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ScriptHookRDR2


Alexander Blade

Recommended Posts

A few guns seem to be missing as far as I can tell like the M1899 Pistol, Evans Repeater, High Roller Revolver, Le Mat Revolver.

I'd also really like an unlimited dead eye option. Maybe something for cores to be infinite.

 

I've also been encountering an issue. I'm not sure if the ScriptHook is causing it. But after completing a quest usually all quest icons vanish from the map and I have to save and load from the save to get them to show back up.

 

Also would it be possible to spawn a Black Chestnut Thoroughbred? I don't even know if it's possible to access those or if their files are for Online only, but they look snazzy. Would be nice to have one in single player.

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4 hours ago, Tiffany said:

A few guns seem to be missing as far as I can tell like the M1899 Pistol, Evans Repeater, High Roller Revolver, Le Mat Revolver.

I'd also really like an unlimited dead eye option. Maybe something for cores to be infinite.

 

I've also been encountering an issue. I'm not sure if the ScriptHook is causing it. But after completing a quest usually all quest icons vanish from the map and I have to save and load from the save to get them to show back up.

 

Also would it be possible to spawn a Black Chestnut Thoroughbred? I don't even know if it's possible to access those or if their files are for Online only, but they look snazzy. Would be nice to have one in single player.

Thank you OP for this amazing amazing tool. ^^^^ yes I have this issue of missions disappearing after completing one! also auto reload works sometimes but most of the time it doesn't, I think dual pistol breaks it but not sure.

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Just wanted to express my gratitude, this is exactly the type of mod I was waiting for (a good native trainer). All that is missing is the possibility to swap player model and spawn bodyguards and I can have my army of wolves and bears rocking the streets of Saint-Denis. ❤️

 

Good work, I'm looking forward your future releases.

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AlwaysKaffaNL
1 hour ago, Bucky Calvera said:

Please add unlimited dead-eye option to native trainer, thanks.

No alexander shouldn't waste time on this at all, he should focus on the nativedb and the SDK like he's doing right now.

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4 hours ago, Bucky Calvera said:

Please add unlimited dead-eye option to native trainer, thanks.

Everyone is waiting for him to release the SDK for his scripthook, then people will be able to add whatever options they want.

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Script Hook doesn't work with new patch version 1207.73

 

EDIT: works now. Had to log out of Rockstar's launcher and log back in.

Edited by bucky1965
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jedijosh920

@Alexander Blade

 

Great work on ScriptHookRDR2 and it's SDK release! However, I've run into some issues that didn't happen with other script hooks such as "DISABLE_CONTROL_ACTION" not actually disabling the controls, and also "PLAY_SOUND_FRONTEND" and similar sound natives only working for a minute or two before not playing anymore sounds until you reset the script. Hope these can be fixed in the future :)

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headscript

Script Reload also doesnt seem to work

ctrl + r -> nothing

(asi file still opened by rdr)

ctrl + r -> beep 

(asi file still opened by rdr)

ctrl + r -> beep beep beep

well it didnt even reload it 

any ctrl +r after that always cause to beep beep beep
 

Spoiler
// RDR 2 SCRIPT HOOK (build Nov 20 2019, v1.0.1207.73)
//     (C) Alexander Blade 2019
[20:55:01] INIT: Started
[20:55:01] INIT: Success, game version is VER_1_0_1207_73_RGS
[20:55:01] INIT: Registering script 'LuaEngine.asi' (0x00007FFB98E2607D)
[20:55:10] INIT: Pool 1 extended
[20:55:10] INIT: Pool 2 extended
[20:55:10] INIT: Pool 3 extended
[20:55:10] INIT: Pool 4 extended
[20:55:55] INIT: GtaThread collection size 331
[20:55:55] INIT: wnd proc 0x00000000FFFF0C21
[20:56:05] INIT: GtaThread collection size 331
[20:56:10] CORE: Requesting thread creation
[20:56:10] CORE: Creating threads
[20:56:10] CORE: Started control thread, id 29 active 1
[20:56:10] CORE: Started thread 'LuaEngine.asi' (0x00007FFB98E2607D), id 30 active 1
[20:56:11] CORE: Launching main() for 'LuaEngine.asi' (0x00007FFB98E2607D), id 30
[21:31:29] CORE: Requesting thread creation
[21:31:29] CORE: Creating threads
[21:31:29] CORE: Started control thread, id 115 active 1
[21:31:32] CORE: Requesting thread creation
[21:31:32] CORE: Creating threads
[21:31:32] CORE: Started control thread, id 116 active 1
BOOL APIENTRY DllMain(HMODULE hModule,
    DWORD  ul_reason_for_call,
    LPVOID lpReserved
)
{
    switch (ul_reason_for_call)
    {
    case DLL_PROCESS_ATTACH:

        Lua::HModule = hModule;
        scriptRegister(hModule, Lua::Engine::ScriptRegister);
        keyboardHandlerRegister(OnKeyboardMessage);
        break;

    case DLL_PROCESS_DETACH:

        Lua::Engine::BeforeScriptUnregister();
        scriptUnregister(hModule);
        keyboardHandlerUnregister(OnKeyboardMessage);
        break;
    }
    return TRUE;
}

 

 

 

Edited by headscript
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jedijosh920

Never mind about the sound stuff, it was my own mistake!

 

int soundIDFrontend2 = -1;

void PlaySoundFrontend2(char* audioName, char* audioRef)
{
	if (soundIDFrontend2 == -1)
	{
		soundIDFrontend2 = AUDIO::GET_SOUND_ID();
	}

	AUDIO::_0xCE5D0FFE83939AF1(soundIDFrontend2, audioName, audioRef, 1);
}

 

Had to make sure it only played through one sound ID, now everything working fine.

 

Still my only issue is with DISABLE_CONTROL_ACTION, it seems to work with some controls but specifically not this one:

 

CONTROLS::DISABLE_CONTROL_ACTION(0, joaat("INPUT_WHISTLE"), 0);

 

I don't know if another script or thread has priority over this? Most other controls seem to disable fine.

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Have you tried using DISABLE_ALL_CONTROL_ACTIONS instead to see if its an isolated issue with that native.

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lol I thought skins was for just giving yourself perfect animal skins. I thought "Oh, that's convenient. Now I don't even have to kill them and skin them after spawning them." Boy was I wrong... rofl. It makes you the animal.

 

I mean, it's obviously cool. Just wasn't expecting to turn into a beaver LOL.

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1 hour ago, dewod said:

i think the no reload function doesnt work properly with dual handgun/revolver, the left gun ammo is decreasing when shooting.

I dont know if this is how it was intended but you can get around this by shooting the left gun first

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Yeah the no reload thing does tend to break after dual wielding, also starts using ammo but it being infinite ammo I think was just... a happy happenstance rather than intended. Probably need one of those.

 

The new infinite abilities thing works great for dead eye.

 

The vehicle boost for riding on horses doesn't seem to work whatsoever though, neither 9 nor page up make it go any faster. Didn't work with wagons/couches either. Haven't tried with a boat or something yet.

 

Edit: Here's a random request... could you add wild horse variants to the horse spawner so they can be tamed as per the horseman 10 challenge? The ones that are spawned never actually have to be broken so they can't count.

Edited by Tiffany
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hello! is there a chance to save in *.ini (or something similar) cheats currently activated - to activate it after next loading a game? because for now after any launching of game we need activate needed cheats again and again manually...

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AlwaysKaffaNL

Jesus alex dont you think its time to update your VS to 2019, this guy still using 2013... You know community version is free right?

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5 hours ago, RingJones said:

Hey, @Alexander Blade! Would it be possible to add "Unlimited Dead-Eye" to the Native Trainer?

It'd be really nice to have this option. Thanks too for ScriptHookRDR2 and the Native Trainer.

He already added that yesterday with unlimited ability use.

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3 hours ago, RedDread said:

@Alexander Blade Can you fix the SDK alot of us are waiting.

 

Instead of "can you fix it", maybe you can explain what is your problems? 

He's not God for reading in your mind.

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