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ScriptHookVDotNet2 capabilities


azathoth42
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Hi, I am using the https://github.com/umautobots/GTAVisionExportmod for my school project. It's based on ScriptHookVDotNet2 and VAutoDrive.

I am not experienced mod developer, and I am curious about possibilities of ScriptHookVDotNet2 API in terms of world manipulation.

I looked at its API, but I am not sure if I understood all its possibilites, so I thought I'll ask here.

Can I load some saved position from within the mod?
I saw I can teleport the character by setting its position.
But can I change the game time to "time travel" in game?

My intention is to find some interesting traffic situations and drive them over and over, because we plan to gather these data for machine learning.

I saw I can set other cars position and create new cards by mod.
Can I create new cars with drivers already in them, to create some traffic situation with cars where I want?

Can I read within the mod intentions of NPC drivers, where will their car go?

 

Thanks for answers.

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SHVDN is a C# wrapper for SHV, but it also adds some specific things SHV doesn't have.

 

Loading/saving positions is fine, as you can save objects' properties and apply them after loading them from a file or something. That's not really related to SHVDN though.

 

As for manipulating game entities and the game world, this is also possible, by using natives. Here's a list of natives you can use.

 

Manipulating/setting AI pathfinding should also be possible but I haven't worked with that. Not sure about reading.

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Thanks! So if I understand it correctly, I can "timetravel" in GTA V simply by calling SET_CLOCK_TIME and SET_CLOCK_DATE?

And regarding the loading/saving, I did not see anything in the list of natives about native GTA saves, so all saving and loading will be done manually by saving data about date, time and positions of all my surrounding objects to some file and then loading all this info from that file?

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