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DRAW_INSTRUCTIONAL_BUTTONS no longer working with the latest version o


elsewhat

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I'm testing my mod Scene Director (https://www.gta5-mods.com/scripts/scene-director) with the latest scripthook v1.0.463.1

 

Noticing that the instructional buttons drawn with GRAPHICS::_PUSH_SCALEFORM_MOVIE_FUNCTION(scaleForm, "DRAW_INSTRUCTIONAL_BUTTONS"); is no longer being shown.

 

Anyone else having the same issue?

 

My current code, which is executed every run of the main loop (with a WAIT(0))

void draw_instructional_buttons() {	int scaleForm = GRAPHICS::REQUEST_SCALEFORM_MOVIE("instructional_buttons");	if (GRAPHICS::HAS_SCALEFORM_MOVIE_LOADED(scaleForm)) {		//_instructionalButtonsScaleform.CallFunction("CLEAR_ALL");		GRAPHICS::_CALL_SCALEFORM_MOVIE_FUNCTION_VOID(scaleForm, "CLEAR_ALL");		//_instructionalButtonsScaleform.CallFunction("TOGGLE_MOUSE_BUTTONS", 0);		GRAPHICS::_PUSH_SCALEFORM_MOVIE_FUNCTION(scaleForm, "TOGGLE_MOUSE_BUTTONS");		GRAPHICS::_PUSH_SCALEFORM_MOVIE_FUNCTION_PARAMETER_BOOL(0);		GRAPHICS::_POP_SCALEFORM_MOVIE_FUNCTION_VOID();		//_instructionalButtonsScaleform.CallFunction("CREATE_CONTAINER");		//not used in scripts, not sure if required		GRAPHICS::_CALL_SCALEFORM_MOVIE_FUNCTION_VOID(scaleForm, "CREATE_CONTAINER");		//_instructionalButtonsScaleform.CallFunction("SET_DATA_SLOT", 0, Function.Call<string>(Hash._0x0499D7B09FC9B407, 2, (int)Control.PhoneSelect, 0), "Select");		char* altControlKey = CONTROLS::_0x0499D7B09FC9B407(2, 19, 1);		char* spaceControlKey = CONTROLS::_0x0499D7B09FC9B407(2, 22, 1);		char* delControlKey = CONTROLS::_0x0499D7B09FC9B407(2, 178, 1);		char* insControlKey = CONTROLS::_0x0499D7B09FC9B407(2, 121, 1);		GRAPHICS::_PUSH_SCALEFORM_MOVIE_FUNCTION(scaleForm, "SET_DATA_SLOT");		GRAPHICS::_PUSH_SCALEFORM_MOVIE_FUNCTION_PARAMETER_INT(0);		std::string scaleFormKey = "t_" + std::string(key_hud_str);		GRAPHICS::_PUSH_SCALEFORM_MOVIE_FUNCTION_PARAMETER_STRING(strdup(scaleFormKey.c_str()));		GRAPHICS::_PUSH_SCALEFORM_MOVIE_FUNCTION_PARAMETER_STRING("Hide HUD menu");		GRAPHICS::_POP_SCALEFORM_MOVIE_FUNCTION_VOID();		GRAPHICS::_PUSH_SCALEFORM_MOVIE_FUNCTION(scaleForm, "SET_DATA_SLOT");		GRAPHICS::_PUSH_SCALEFORM_MOVIE_FUNCTION_PARAMETER_INT(2);		GRAPHICS::_0xE83A3E3557A56640(insControlKey);		GRAPHICS::_0xE83A3E3557A56640(altControlKey);		GRAPHICS::_PUSH_SCALEFORM_MOVIE_FUNCTION_PARAMETER_STRING("Waypoint to all");		GRAPHICS::_POP_SCALEFORM_MOVIE_FUNCTION_VOID();		GRAPHICS::_PUSH_SCALEFORM_MOVIE_FUNCTION(scaleForm, "SET_DATA_SLOT");		GRAPHICS::_PUSH_SCALEFORM_MOVIE_FUNCTION_PARAMETER_INT(3);		GRAPHICS::_PUSH_SCALEFORM_MOVIE_FUNCTION_PARAMETER_STRING("t_A");		GRAPHICS::_0xE83A3E3557A56640(altControlKey);		GRAPHICS::_PUSH_SCALEFORM_MOVIE_FUNCTION_PARAMETER_STRING("Autopilot");		GRAPHICS::_POP_SCALEFORM_MOVIE_FUNCTION_VOID();		GRAPHICS::_PUSH_SCALEFORM_MOVIE_FUNCTION(scaleForm, "SET_DATA_SLOT");		GRAPHICS::_PUSH_SCALEFORM_MOVIE_FUNCTION_PARAMETER_INT(4);		GRAPHICS::_PUSH_SCALEFORM_MOVIE_FUNCTION_PARAMETER_STRING("t_C");		GRAPHICS::_0xE83A3E3557A56640(altControlKey);		GRAPHICS::_PUSH_SCALEFORM_MOVIE_FUNCTION_PARAMETER_STRING("Firing squad");		GRAPHICS::_POP_SCALEFORM_MOVIE_FUNCTION_VOID();		GRAPHICS::_PUSH_SCALEFORM_MOVIE_FUNCTION(scaleForm, "SET_DATA_SLOT");		GRAPHICS::_PUSH_SCALEFORM_MOVIE_FUNCTION_PARAMETER_INT(5);		GRAPHICS::_0xE83A3E3557A56640(delControlKey);		GRAPHICS::_0xE83A3E3557A56640(altControlKey);		GRAPHICS::_PUSH_SCALEFORM_MOVIE_FUNCTION_PARAMETER_STRING("Reset scene");		GRAPHICS::_POP_SCALEFORM_MOVIE_FUNCTION_VOID();		//_instructionalButtonsScaleform.CallFunction("DRAW_INSTRUCTIONAL_BUTTONS", -1);		GRAPHICS::_PUSH_SCALEFORM_MOVIE_FUNCTION(scaleForm, "DRAW_INSTRUCTIONAL_BUTTONS");		GRAPHICS::_PUSH_SCALEFORM_MOVIE_FUNCTION_PARAMETER_INT(-1);		GRAPHICS::_POP_SCALEFORM_MOVIE_FUNCTION_VOID();	}} 
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Alexander Blade

you are not loading it correctly , you need to request and wait til it's loaded and not every frame , but once

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you are not loading it correctly , you need to request and wait til it's loaded and not every frame , but once

Thanks, will test this out.

 

Had to experiment some to get it working in earlier version (as documented in thread http://gtaforums.com/topic/819070-c-draw-instructional-buttons-scaleform-movie/)

Initially I thought I could set it up once, and only invoke<Void>(0xCF537FDE4FBD4CE5, scaleForm, 255, 255, 255, 255); for every frame, but this didn't work.

 

Will now test to load it once with

int scaleForm = GRAPHICS::REQUEST_SCALEFORM_MOVIE("instructional_buttons");

GRAPHICS::HAS_SCALEFORM_MOVIE_LOADED(scaleForm)

 

and call the rest of the scaleform methods for every frame

Edited by elsewhat
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Thanks for the help, got it working now.

 

In addition to performing the loading in initialization, I also needed to call invoke<Void>(0xCF537FDE4FBD4CE5, scaleForm, 255, 255, 255, 255); at every frame

(was not necessary in last GTA V version. But scripts and scripthook V .NET have always had it)

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Alexander Blade

No you need not to call that func , this func actually caused NativeUI bug , use this one instead

 

void _PUSH_SCALEFORM_MOVIE_RGBA(Any scaleform, int r, int g, int b, int a) // 0x0DF606929C105BE1

 

Thanks for the help, got it working now.

 

In addition to performing the loading in initialization, I also needed to call invoke<Void>(0xCF537FDE4FBD4CE5, scaleForm, 255, 255, 255, 255); at every frame

(was not necessary in last GTA V version. But scripts and scripthook V .NET have always had it)

Edited by Alexander Blade
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