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crosire

Community Script Hook V .NET

Recommended Posts

Anthony_y

It seems in my case that the Script Hook itself works fine but none of my scripts are actually loading:

 

EDIT: We put .asi files into the scripts folder right? Oh god xD

EDIT #2: I was stupid and was putting .asi's into my scripts folder. Sorry everyone.

[16:39:34] Stopping 0 script(s) ... (this is where I reloaded the scripts)[16:39:34] Deleted script domain 'ScriptDomain_5BFAC441'.[16:39:34] Created script domain 'ScriptDomain_5BFAC441'.[16:39:34] Loading scripts from 'D:\Steam\steamapps\common\Grand Theft Auto V\scripts' into script domain 'ScriptDomain_5BFAC441' ...
Edited by Anthony_y

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wozzy

 

1>C:\Program Files (x86)\MSBuild\12.0\bin\Microsoft.Common.CurrentVersion.targets(1697,5): warning MSB3270: There was a mismatch between the processor architecture of the project being built "MSIL" and the processor architecture of the reference "ScriptHookVDotNet", "AMD64". This mismatch may cause runtime failures. Please consider changing the targeted processor architecture of your project through the Configuration Manager so as to align the processor architectures between your project and references, or take a dependency on references with a processor architecture that matches the targeted processor architecture of your project.

1> Mod_1 -> F:\GTAV_MOD\Projects\Mod_1\Mod_1\bin\Debug\Mod_1.dll

I get this when i try to call a native.

 

You need to build your .NET dll with an x64 Configuration

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Finney

Anyone mind throwing me a quick bone about getting a hash to use for creating a ped using the GET_HASH_KEY - I got it working fine in C++, but I just can't seem to find the right syntax / method for grab, and store the hash-key using native functions for later use...

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crosire

Anyone mind throwing me a quick bone about getting a hash to use for creating a ped using the GET_HASH_KEY - I got it working fine in C++, but I just can't seem to find the right syntax / method for grab, and store the hash-key using native functions for later use...

 

Either use the GTA::Model class:

Model model = new Model("s_m_y_cop_01");int modelHash = model.Hash;

Or call the native function manually:

int modelHash = GTA.Native.Function.Call<int>(GTA.Native.Hash.GET_HASH_KEY, "s_m_y_cop_01");
Edited by Crosire

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wozzy

The downloaded DLL works for me now, don't need to build it myself. Good work, thanks!

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Finney

 

Anyone mind throwing me a quick bone about getting a hash to use for creating a ped using the GET_HASH_KEY - I got it working fine in C++, but I just can't seem to find the right syntax / method for grab, and store the hash-key using native functions for later use...

Either use the GTA::Model class:

Model model = new Model("s_m_y_cop_01");int modelHash = model.Hash;
Or call the native function manually:
int modelHash = GTA.Native.Function.Call<int>(GTA.Native.Hash.GET_HASH_KEY, "s_m_y_cop_01")

I tried the second with not much result - I'll give the first method a go. Thanks for the reply. I'm currently also using the one I had to rebuild, so I'll give the new one a go.

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crosire
I tried the second with not much result - I'll give the first method a go. Thanks for the reply. I'm currently also using the one I had to rebuild, so I'll give the new one a go.

Yeah, you need at least 0.2.0 for the second one to work. Changed the way native functions are called there, after a suggestion by unknown modder.

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Nada_4D
'/**********************************************************************\'Copyright © 2015 (N/A)'Author : steeven1 alias Nada 4D'This software is provided "as-is", All certified members on our Team Project'will be authors held liable for any damages arising from the use of this software.'Permission is granted to all certified members. to use this software 'for any purpose, including commercial applications, and to alter it 'and redistribute it freely, subject to following restricitions :'   1.The origin of this software must be misrepresented, you must not'claim that you wrote the original software. If you use this software'in a product, an acknowledgement in the product documentation would be'appreciated but is not required.'   2.Altered source versions must be plainly marked as such, and must'not be misrepresented as being the original software.'   3.This notice may not removed or altered from any source distribution.'\**********************************************************************/Imports SystemImports System.DrawingImports System.Windows.FormsImports GTA'Warning, this project source is only for the author (steeven1) or/and certified members on our Team Project !'Do not release this project source whithout permission.'i32 = Integer / u32 = Unsigned Integer / f32 = Float / b8 = BooleanPublic Class Class1_Trainer_V_Light    Inherits Script    Dim Gravity_Moon_and_Earth As Boolean = False    Dim God_Mode_PLAYER As Boolean = False    Dim Time_Scale As Boolean = False    Public Enum eExplosionType        EXP_VFXTAG_GRENADE        EXP_VFXTAG_STICKYBOMB        EXP_VFXTAG_MOLOTOV        EXP_VFXTAG_ROCKET        EXP_VFXTAG_PETROL_PUMP        EXP_VFXTAG_VEHICLE        EXP_VFXTAG_BIKE        EXP_VFXTAG_DIR_STEAM        EXP_VFXTAG_DIR_FLAME        EXP_VFXTAG_DIR_WATER_HYDRANT        EXP_VFXTAG_DIR_GAS_CANISTER        EXP_VFXTAG_TRUCK        EXP_VFXTAG_BULLET        EXP_VFXTAG_SMOKE_GRENADE        EXP_VFXTAG_BZGAS        EXP_VFXTAG_FBI4_TRUCK_DOORS        EXP_VFXTAG_GAS_CANISTER        EXP_VFXTAG_EXTINGUISHER        EXP_VFXTAG_TRAIN        EXP_VFXTAG_BARREL        EXP_VFXTAG_PROPANE        EXP_VFXTAG_BLIMP        EXP_VFXTAG_FLARE        EXP_VFXTAG_PLANE_ROCKET        EXP_VFXTAG_TANKER        EXP_VFXTAG_PLANE        EXP_VFXTAG_BOAT        EXP_VFXTAG_TANKSHELL        EXP_VFXTAG_TREV3_TRAILER        EXP_VFXTAG_BLIMP2        EXP_VFXTAG_BIRDCRAP    End Enum    'Source code : Nada 4D    Shadows Sub God_Mode_Mii(ByVal sender As Object, ByVal k As KeyEventArgs) Handles MyBase.KeyUp        If k.KeyCode = Keys.D1 Then            God_Mode_PLAYER = Not God_Mode_PLAYER            If God_Mode_PLAYER Then                Game.Player.Character.IsInvincible = True            Else                Game.Player.Character.IsInvincible = False            End If        End If    End Sub    'Source code : Nada 4D    Shadows Sub Health_Mii_CurrentVehicle(ByVal sender As Object, ByVal k As KeyEventArgs) Handles MyBase.KeyUp        If k.KeyCode = Keys.D2 Then            If Game.Player.Character.IsInVehicle Then            End If        End If    End Sub    'Source code : Nada 4D    Shadows Sub Repair_Dirt_0(ByVal sender As Object, ByVal k As KeyEventArgs) Handles MyBase.KeyUp        If k.KeyCode = Keys.D3 Then            If Game.Player.Character.IsInVehicle Then                Game.Player.Character.CurrentVehicle.Repair()                Game.Player.Character.CurrentVehicle.DirtLevel = 0            End If        End If    End Sub    'Source code : Nada 4D    Shadows Sub Wanted_0(ByVal sender As Object, ByVal k As KeyEventArgs) Handles MyBase.KeyUp        If k.KeyCode = Keys.D4 Then            Game.Player.WantedLevel = 0        End If    End Sub    'Source code : Nada 4D    Shadows Sub Weather_Christmas_Clear_ExtraSunny(ByVal sender As Object, ByVal k As KeyEventArgs) Handles MyBase.KeyUp        If k.KeyCode = Keys.D5 Then            World.Weather = Weather.Christmas        End If        If k.KeyCode = Keys.D6 Then            World.Weather = Weather.Clear        End If        If k.KeyCode = Keys.D7 Then            World.Weather = Weather.ExtraSunny        End If    End Sub    'Source code : Nada 4D    Shadows Sub Time(ByVal sender As Object, ByVal k As KeyEventArgs) Handles MyBase.KeyUp        If k.KeyCode = Keys.D8 Then            Time_Scale = Not Time_Scale            If Time_Scale Then                Game.TimeScale = 0.25            Else                Game.TimeScale = 1            End If        End If    End Sub    'Source code : Nada 4D    Shadows Sub Gravity_0_1(ByVal sender As Object, ByVal k As KeyEventArgs) Handles MyBase.KeyUp        If k.KeyCode = Keys.D0 Then            Gravity_Moon_and_Earth = Not Gravity_Moon_and_Earth            If Gravity_Moon_and_Earth Then                World.GravityLevel = 0.25            Else                World.GravityLevel = 1.0            End If        End If    End Sub    'Source code : Nada 4D    Shadows Sub Front(ByVal sender As Object, ByVal k As KeyEventArgs) Handles MyBase.KeyUp        If k.KeyCode = Keys.NumPad8 Then            If Game.Player.Character.IsInVehicle Then                Game.Player.Character.CurrentVehicle.Speed = +75            End If        End If    End Sub    'Source code : Nada 4D    Shadows Sub Behind(ByVal sender As Object, ByVal k As KeyEventArgs) Handles MyBase.KeyUp        If k.KeyCode = Keys.NumPad2 Then            If Game.Player.Character.IsInVehicle Then                Game.Player.Character.CurrentVehicle.Speed = -50            End If        End If    End Sub    'Source code : Nada 4D    Shadows Sub st0p(ByVal sender As Object, ByVal k As KeyEventArgs) Handles MyBase.KeyUp        If k.KeyCode = Keys.NumPad0 Then            If Game.Player.Character.IsInVehicle Then                Game.Player.Character.CurrentVehicle.Speed = 0            End If        End If    End SubEnd Class

Thank you very much for this work, now we can start make our scripts on .Net! .. I'm working on my own script but we need more functions for "ScriptHookVDotNet.dll"! :panic:

I've just started my simple script and also share my source if I can help some guys starting modding here. There's only simple script without menu or something special...

Edited by Nada_4D

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Loset
using GTA;using System;using System.Windows.Forms;//using System.Windows.Forms;using GTA.Native;namespace ClassLibrary1{    public class Class1 : Script    {        private Ped player = Game.Player.Character;        private Vehicle myCar = null;                public Class1()        {            KeyDown += OnKeyDown;            Tick += OnTick;            Interval = 10;        }        private void OnTick(object sender, EventArgs e)        {                    }        // Calling native functions:        // - No return type: GTA.Native.Function.Call(GTA.Native.Hash.SET_MAX_WANTED_LEVEL, 0);        // - With return type: int id = GTA.Native.Function.Call<int>(GTA.Native.Hash.PLAYER_PED_ID);        void OnKeyDown(object sender, KeyEventArgs e)        {            if (e.KeyCode == Keys.Q)            {               if(player.IsInVehicle())player.CurrentVehicle.Explode();                if (player.IsInVehicle())                {                    myCar = player.CurrentVehicle;                }                float y = player.Position.Y + 5;                for (int i = 1; i < 20; i++)                {                                        new Vehicle(i) { Position = new Vector3(player.Position.X, y, player.Position.Z) };                    y += 5;                }                player.Position = new Vector3(player.Position.X, player.Position.Y + 5, player.Position.Z);            }        }    }}

this is my Class.cs I put this in my scripts folder.. and .net says its loading.. but when I press Q nothing happens..

 

even when I am inside a vehicle it doesn't explode? can someone point me in the right direction?

 

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crosire

even when I am inside a vehicle it doesn't explode? can someone point me in the right direction?

 

Tried it and successfully blew myself up. Strange.

One note though: Creating vehicles the way you are currently trying doesn't yet work. Right now you have to call a native function and pass the id of the generated vehicle to the constructor, until proper creation is added.

Edited by Crosire

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Loset

 

even when I am inside a vehicle it doesn't explode? can someone point me in the right direction?

 

Tried it and successfully blew myself up. Strange.

One note though: Creating vehicles the way you are currently trying doesn't yet work. Right now you have to call a native function and pass the id of the generated vehicle to the constructor, until proper creation is added.

 

I think I know what the problem was I did Ped Player = Game.Player.Character;

out side of the method.. so probably at the moment of injection that value was null? after I moved it inside the method it worked..

but the wanted level didnt work =/ also I am trying to do

 var myEntity = Function.Call<Entity>(Hash._GET_AIMED_ENTITY);

but I am not sure it returns any Entity at all? do I need argumets? and how do I know how to use those Hash Functions is there a doc anywhere?

sorry for asking so much I joined the community just because I saw you make modding possible for .net so now I can learn to mod with a languege I know

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crosire
 var myEntity = Function.Call<Entity>(Hash._GET_AIMED_ENTITY);

but I am not sure it returns any Entity at all? do I need argumets? and how do I know how to use those Hash Functions is there a doc anywhere?

sorry for asking so much I joined the community just because I saw you make modding possible for .net so now I can learn to mod with a languege I know

 

http://dev-c.com/nativedb/ for documentation on the native functions. _GET_AIMED_ENTITY is a little complicated:

BOOL _GET_AIMED_ENTITY(Player Player, Entity *Entity)

Which translates to the following C# code (I still need to figure out a way to make use of C#'s ref keyword instead of the cumbersome OutArgument boilerplate code):

OutArgument outEntity = new OutArgument();Function.Call<bool>(Hash._GET_AIMED_ENTITY, player.ID, outEntity);var myEntity = new Entity(outEntity.GetResult<int>());
Edited by Crosire

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Loset

 

 var myEntity = Function.Call<Entity>(Hash._GET_AIMED_ENTITY);

but I am not sure it returns any Entity at all? do I need argumets? and how do I know how to use those Hash Functions is there a doc anywhere?

sorry for asking so much I joined the community just because I saw you make modding possible for .net so now I can learn to mod with a languege I know

 

http://dev-c.com/nativedb/ for documentation on the native functions. _GET_AIMED_ENTITY is a little complicated:

BOOL _GET_AIMED_ENTITY(Player Player, Entity *Entity)

Which translates to the following C# code (I still need to figure out a way to make use of C#'s ref keyword instead of the cumbersome OutArgument boilerplate code):

OutArgument outEntity = new OutArgument();Function.Call<bool>(Hash._GET_AIMED_ENTITY, player.ID, outEntity);var myEntity = new Entity(outEntity.GetResult<int>());

Just to be clear this returns the Entity that I am looking at right?

because in NativesDB it says it returns boolean?

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gatienthe

 

[22:22:11] Caught unhandled exception:

System.MissingMethodException: Method not found: 'Void GTA.Native.Function.Call(GTA.Native.Hash, GTA.Native.InputArgument[])'.
at Class1.OnKeyDown(Object sender, KeyEventArgs e)
at GTA.ScriptDomain.Run()

 

Now i'm getting this... --'

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Loset

OutArgument outEntity = new OutArgument();

Function.Call<bool>(Hash._GET_AIMED_ENTITY, player.ID, outEntity);

var myEntity = new Entity(outEntity.GetResult<int>());

 

 

 

I cant just create new OutArgument =/ not sure how to fix this =/

 

"Cannot accses Internal constructor 'OutArgument' here"

Edited by Loset

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crosire

My bad, it's actually GTA.Native.OutputArgument:

OutputArgument outEntity = new OutputArgument();Function.Call<bool>(Hash._GET_AIMED_ENTITY, player.ID, outEntity);var myEntity = new Ped(outEntity.GetResult<int>());

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Finney

Can't wait for this to expand in terms of spawning things in and so forth. I'm also having a large issue calling the natives, while compared to just using C++ and Alexanders hook, its rather straight forward.

 

Keep at it!

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Loset

 

My bad, it's actually GTA.Native.OutputArgument:

OutputArgument outEntity = new OutputArgument();Function.Call<bool>(Hash._GET_AIMED_ENTITY, player.ID, outEntity);var myEntity = new Ped(outEntity.GetResult<int>());

yes after searching google for few minutes I found that method .. they indeed look alike lol

 

but still

        void OnKeyDown(object sender, KeyEventArgs e)        {            if (e.KeyCode == Keys.Q)            {                Ped Player = Game.Player.Character;                Function.Call(Hash.SET_PLAYER_WANTED_LEVEL,Player.ID,4,0);                Function.Call(Hash.SET_PLAYER_WANTED_LEVEL_NOW,Player.ID,0);                OutputArgument dada = new OutputArgument();                Function.Call<bool>(Hash._GET_AIMED_ENTITY, Player.ID, dada);                Ped NPC = new Ped(dada.GetResult<int>());                                NPC.Position = new Vector3(Player.Position.X,Player.Position.Y,Player.Position.Z);                Function.Call<int>(Hash.GET_PED_NEARBY_PEDS, Player.ID, dada, -1);                Ped[] Players = dada.GetResult<Ped[]>();                int[] Players2 = dada.GetResult<int[]>();                foreach (var player in Players)                {                    player.Position = Player.Position;                }                foreach (var player in Players2)                {                    Ped Temp = new Ped(player);                    Temp.Position = Player.Position;                }            }        }

cant get nothing to work =/ cant even change my wanted level or vaccum npcs to my position =/

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hashtag

Anyone know how to get AnimationFlags? The old way doesn't seem to work.

AnimationFlags animflags = AnimationFlags.Unknown11 | AnimationFlags.Unknown09;AnimationSet anims = new AnimationSet("blablabla");

Also how do I getPeds?

GTA.Ped[] pedArray = GTA.World.GetPeds(Game.Player.Character.Position.Equals(4.9f), 5.9F, 40);
Edited by hashtag

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unknown modder

 

Anyone know how to get AnimationFlags? The old way doesn't seem to work.

AnimationFlags animflags = AnimationFlags.Unknown11 | AnimationFlags.Unknown09;AnimationSet anims = new AnimationSet("blablabla");

Also how do I getPeds?

GTA.Ped[] pedArray = GTA.World.GetPeds(Game.Player.Character.Position.Equals(4.9f), 5.9F, 40);

the version is 0.2, just let that sink in before asking why stuff from IV scripthookdotnet isnt here

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unknown modder

 

 

My bad, it's actually GTA.Native.OutputArgument:

OutputArgument outEntity = new OutputArgument();Function.Call<bool>(Hash._GET_AIMED_ENTITY, player.ID, outEntity);var myEntity = new Ped(outEntity.GetResult<int>());

yes after searching google for few minutes I found that method .. they indeed look alike lol

 

but still

        void OnKeyDown(object sender, KeyEventArgs e)        {            if (e.KeyCode == Keys.Q)            {                Ped Player = Game.Player.Character;                Function.Call(Hash.SET_PLAYER_WANTED_LEVEL,Player.ID,4,0);                Function.Call(Hash.SET_PLAYER_WANTED_LEVEL_NOW,Player.ID,0);                OutputArgument dada = new OutputArgument();                Function.Call<bool>(Hash._GET_AIMED_ENTITY, Player.ID, dada);                Ped NPC = new Ped(dada.GetResult<int>());                                NPC.Position = new Vector3(Player.Position.X,Player.Position.Y,Player.Position.Z);                Function.Call<int>(Hash.GET_PED_NEARBY_PEDS, Player.ID, dada, -1);                Ped[] Players = dada.GetResult<Ped[]>();                int[] Players2 = dada.GetResult<int[]>();                foreach (var player in Players)                {                    player.Position = Player.Position;                }                foreach (var player in Players2)                {                    Ped Temp = new Ped(player);                    Temp.Position = Player.Position;                }            }        }

cant get nothing to work =/ cant even change my wanted level or vaccum npcs to my position =/

 

get_ped_nearby_peds is a weird one, I'll look into it though

 

EDIT:: I got it working in c++ but It'll be really hard to make in c#(if possible) the only way i can use it in c# is building it into the ped class of the script hook, then I can do this

foreach (Ped p in player.GetPedsAroundPed())            {                p.Position = player.Position;            }

It even pulls drivers out of their cars(though only 1 person show where I am due to the game deleting entities if they try and teleport where another entity is. May make a method to return a random pos around an entity

Edited by unknown modder

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wozzy

I want to help flesh out the API, but I just want to clarify how it'll be designed first. Am I safe to assume that for the most part, we'll follow the previous ScriptHookDotNet?

 

Now I never actually worked with the previous API, but I've been looking it over the last few days. For example, if I want to tackle Vehicle/Ped spawning, it looks like it was a static World method, like this:

 

 

Vehicle vehicle = World.CreateVehicle(model, position);
where World.CreateVehicle() has the the Model class load the model, then creates a vehicle and caches it and returns it. I understand there's no caching yet, but is this the direction we want to go in?

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TheVideoVolcano

VERY NICE! Crosire

 

Problem is, barely anything works.

 

Only thing that works for me, is making ped invisible and the car indicator thing.

 

Other than that, nothing else will do anything

 

e.g player.isOnFire = true (Does Nothing)

Game.Player.Character.Velocity = Vector3.WorldUp * 100 (Does Nothing)

 

etc

 

The insert key needs a confirmation for the time being if the console is coming later.

 

I asked hazardX (codeaparat) if he could lend any of his knowledge, but who says he will show.

 

MulleDk19, took over development of scripthook.net on gta iv after hazardX released the source, but he killed the project or something.

 

Those two know what they are doing, so it would be cool if they would team up with you and bring us the best .net scripthook yet.

 

Too bad I know f all about C++ and it's headers this and headers that.

 

Very good progress, keep it going!!!

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Rugz007

Guys I am a noob,how to spawn a vehicle.

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crosire

It would be great if you can join the discussion on how to best design entity creation at: https://github.com/crosire/scripthookvdotnet/pull/4.

 

Other than that, nothing else will do anything

e.g player.isOnFire = true (Does Nothing)
Game.Player.Character.Velocity = Vector3.WorldUp * 100 (Does Nothing)

etc

It's mainly about figuring out the GTA 5 native scripting functions. Those are fundamentally different from GTA 4 in parts and it's a lot of guess work. The ones used in those two properties apparently don't do what I was hoping they would do.

Oh. I saw that a bit ago, but it looked abadoned at first glance and I wasn't quite sure what to make out of it (what it is, what it does). But I indeed suggest working together in case it's similar too. There's really no benefit in having two such projects (unless you have a problem with being open source, I prefer things to be open to everybody, which is no issue provided it's properly licensed).

Edited by Crosire

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wozzy

It would be great if you can join the discussion on how to best design entity creation at: https://github.com/crosire/scripthookvdotnet/pull/4.

Ya, I just found that discussion and commented there an hour ago. My Github username is WozStudios

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xsploit

where do you find all these world functions, i need to know how to use getallpeds

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TheVideoVolcano

 

bring us the best .net scripthook yet.

*cough*http://ragepluginhook.net*couch*

 

Yeah, I though that project was cancelled. Oh very smooth. Using a .net domain. How is progress on this? ETA on release? Are you the only one working on it or are there others?

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r34ld34l

 

 

bring us the best .net scripthook yet.

*cough*http://ragepluginhook.net*couch*

 

Yeah, I though that project was cancelled. Oh very smooth. Using a .net domain. How is progress on this? ETA on release? Are you the only one working on it or are there others?

 

This is not thread for this. PM him or he can just create new thread.

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