[i], GAMEPLAY.GET_HASH_KEY("WEAPON_SNIPERRIFLE"), 1000, false)PED.SET_PED_AS_GROUP_MEMBER(family.peds[i], playerGroup)PED.SET_PED_MAX_HEALTH(family.peds[i], 10000)end if (modelselector == 3) thenmodelselector = 1 endfamily.peds[i] = PED.CREATE_PED( 1,familySkinIDC,playerPosition.x, playerPosition.y, playerPosition.z,1,false,true)PED.SET_PED_CAN_SWITCH_WEAPON(family.peds[i],true)WEAPON.GIVE_DELAYED_WEAPON_TO_PED(family.peds[i], GAMEPLAY.GET_HASH_KEY("WEAPON_ASSAULTSHOTGUN"), 1000, false)PED.SET_PED_AS_GROUP_MEMBER(family.peds[i], playerGroup)PED.SET_PED_MAX_HEALTH(family.peds[i], 10000)     endSTREAMING.SET_MODEL_AS_NO_LONGER_NEEDED(familySkinID)STREAMING.SET_MODEL_AS_NO_LONGER_NEEDED(familySkinIDB)STREAMING.SET_MODEL_AS_NO_LONGER_NEEDED(familySkinIDC)endend return family

 

 

Edited by override367

Share this post


Link to post
Share on other sites
headscript

Thanks for your help I got it working now, the problem was actually not loading in the additional models which is why nothing I did worked lol

 

Now I just need to figure out how to delete the 3 peds every time this runs because their bodies don't go away/ if you spawn too many wonky sh*t happens with the AI

 

 

check my bodyguard.lua the unload function

Share this post


Link to post
Share on other sites
xsploit

i can't get this to work

 CLEAR_AREA_OF_PEDS(coords.x, coords.y, coords.z,3000,0000)

is there a way to set all the peds to zombieskin?

Share this post


Link to post
Share on other sites
Swarm96

Has anyone been able to get the current player model used? Not sure if there is a native for that.

Share this post


Link to post
Share on other sites
Szabo

 

i need help there is a menu on my upper left written a b c d how to remove this ?

delete testgui.lua if you never intend to write GUI'S yourself

hmm maybe i should release one version as SDK which has examples included

and one for normal Users without them ?

 

Please do that! :)

And also add a "README" instructing the user to simply save their scripts to the 'addins' folder. Imo though, the 'main' could be internal (in the dll) and there could be only a single 'lua_scripts' folder so libs could be named like "lib_xxxx.lua" or "xxxx_lib.lua" so the user doesn't have to care in which folder he is going to place libs and scripts, and of course you could instruct users to always keep the latest libs when it's asked (because windows explorer ask if you want to replace files and it shows which is newer), so when libs are 'shared' this should avoid some headaches.

That's just my opinion though.

 

Also, is there a way to 'control' the ticking time of my specific mod? Should I just use an integer for that? Will the single 'tick' interval always be the same? I mean, it seems the mods are ticked every 20ms atm, do you plan to change that in the future?

 

EDIT:

Oh, and another thing: Imho, that statement in line 278 (main.lua) should be removed... perhaps it shouldn't load the mods automatically at startup so the main script only has a key to 'load all mods', but that's all, or not even that. The other stuff should be on the mod's side imo.

Edited by Szabo

Share this post


Link to post
Share on other sites
StephenSCO
local dirtyvehicle = {}function dirtyvehicle.unload()endfunction dirtyvehicle.tick()	local playerPed = PLAYER.PLAYER_PED_ID()	local player = PLAYER.GET_PLAYER_PED(playerPed)	local playerExists = ENTITY.DOES_ENTITY_EXIST(playerPed)	local getValue = VEHICLE.GET_VEHICLE_DIRT_LEVEL(1)	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(109)) then			VEHICLE.SET_VEHICLE_DIRT_LEVEL(veh,getValue + 1) 			elseif(get_key_pressed(107)) then			VEHICLE.SET_VEHICLE_DIRT_LEVEL(veh,getValue - 1) 			end		end	endendreturn dirtyvehicle

try that but think about it you dont delay your input so when someone holds the key like second it changes from clean to very dirty really quickly

also you should add limits

 

I tried it out and it semi works that it will clean the car but not add more dirt.

I think is down to the "local getValue = VEHICLE.GET_VEHICLE_DIRT_LEVEL(1) " not actually returning a value to use and just using the (1) then adding/subtracting from that when i press a hotkey ,i have no idea how to solve it yet much more learning to do :) .

Share this post


Link to post
Share on other sites
headscript

 

 

i need help there is a menu on my upper left written a b c d how to remove this ?

delete testgui.lua if you never intend to write GUI'S yourself

hmm maybe i should release one version as SDK which has examples included

and one for normal Users without them ?

 

Please do that! :)

And also add a "README" instructing the user to simply save their scripts to the 'addins' folder. Imo though, the 'main' could be internal (in the dll) and there could be only a single 'lua_scripts' folder so libs could be named like "lib_xxxx.lua" or "xxxx_lib.lua" so the user doesn't have to care in which folder he is going to place libs and scripts, and of course you could instruct users to always keep the latest libs when it's asked (because windows explorer ask if you want to replace files and it shows which is newer), so when libs are 'shared' this should avoid some headaches.

That's just my opinion though.

 

Also, is there a way to 'control' the ticking time of my specific mod? Should I just use an integer for that? Will the single 'tick' interval always be the same? I mean, it seems the mods are ticked every 20ms atm, do you plan to change that in the future?

 

EDIT:

Oh, and another thing: Imho, that statement in line 278 (main.lua) should be removed... perhaps it shouldn't load the mods automatically at startup so the main script only has a key to 'load all mods', but that's all, or not even that. The other stuff should be on the mod's side imo.

 

Also, is there a way to 'control' the ticking time of my specific mod?

ofc just run everything inside your tick function every n ms

see GAMEPLAY.GET_GAME_TIMER() //

Edited by headscript

Share this post


Link to post
Share on other sites
Camo69

Can you stop the console alt tabbing the game and/or making it windowed mode?

Share this post


Link to post
Share on other sites
headscript

Can you stop the console alt tabbing the game and/or making it windowed mode?

?

Share this post


Link to post
Share on other sites
Camo69

 

Can you stop the console alt tabbing the game and/or making it windowed mode?

?

 

When I start the game. The game goes in windowed mode when the LUA console pops up.

 

Anyway to stop that happening?

Share this post


Link to post
Share on other sites
headscript

 

 

Can you stop the console alt tabbing the game and/or making it windowed mode?

?

 

When I start the game. The game goes in windowed mode when the LUA console pops up.

 

Anyway to stop that happening?

 

sure i will make a sdk version and a user version

sdk version got a console attached

user version doesnt

Share this post


Link to post
Share on other sites
Pico

Dude, what's up with the download for "GTA Online and SP Trainer Download" on your website? That's super shady.

Edited by Pico

Share this post


Link to post
Share on other sites
headscript

Dude, what's up with the download for "GTA Online and SP Trainer Download" on your website? That's super shady.

its not my website its from a british youtuber gonna talk with him about putting mine in a subcategory sorry

Share this post


Link to post
Share on other sites
Szabo

 

 

 

Can you stop the console alt tabbing the game and/or making it windowed mode?

?

 

When I start the game. The game goes in windowed mode when the LUA console pops up.

 

Anyway to stop that happening?

 

sure i will make a sdk version and a user version

sdk version got a console attached

user version doesnt

 

That would be awesome!

Any thoughts on the single folder and internal 'main.lua'? That would make installing lua mods more user-friendly imho, and would avoid other mods from messing with main.lua.

Share this post


Link to post
Share on other sites
ffzero58

Trying to get VEHICLE.SET_VEHICLE_NUMBER_PLATE_TEXT to work however it seems the argument that accepts the string actually accepts a number. In C++, I can use a string no worries.

 

test.lua:

local licPlate = {}	function licPlate.tick()		local playerPed = PLAYER.PLAYER_PED_ID();		local veh = PED.GET_VEHICLE_PED_IS_USING(playerPed);				if(PED.IS_PED_IN_ANY_VEHICLE(playerPed, false)) then			VEHICLE.SET_VEHICLE_NUMBER_PLATE_TEXT(veh, "BANG");		end	endreturn licPlate

On the console, it says:

tick: scripts/addins/test.lua:8: error in function 'SET_VEHICLE_NUMBER_PLATE_TEXT'.
argument #2 is 'string'; 'number' expected.
If I change that line to VEHICLE.SET_VEHICLE_NUMBER_PLATE_TEXT(veh, 65);
It will change the plate to 'A' when I enter any car. Is there a function in LUA to change the string to its numerical representation? It seems to accept ASCII but not sure how to format this in.
My questions is why is this different in LUA vs C++? I'd rather much use LUA to test scripting than compiling every time I make modifications.

Share this post


Link to post
Share on other sites
headscript

because in the natives.h from Alexander Blade which is outdated it is defined as DWORD(number)

sorry for that but when alexander blade has updated nativesdb to support PC gta5 i will update all natives instantly in that mean time im gonna push regularly updates with a custom natives.h

Share this post


Link to post
Share on other sites
Drkz

If someone can get a script working where if you aim you weapon at a ped and press a key, the ped puts is hands up and follow the player it would be amazing.

 

I failed so far.

Share this post


Link to post
Share on other sites
ffzero58

Ok, thanks for the heads up headscript (no pun intended). Please, don't be sorry - this is still an awesome utility. I'm learning LUA as I go.

 

So this particular native will be broken until a new LUA asi can be built around the latest native db changes?

Share this post


Link to post
Share on other sites
headscript

Ok, thanks for the heads up headscript (no pun intended). Please, don't be sorry - this is still an awesome utility. I'm learning LUA as I go.

 

So this particular native will be broken until a new LUA asi can be built around the latest native db changes?

i can change this particular native myself for now :) will be in the next version but i cant change every natives alone (more then 2000)

Share this post


Link to post
Share on other sites
Foul_Play

Here's a Bodyguard script by me. Feel free to copy, use and modify this.

 

Licence: MIT

 

New version: https://github.com/FoulPlay/GTAVLUA/tree/master/bodyguardscript/bodyguardscript_v2_2

 

Changelog:

 

 

2.0 [29/04/15]
*New test version with old content from Version: 1.5.
+Added a new table for melee weapons
+Renamed "mainWeapons" to "primaryWeapons"
+Added "WEAPON_NIGHTSTICK", "WEAPON_CROWBAR" and "WEAPON_BAT" to meleeWeapons table.
+Created 3 new functions: "bodyguardScript.loadPedModels", "bodyguardScript.applyNativesToBodyguards"
and "bodyguardScript.applyWeaponsToBodyguards".
-Removed "PED.IS_PED_FATALLY_INJURED(guard)"
+Replaced "PED.IS_PED_FATALLY_INJURED(guard)" with "ENTITY.GET_ENTITY_HEALTH(guard) <= 0" to fix a bug with Guards getting removed
when they shouldn't do. (It is mine fault because I didn't know about the Native "ENTITY.GET_ENTITY_HEALTH".)
+Added "WEAPON_PISTOL", "WEAPON_APPISTOL", "WEAPON_PUMPSHOTGUN", "WEAPON_ASSAULTSHOTGUN" and "WEAPON_SMG" to the "secondaryWeapons" table.
+Added "WEAPON_CARBINERIFLE", "WEAPON_HEAVYSNIPER", "WEAPON_ADVANCEDRIFLE", "WEAPON_SPECIALCARBINE", "WEAPON_COMBATMG" to the "primaryWeapons" table.
-Removed "ENTITY.GET_ENTITY_HEALTH(guard) <= 0"
+Replaced "ENTITY.GET_ENTITY_HEALTH(guard) <= 0" with "ENTITY.IS_ENTITY_DEAD(guard)"
+Fixed a bug where they get deleted when not fully dead.
+Added "PED.SET_PED_ARMOUR(guards, 200)", "WEAPON.SET_PED_DROPS_WEAPONS_WHEN_DEAD(guards, false)",
"AI.SET_PED_PATH_CAN_USE_CLIMBOVERS(guards, true)", "AI.SET_PED_PATH_CAN_USE_LADDERS(guards, true)" and
"AI.SET_PED_PATH_CAN_DROP_FROM_HEIGHT(guards, true)" to the "bodyguardScript.applyNativesToBodyguards" function.
+More changes that are undocumented.
2.1 [02/05/15]
+Fixed a bug where models do not load and causing the bodyguards not to spawn.
*Rewritten the "bodyguardScript.loadPedModels" function.
2.2 [09/05/15]
*Rewritten the "bodyguardScript.loadPedModels" function again.
+Added "bodyguardScript.unloadPedModels" function.
+Renamed "Models_Loaded" to "int_Models_Loaded".
+Renamed "Has_Models_loaded" to "bool_Models_Loaded".
+Renamed "Skins" to "Models".
+More undocumented changes.

 

 

 

Picture:

 

kpXRgth.png

 

 

 

Edit:

The old version's here: https://github.com/FoulPlay/GTAVLUA/releases

Edited by Foul_Play

Share this post


Link to post
Share on other sites
headscript

Ok, thanks for the heads up headscript (no pun intended). Please, don't be sorry - this is still an awesome utility. I'm learning LUA as I go.

 

So this particular native will be broken until a new LUA asi can be built around the latest native db changes?

done update it and try again and report if it worked couldnt test it yet

Share this post


Link to post
Share on other sites
ffzero58

 

Ok, thanks for the heads up headscript (no pun intended). Please, don't be sorry - this is still an awesome utility. I'm learning LUA as I go.

 

So this particular native will be broken until a new LUA asi can be built around the latest native db changes?

done update it and try again and report if it worked couldnt test it yet

 

 

Yup, worked like a charm. Thanks!

 

fTyBg.jpg

Share this post


Link to post
Share on other sites
Fireboyd78

Good work! One thing I want to suggest though is making syntax like this:

 

GetPlayerName

Entity.DoesEntityExist

 

I never liked how the natives were in all capitals...and it doesn't fit Lua at all.

 

By the way, the authors of Lua would have a fit if they saw the thread title! It's "Lua", not "LUA".

Edited by CarLuver69

Share this post


Link to post
Share on other sites
Freakyy

By the way, the authors of Lua would have a fit if they saw the thread title! It's "Lua", not "LUA".

Actually, they would have said "all lowercase": lua.

I'm also using it wrong in my project, because it simply looks better :D

Share this post


Link to post
Share on other sites
Ynd21

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.

 

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, "Human Hit")			print(onVehHit/1000, "Car Tapped")			print(againstTraffic/1000, "On-Coming Traffic")			print("---")						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											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

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

 

Hey man thanks for that code, using it and loving it. Any chance you know how to display the info (since last x) above the minimap? I found this code in the thread by Alexander

void NotifyAboveMap(char* Message){	_0x202709F4C58A0424("STRING");	ADD_TEXT_COMPONENT_STRING(Message);	_0x2ED7843F8F801023(0, 1);}

but I have no idea how to actually use that in lua lol. If anyone could help or teach me, sh*t would be awesome.

 

Thanks for making this possible headscript

Edited by Ynd21

Share this post


Link to post
Share on other sites
Fireboyd78

I found this code in the thread by Alexander

void NotifyAboveMap(char* Message){	_0x202709F4C58A0424("STRING");	ADD_TEXT_COMPONENT_STRING(Message);	_0x2ED7843F8F801023(0, 1);}
but I have no idea how to actually use that in lua lol. If anyone could help or teach me, sh*t would be awesome.

 

Thanks for making this possible headscript

function NotifyAboveMap(message)    _0x202709F4C58A0424("STRING")    ADD_TEXT_COMPONENT_STRING(message)    _0x2ED7843F8F801023(0, 1)end
Try something like that, maybe? I'd test it but I'm without a computer for now... Edited by CarLuver69

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


  • 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.