ItsClonkAndre Posted October 22, 2022 Share Posted October 22, 2022 (edited) IV-SDK .NET IV-SDK .NET is a .NET Wrapper created by ItsClonkAndre for the original IV-SDK made by Zolika1351. It allows you to run and create scripts for GTA IV in any .NET language out there. Requirements Windows 7 SP1 and up. GTA IV 1080 or 1070 like IV-SDK does. Other versions are not supported YET. ASI loader. .NET Framework 4.7.2 (Should be installed on windows 10 version 1803 and up by default) Visual C++ 2005 Redistributable x86 which should already be installed on your PC if you've downgraded your game with the GTA IV Downgrader. DirectX June 2010 SDK which should also already be installed on your PC if you've downgraded your game with the GTA IV Downgrader. Downloads IV-SDK .NET v1.8.1 (1,51 MB) Source Code (Redirects you to the IV-SDK .NET GitHub page) Documentation You want to create your own IV-SDK .NET Scripts? Check out the GitHub page for a little documentation on how to do so. Can IV-SDK .NET load ScriptHookDotNet mods? Since version 1.2 of IV-SDK .NET, it now has experimental support for loading ScriptHookDotNet scripts! If you get any errors with ScriptHookDotNet scripts, please report them here. ScriptHookDotNet Questions and Answers Spoiler - How can i make IV-SDK .NET load ScriptHookDotNet mods? Just place your ScriptHookDotNet mods in the "scripts" folder within the main directory of GTA IV (Where the GTAIV.exe file is located) just like you would do in old ScriptHookDotNet! If the "scripts" folder doesn't exists, you can just create it. The scripts folder within the IVSDKDotNet folder is reserved for IV-SDK .NET mods only. - Do i still need ScriptHook.dll, ScriptHookDotNet.dll/ScriptHookDotNet.asi or AdvancedHook.dll? If you want to use IV-SDK .NET as your ScriptHookDotNet mod loader, you no longer need ScriptHookDotNet.dll/ScriptHookDotNet.asi in your main directory of GTA IV. For ScriptHook.dll and AdvancedHook.dll you should still keep them in your main directory as some mods you have installed might depend on either of these. - Can IV-SDK .NET load raw .vb or .cs files? Unfortunately it cannot do that at the moment. The IV-SDK .NET Console You can open the console with F4 (default). At the moment there are 17 console command available. Spoiler Help - Shows all commands. Clear - Clears the IV-SDK .NET Console. CheckForUpdates - Checks if there are new updates for IV-SDK .NET available. Autosave - Triggers an auto save. Save - Opens the save menu. SavePlayerPos - Saves the player coordinates and heading to the clipboard. AbortScripts - Aborts all currently running scripts. AbortScript - Tries to abort a single script. ReloadScripts - Reloads all available scripts. GetRunningScripts - Gets number of currently running scripts. LoadScript - Tries to load a single script. StartAPI - Starts the API so clients can connect to IV-SDK .NET. StopAPI - Stops the API so clients can no longer connect to IV-SDK .NET. Manager - Opens the Manager Window from which you can for example change some IV-SDK .NET settings, or control scripts. Teleport/Tp - Teleports the local player to the given position. Wiki - Opens the IV-SDK .NET GitHub Wiki page. Quit - Tries to force quit GTA IV. Bug Report, Suggestions and Contribution If you find any bugs in IV-SDK .NET, please open up a new Issue on GitHub. If you have any suggestions, you can also open up a new Issue on GitHub but please put [SUGGESTION] in the Issue title! If you want to contribute to this project, you can fork the Project on GitHub and open up a new Pull Request. Credits Dear ImGui by ocornut. Thanks to akifle47 for the InGameTimecycEditor which helped me with the implementation of Dear ImGui into this project! Support If you want to support me or this project, you can do that via Patreon, Ko-fi or PayPal. Any support would be greatly appreciated! Changelogs Check out the GitHub releases page to find every version of IV-SDK .NET along with their changelog. Edited December 20, 2024 by ItsClonkAndre Updated to version 1.8.1 Internet Rob, Cha05Punk, TWIST_OF_HATE and 14 others 14 1 1 1 Link to comment https://gtaforums.com/topic/986510-iv-sdk-net/ Share on other sites More sharing options...
TastyNut Posted October 22, 2022 Share Posted October 22, 2022 Awesome Work, finally I'm able to play scripts like Assassination Mod without the damn rain collision Bug Link to comment https://gtaforums.com/topic/986510-iv-sdk-net/#findComment-1072002831 Share on other sites More sharing options...
B Dawg Posted October 23, 2022 Share Posted October 23, 2022 16 hours ago, TastyNut said: Awesome Work, finally I'm able to play scripts like Assassination Mod without the damn rain collision Bug Note: ScriptHookDotNet mods are not supported and need to be ported over to IV-SDK .NET! Link to comment https://gtaforums.com/topic/986510-iv-sdk-net/#findComment-1072003345 Share on other sites More sharing options...
ItsClonkAndre Posted October 24, 2022 Author Share Posted October 24, 2022 IV-SDK .NET updated to version 0.2! Changelog IMPORTANT: Added a Initialized event to the Script class that will be fired AFTER the constructor so you can safely call any functions in there without having to worry about stuff not being initialized yet. Added StartNewTask function. Added WaitInTask function. Added new XML Comments. Added a new parameter to the “CGame.Console.RegisterCommand” Method that takes in a Script. This Method should now be called from the Initialized Event instead from within the constructor. Added GetPositionInFrontOfEntity and HeadingToDirection functions to the Helper class. Added CPools class which contains a GetAllPedHandles function which returns an array of handles for each ped currently in the world. Added native function overload for GET_CHAR_COORDINATES which gives you an Vector3 (System.Numerics) with the coordinates of the character. Custom Console Commands registered by a Script will now get removed when the Script gets aborted. Changed C++ Language Standard to C++17 for IVSDKDotNetWrapper because this is the maximum supported version. Removed managed CVector structs and CQuaternion struct from IV-SDK .NET in favour of the built-in .NET Framework (System.Numerics) Vector and Quaternion structs. Attramet, Meriato, Archiven and 2 others 5 Link to comment https://gtaforums.com/topic/986510-iv-sdk-net/#findComment-1072004432 Share on other sites More sharing options...
TastyNut Posted October 24, 2022 Share Posted October 24, 2022 On 10/23/2022 at 12:29 PM, B Dawg said: Note: ScriptHookDotNet mods are not supported and need to be ported over to IV-SDK .NET! A'ight yeah was about to try right now, and it didn't work. But still this has great potential. Link to comment https://gtaforums.com/topic/986510-iv-sdk-net/#findComment-1072004542 Share on other sites More sharing options...
ItsClonkAndre Posted October 26, 2022 Author Share Posted October 26, 2022 IV-SDK .NET updated to version 0.3! Changelog Added SettingsFile class which can load and save ini files. Added Settings property to Script class which loads the Scripts ini file. It has to be the same name as your Script, and needs to be placed in the scripts folder. Check out the example. Added CPickups class. Added GetAllVehicleHandles function to CPools class. Added GetAllObjectHandles function to CPools class. Added native function overload for GET_CAR_COORDINATES which gives you an Vector3 (System.Numerics) with the coordinates of the vehicle. Added native function overload for GET_OBJECT_COORDINATES which gives you an Vector3 (System.Numerics) with the coordinates of the object. The console open/close key can now be changed in the config.ini file located in the IVSDKDotNet folder. catsmackaroo 1 Link to comment https://gtaforums.com/topic/986510-iv-sdk-net/#findComment-1072006192 Share on other sites More sharing options...
heustler Posted October 27, 2022 Share Posted October 27, 2022 Hey that mod is cool but how do I make a car head over to the player's direction ? and also is there a way to make a phone number/contact function? catsmackaroo 1 Link to comment https://gtaforums.com/topic/986510-iv-sdk-net/#findComment-1072007749 Share on other sites More sharing options...
Vampire-Chan Posted October 28, 2022 Share Posted October 28, 2022 I get this error when i use ref/out keyword in Create_Car native: but with Create_Char Native it works: so im confused how to do so. Link to comment https://gtaforums.com/topic/986510-iv-sdk-net/#findComment-1072008234 Share on other sites More sharing options...
heustler Posted October 28, 2022 Share Posted October 28, 2022 (edited) 2 hours ago, Its-SG said: I get this error when i use ref/out keyword in Create_Car native: but with Create_Char Native it works: so im confused how to do so. I think you should rather post this on the github issues page Issues · ClonkAndre/IV-SDK-DotNet · GitHub Edited October 28, 2022 by heustler Link to comment https://gtaforums.com/topic/986510-iv-sdk-net/#findComment-1072008274 Share on other sites More sharing options...
Vampire-Chan Posted October 28, 2022 Share Posted October 28, 2022 (edited) 13 minutes ago, heustler said: I think you should rather post this on the github issues page Issues · ClonkAndre/IV-SDK-DotNet · GitHub Oh okii, i will. 13 hours ago, heustler said: Hey that mod is cool but how do I make a car head over to the player's direction ? and also is there a way to make a phone number/contact function? I forgot to quote on your reply sorry. There is a native for giving ped to task drive vehicle to your location or specific coordinates. If you mean something else then I don't know. Edited October 28, 2022 by Its-SG forgot to reply Link to comment https://gtaforums.com/topic/986510-iv-sdk-net/#findComment-1072008278 Share on other sites More sharing options...
heustler Posted October 28, 2022 Share Posted October 28, 2022 2 hours ago, Its-SG said: Oh okii, i will. I forgot to quote on your reply sorry. There is a native for giving ped to task drive vehicle to your location or specific coordinates. If you mean something else then I don't know. Oh bro that's what i wanted thank you Vampire-Chan 1 Link to comment https://gtaforums.com/topic/986510-iv-sdk-net/#findComment-1072008326 Share on other sites More sharing options...
ItsClonkAndre Posted October 30, 2022 Author Share Posted October 30, 2022 IV-SDK .NET updated to version 0.4! Changelog Updated project assembly info. The console log will now be saved into a IVSDKDotNet.log file located in the main directory of GTA IV. Added a Vector3 position overload for natives: CREATE_CAR, CREATE_CHAR, CREATE_OBJECT, CREATE_OBJECT_NO_OFFSET, SET_OBJECT_COORDINATES, SET_CHAR_COORDINATES, SET_CAR_COORDINATES, DRAW_CORONA, DRAW_CHECKPOINT, DRAW_CHECKPOINT_WITH_ALPHA and SET_CAR_COORDINATES_NO_OFFSET. Added GTAMatrix and CSimpleTransform structs. Added CObject, CPhysical, CDynamicEntity and CEntity (Not complete yet) classes. Added DeleteChar, DeleteCar and DeleteObject to CPools class. Added GetAllObjects function to CPools class. Added CWorld (Not complete yet) class. Added ReloadConfig and SavePlayerPos console commands. Changed the return value of GET_HASH_KEY native from an unsigned integer to a signed integer. Made CREATE_CHAR, CREATE_CAR, CREATE_OBJECT and CREATE_OBJECT_NO_OFFSET natives take in a signed integer for the model instead of an unsigned integer. Fixed OutAttribute of native: CREATE_CAR. Fixed Unable to load IVSDKDotNet.asi : Error 126. heustler, Vampire-Chan and GUSTAVKLINT4677 2 1 Link to comment https://gtaforums.com/topic/986510-iv-sdk-net/#findComment-1072011186 Share on other sites More sharing options...
GUSTAVKLINT4677 Posted November 7, 2022 Share Posted November 7, 2022 Hello, is it possible to port the TrafficFlow.asi script [Which was originally made for ScriptHookDotNet] with that? I really miss it Link to comment https://gtaforums.com/topic/986510-iv-sdk-net/#findComment-1072017142 Share on other sites More sharing options...
MaveriX Posted November 16, 2022 Share Posted November 16, 2022 On 11/7/2022 at 8:28 AM, GUSTAVKLINT4677 said: Hello, is it possible to port the TrafficFlow.asi script [Which was originally made for ScriptHookDotNet] with that? I really miss it Have you tried: https://www.gtainside.com/en/gta4/mods/157022-simple-traffic-loader/ Link to comment https://gtaforums.com/topic/986510-iv-sdk-net/#findComment-1072023489 Share on other sites More sharing options...
Shvab Posted January 27, 2023 Share Posted January 27, 2023 it seems to me that this is a return to scripthookdonet Link to comment https://gtaforums.com/topic/986510-iv-sdk-net/#findComment-1072078338 Share on other sites More sharing options...
ItsClonkAndre Posted February 10, 2023 Author Share Posted February 10, 2023 (edited) IV-SDK .NET updated to version 0.5! Changelog Added “LoadScript” and “Quit” console commands. Added “PauseExecutionWhenNotInFocus” setting in config.ini file which will pause all running scripts when the GTA IV Window is not currently in focus. Added eWeather enum. Added GET_MOUSE_SENSITIVITY native. Added “DecideManuallyForEachAssembly” enum item in the “eAssembliesLocation” enum so you can decide for yourself where each of your Assemblies are located if they where not found in the main directory of GTA IV. Added Uninitialize event to Script class. Added AssemblyResolve event to Script class. Added OnWndMessage event to CGame class. Added RegisterConsoleCommand function to Script class. Added event execution time measurement for each event in the Script class to see how long it took to execute them. Added CVehicle (Not complete yet) class. Added GetAllVehicles function to CPools class. Added GetDirect3DDevice9 function to RAGE class. Added IVSDKDotNet.Direct3D9 namespace. Added DirectX drawing functions which can be accessed via the D3DGraphics class in the IVSDKDotNet.Direct3D9 namespace. Made MARK_MODEL_AS_NO_LONGER_NEEDED native take in a signed integer for the model instead of an unsigned integer. Fixed System.IO.FileNotFoundException when referencing a external assembly and Scripts “AssembliesLocation” property is not set to “GameRootDirectory”. Included the IVSDKDotNetWrapper.xml file in the zip which shows developers comments for Namespaces, Classes, Methods etc… (I forgot to add it since v0.1) Edited February 14, 2023 by ItsClonkAndre Link to comment https://gtaforums.com/topic/986510-iv-sdk-net/#findComment-1072087874 Share on other sites More sharing options...
ItsClonkAndre Posted February 23, 2023 Author Share Posted February 23, 2023 IV-SDK .NET updated to version 0.6! Changelog Added CPedFactoryNY class. Added CVehicleFactoryNY class. Added CStreaming (Not complete yet) class. Added CModelInfo (Not complete yet), CBaseModelInfo (Not complete yet), CPedModelInfo, CVehicleStructure (Not complete yet) and CVehicleModelInfo (Not complete yet) classes. Added CVehicle pointer to ProcessAutomobile script event. Added tLineOfSightResults struct. Added eLineOfSightFlags, eCamType and eSettings enums. Added ProcessLineOfSight function to CWorld class. Added Add and Remove method to CWorld class. Added static FromPointer function to CVehicle class. Added CPed (Not complete yet) class. Added CBuilding class. Added GetAllPeds function to CPools class. Added GetAllBuildings function to CPools class. Added CCam class. Added CCamera class. Added GetAllCameras function to CPools class. Added Helper.Drawing class. Added Helper.JSON class. Added GetRadarRectangle function to CGame class. Added two new overloads for the D3DGraphics.DrawString function, which doesn’t require a font resource. The default font will be used instead. Added Scaling property to D3DGraphics class (Does not do much currently). Added Device property to D3DGraphics class. Added AbortTaskOrTimer and ChangeTimerState method to Script class. Added ScriptResourceFolder property to Script class. This makes it easier for the developer to access their script resource folder, where all the required files are located (Like audio files or images). The folder has to be named the same name as your Script (without extension), and needs to be placed in the scripts folder. Changed D3DGraphics.DrawTexture function. Fixed System.NullReferenceException/SharpDX.SharpDXException exceptions when trying to draw an empty string. CPlayerInfo.FindPlayerPed/FindPlayerVehicle now returns an UIntPtr. Tho, FindPlayerVehicle does not work yet. Updated XML comments. Archiven and Internet Rob 2 Link to comment https://gtaforums.com/topic/986510-iv-sdk-net/#findComment-1072094582 Share on other sites More sharing options...
ItsClonkAndre Posted March 25, 2023 Author Share Posted March 25, 2023 (edited) IV-SDK .NET updated to version 0.7! Changelog Added equals operator override to CEntity class so you can directly compare a CEntity object with another. Added ePool and eNewGetInVehicleType enum. Added CPool class. Added CInteriorInst class. Added Get…Pool functions to CPools class. Added ClientBrodcastVars and ClientBrodcastVarSize properties to CNetwork class. Added CPedMoveBlendOnFoot class. Added Get/Set setting functions to CMenuManager class. Added Passengers property to CVehicle class. Added GetUIntPtr function to CCam class. Added Anim property to CDynamicEntity class. Added MeasureText function to D3DGraphics class. Added DrawString function overload to D3DGraphics class which takes in a Rectangle and eD3DFontDrawFlags which allows you to draw text in a specified rectangle. Added SetDummyThread and RestorePreviousThread methods to CTheScripts class. Added GivePedScriptedTask method to CTheScripts class. Added PedWeapons and PedWeaponSlot class. Added CHandlingDataMgr and tHandlingData classes. Added CWeaponInfo and WeaponFlags classes. Added CDraw (Not complete yet), tGlobalScene (Not complete yet), CViewportMobilePhone, CViewportRadar, CViewportGame, CViewportPrimaryOrtho, CViewport and tViewportData classes. Added CTaskComplexDie, CTaskComplexMobileMakeCall, CTaskComplexNewGetInVehicle, CTaskComplexNM, CTaskComplexPlayerOnFoot, CTaskSimpleNMHighFall, CTaskSimpleNMJumpRollFromRoadVehicle, CTaskSimpleSidewaysDive, CTaskComplexClimbLadder, CTaskComplexInWater, CTaskComplexWander, CTaskComplexWanderStandard and CTaskComplexPlayerSettingsTask task classes. Added GET_INT_STAT and GET_FLOAT_STAT natives. Added eMissionCompleteAudio and eRadarSprite enums. Added SendScriptCommand method and ScriptCommandReceived event to the Script class that allows you to communicate with other IV-SDK .NET Scripts. Added DoesScriptExists, IsScriptRunning, GetScript and GetAllScripts functions to the Script class. Expanded CPed class. Expanded CVehicle class. Expanded CVehicleModelInfo and CVehicleStructure classes. Expanded CPlayerInfo class. Expanded CStreaming class. Native functions that crashed the game like TASK* or PLAY_SOUND_FRONTEND will now work without any more steps when called from the Script.Tick event. Fixed NullReferenceException occuring in the IVSDKDotNet.Manager when trying to DrawString with the default font. Updated XML comments. Edited March 25, 2023 by ItsClonkAndre Update Archiven, Internet Rob and MiesThies 3 Link to comment https://gtaforums.com/topic/986510-iv-sdk-net/#findComment-1072111099 Share on other sites More sharing options...
MiesThies Posted March 25, 2023 Share Posted March 25, 2023 Man I wish I could write code, this seems so awesome! Internet Rob 1 Link to comment https://gtaforums.com/topic/986510-iv-sdk-net/#findComment-1072111271 Share on other sites More sharing options...
ItsClonkAndre Posted March 30, 2023 Author Share Posted March 30, 2023 (edited) IV-SDK .NET updated to version 0.8! This update contains 1 important change. Changelog Added FromPointer and GetUIntPtr functions to CPlayerInfo class. Added CPad, tPadValues, tValueHistory and tValueHistoryItem classes. Added CreatedFor property to the D3DGraphics class. Renamed the m_pWeaponData property to WeaponData inside the CPed class. Added a Vector3 position overload for natives: LOAD_SCENE, GET_GROUND_Z_FOR_3D_COORD, TELEPORT_NETWORK_PLAYER, SET_CAM_ATTACH_OFFSET, GET_CLOSEST_CAR_NODE, GET_CLOSEST_CAR_NODE_WITH_HEADING, GET_CLOSEST_CAR_NODE_FAVOUR_DIRECTION, GET_CLOSEST_MAJOR_CAR_NODE, GET_NTH_CLOSEST_CAR_NODE, GET_NTH_CLOSEST_CAR_NODE_FAVOUR_DIRECTION, GET_NTH_CLOSEST_CAR_NODE_WITH_HEADING, GET_NTH_CLOSEST_CAR_NODE_WITH_HEADING_ON_ISLAND, GET_RANDOM_CAR_NODE, GET_RANDOM_CAR_NODE_INCLUDE_SWITCHED_OFF_NODES, GET_SAFE_POSITION_FOR_CHAR, IS_EXPLOSION_IN_AREA, IS_EXPLOSION_IN_SPHERE, GET_WATER_HEIGHT, GET_WATER_HEIGHT_NO_WAVES, IS_POINT_OBSCURED_BY_A_MISSION_ENTITY, GET_OFFSET_FROM_CHAR_IN_WORLD_COORDS, SET_CHAR_COORDINATES_DONT_WARP_GANG, SET_CHAR_COORDINATES_DONT_WARP_GANG_NO_OFFSET, REGISTER_PLAYER_RESPAWN_COORDS and REQUEST_COLLISION_AT_POSN. Added a Vector2 position overload for natives: GET_HEADING_FROM_VECTOR_2D. Added a Quaternion overload for natives: GET_VEHICLE_QUATERNION and SET_VEHICLE_QUATERNION. Added ChangeTimerInterval method to Script class. Added OnlyRaiseKeyEventsWhenInGame property to Script class. Added IsConsoleOpen property to the CGame.Console class. Added OnWindowFocusChanged event to CGame class. Added IsInFocus function to CGame class. Added CGame.Mouse class. Important: Removed the “device” argument from every function inside the D3DGraphics class. - Some mods might need to be updated to work again on IV-SDK .NET v0.8! Expanded CPed class. Scripts will now abort when a required assembly was not found. The IV-SDK .NET Console and Notifications can no longer only be shown in-game. They are visible no matter the current menu. The Script KeyDown/KeyUp events will no longer only be fired when in-game. They will be fired even when in main menu. Updated XML comments. Edited March 30, 2023 by ItsClonkAndre Internet Rob, catsmackaroo and Archiven 3 Link to comment https://gtaforums.com/topic/986510-iv-sdk-net/#findComment-1072114143 Share on other sites More sharing options...
MiesThies Posted March 31, 2023 Share Posted March 31, 2023 I can only repeat myself, I wish I could make any use of it. I dream of porting LCPDFR to IV-SDK.Net one day.. Link to comment https://gtaforums.com/topic/986510-iv-sdk-net/#findComment-1072114580 Share on other sites More sharing options...
GetPixeled Posted April 10, 2023 Share Posted April 10, 2023 somehow it makes my game crash either after the loading screen or the rockstar legal thingy, the only mods i have are an enb and pretty much everything else is just a replacement, i even deleted anything related to scripthook and i'm running it on 1070, what am i doing wrong? Link to comment https://gtaforums.com/topic/986510-iv-sdk-net/#findComment-1072119234 Share on other sites More sharing options...
Archiven Posted May 10, 2023 Share Posted May 10, 2023 Note: ScriptHookDotNet mods are not supported and need to be ported over to IV-SDK .NET! Can we have a dedicated topic for the list of ScriptHookDotNet mods that needed to be ported over to IV-SDK .NET? It would be nice to have more great script mods. Link to comment https://gtaforums.com/topic/986510-iv-sdk-net/#findComment-1072136246 Share on other sites More sharing options...
ItsClonkAndre Posted May 10, 2023 Author Share Posted May 10, 2023 4 hours ago, Archiven said: Can we have a dedicated topic for the list of ScriptHookDotNet mods that needed to be ported over to IV-SDK .NET? It would be nice to have more great script mods. You can create one if you like, or you can post another comment in here with a list of SHDN Mods that you would like to see ported over to IV-SDK .NET. You can always edit your post if you have more ideas Dunno what i would prefer tho, a dedicated topic or people posting comments in here asking for mods to be ported Both works! Link to comment https://gtaforums.com/topic/986510-iv-sdk-net/#findComment-1072136437 Share on other sites More sharing options...
ItsClonkAndre Posted May 10, 2023 Author Share Posted May 10, 2023 (edited) IV-SDK .NET updated to version 0.9! Changelog Added more ptfx natives. Added phInstGta, gtaFragType (Not complete yet), phInst and phArchetypeGta (Not complete yet) classes. Added Archetype and FragType properties to CBaseModelInfo class. Added VehicleFragInst property to CVehicle class. Added InstGta property to CEntity class. Added AvailableTextureMemory property to D3DGraphics class. Added ScissorRect property to D3DGraphics class. Added IsDrawingAvailable function to D3DGraphics class. Added “continueWithAction” parameter to the Script.StartNewTask function. Added new Script.ShowSubtitleMessage overload which act like the String.Format function. Added console command “AbortScript” which aborts a single script. Added console hotkeys: “Insert” to paste the text currently saved in clipboard into the text input field, “Delete” to delete the current text that is entered in the text input field and “End” to scroll down to the recently added console item. Added natives: _TASK_EXTEND_ROUTE, _TASK_DRIVE_POINT_ROUTE_ADVANCED, _TASK_PLAY_ANIM, _TASK_PLAY_ANIM_SECONDARY, _TASK_PLAY_ANIM_SECONDARY_IN_CAR, _TASK_PLAY_ANIM_SECONDARY_NO_INTERRUPT, _TASK_PLAY_ANIM_SECONDARY_UPPER_BODY, _TASK_PLAY_ANIM_UPPER_BODY, _TASK_PLAY_ANIM_WITH_ADVANCED_FLAGS, _TASK_PLAY_ANIM_WITH_FLAGS, GET_BLIP_INFO_ID_TYPE, GET_BLIP_INFO_ID_DISPLAY, GET_BLIP_INFO_ID_CAR_INDEX, GET_BLIP_INFO_ID_PED_INDEX, GET_BLIP_INFO_ID_OBJECT_INDEX, GET_BLIP_INFO_ID_PICKUP_INDEX, GET_BLIP_SPRITE, GET_STRING_FROM_HASH_KEY, START_CAR_FIRE, START_CHAR_FIRE, START_SCRIPT_FIRE, REMOVE_PTFX_FROM_OBJECT, SET_PED_FIRE_FX_LOD_SCALER, GET_NEXT_BLIP_INFO_ID, START_PTFX, START_PTFX_ON_PED, START_PTFX_ON_PED_BONE, START_PTFX_ON_VEH, START_PTFX_ON_OBJ_BONE, UPDATE_PTFX_TINT and REMOVE_PTFX. Added a Vector3 overload for natives: SET_OBJECT_ROTATION, GET_INTERIOR_AT_COORDS, POINT_CAM_AT_COORD, SET_CAM_DOF_FOCUSPOINT, SET_CAM_POS, SET_CAM_ROT, DRAW_LIGHT_WITH_RANGE, DRAW_SPHERE, GET_SCRIPT_FIRE_COORDS, CREATE_MONEY_PICKUP, CREATE_PICKUP, CREATE_PICKUP_ROTATE, CREATE_PICKUP_WITH_AMMO, GET_PICKUP_COORDINATES, GET_SAFE_PICKUP_COORDS, CREATE_EMERGENCY_SERVICES_CAR, CREATE_EMERGENCY_SERVICES_CAR_RETURN_DRIVER and CREATE_EMERGENCY_SERVICES_CAR_THEN_WALK. Added a Vector2 out attribute for natives: GET_HELP_MESSAGE_BOX_SIZE, GET_PHYSICAL_SCREEN_RESOLUTION, GET_SCREEN_RESOLUTION and GET_TEXTURE_RESOLUTION. Re-added old console and notifications drawing method so incase of the dxhook failes, the console and notifications will still be visible (Although only in-game). Expanded CPhysical class. Got the MARK_CHAR_AS_NO_LONGER_NEEDED, MARK_CAR_AS_NO_LONGER_NEEDED, MARK_MISSION_TRAIN_AS_NO_LONGER_NEEDED and MARK_OBJECT_AS_NO_LONGER_NEEDED native functions to work. Renamed, moved and changed the “OnWndMessage” event from CGame class to RAGE class. You can now return a boolean from the “OnWndProcMessageReceived” event which will say if you want to stop GTA IV from receiving windows messages. Fixed weird behaviour when trying to go through the recent console commands you’ve entered. Fixed IS_CHAR_PLAYING_ANIM native. The console now only scrolls down to the last added item when: You pressed the “End” key, the console gets opened or if you manually entered text and pressed “Enter”. Updated XML comments. Edited May 10, 2023 by ItsClonkAndre Internet Rob, Attramet and Scott1 3 Link to comment https://gtaforums.com/topic/986510-iv-sdk-net/#findComment-1072136542 Share on other sites More sharing options...
ItsClonkAndre Posted May 10, 2023 Author Share Posted May 10, 2023 IV-SDK .NET updated to version 0.9.1! A quick little update in which i added 2 more native functions that can be useful to some people (An upcoming update to my IV Coding Library will include these ). Changelog Added natives: GET_NUMBER_OF_FIRES_IN_RANGE and GET_NUMBER_OF_FIRES_IN_AREA. Scott1 and Archiven 2 Link to comment https://gtaforums.com/topic/986510-iv-sdk-net/#findComment-1072136596 Share on other sites More sharing options...
Chunk Norris Posted May 11, 2023 Share Posted May 11, 2023 I would personally like to see pickups ported over as it is not working at all on 1070/80 and it causes some performance issues as well. Not sure if it's possible to port it over but would love to see it. Link to comment https://gtaforums.com/topic/986510-iv-sdk-net/#findComment-1072136657 Share on other sites More sharing options...
Archiven Posted May 16, 2023 Share Posted May 16, 2023 On 10/22/2022 at 4:06 PM, ItsClonkAndre said: Does not work properly when having dxvk installed (Drawing will not be available due to failure of creating dummy device). Will the DXVK issue will be fix? On 5/10/2023 at 6:11 PM, ItsClonkAndre said: You can create one if you like, or you can post another comment in here with a list of SHDN Mods that you would like to see ported over to IV-SDK .NET. You can always edit your post if you have more ideas Dunno what i would prefer tho, a dedicated topic or people posting comments in here asking for mods to be ported Both works! Also, I made a Dedicated Topic for the list of scripts that needed to ported. Link to comment https://gtaforums.com/topic/986510-iv-sdk-net/#findComment-1072139312 Share on other sites More sharing options...
TastyNut Posted May 18, 2023 Share Posted May 18, 2023 On 5/10/2023 at 8:11 PM, ItsClonkAndre said: You can post another comment in here with a list of SHDN Mods that you would like to see ported over to IV-SDK .NET. You can always edit your post if you have more ideas Fixed or realisticly improved versions of Assasination Mod ; Bleed and Heal ; Arrest Warrant ; Pick Ups 2.0 ; Real Reload ; Realistic Fuel Mod ; Player Euphoria ; for a play through, maybe Jerry Can Mod ; Bicycle Mod; for fun ingame, are the Mods i would love to see ported to IVSDKDN. wwwwandrarijaz 1 Link to comment https://gtaforums.com/topic/986510-iv-sdk-net/#findComment-1072140751 Share on other sites More sharing options...
ItsClonkAndre Posted June 18, 2023 Author Share Posted June 18, 2023 IV-SDK .NET updated to version 0.9.2! Changelog Added “eVigilanteCrimeType” enum for TRIGGER_VIGILANTE_CRIME native. Added “eNaturalMotionMessageID” and “eNaturalMotionStringID” enums for the NaturalMotion natives. Added GetUIntPtr and FromPointer functions to CObject class. Added Natives: SET_CAR_ON_GROUND_PROPERLY, GET_VEHICLE_COMPONENT_INFO, GET_CLOSEST_CAR, OPEN_SEQUENCE_TASK, IS_THIS_PRINT_BEING_DISPLAYED and LOAD_ALL_PATH_NODES. Added Vector3 overload for natives: TRIGGER_VIGILANTE_CRIME, CLEAR_AREA, CLEAR_AREA_OF_CARS, CLEAR_AREA_OF_CHARS, CLEAR_AREA_OF_COPS, CLEAR_AREA_OF_OBJECTS, EXTINGUISH_FIRE_AT_POINT, ADD_EXPLOSION and SET_NM_MESSAGE_VEC3. Added nullptr check to CVehicle.Driver property. Added DisablePlayerControlWhenOpen setting to Console section of the IVSDKDotNet config.ini file. Fixed parameters of native: _TASK_START_SCENARIO_AT_POSITION and SET_RADAR_ZOOM. Fixed CPed.WeaponData.WeaponObject always returning a CObject instance even tho it could be nullptr. NightmanCometh96, Archiven and Internet Rob 3 Link to comment https://gtaforums.com/topic/986510-iv-sdk-net/#findComment-1072162723 Share on other sites More sharing options...
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