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Pages: (146) « First ... 144 145 [146]   ( Go to first unread post ) Reply to this topicStart new topicStart Poll

 [BETA] GTAIV .Net ScriptHook

 V1.6.1.1 Released 1.0.6.0 / EFLC Support
 
Areppon  
Posted: Saturday, Feb 9 2013, 20:40
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QUOTE (YossiBz @ Saturday, Jan 19 2013, 13:06)
how to know if my vehicle hit some vehicle?

For immediate evidence:
if you have a car from the 90's or newer air bag will deploy, the car will stop moving, your face will hit the air bag [or steering wheel] at incredible velocity, and you will suffer intense disorientation. You may loose consciousness for a few minutes or permanently, and your car will be destroyed.
You also may:
wake up in the hospital with an intense headache like a 9.0 earthquake, and if you're lucky your bed will be surrounded by people who love you... if you have any, suffer a time lapse or loss of memory, be covered in cuts and/or bruises and/or broken bones or be covered in bandages like a kega jo.
Of course if it was a minor accident you'll notice your car suddenly stopping or changing directions and experience the G of such sudden change. Your head might hit the side window. You'll hear a loud noise. You'll probably curse and panic.gif then cryani.gif

just being humorous colgate.gif

I'm just coming back to the game after a break, so I haven't use the DNSH in a while and I'm not sure about what's new, but I am going to assume that there isn't a crash detection object per se. There is however an object for your vehicle's damage level. You might make a loop object that monitors the damage level. To avoid an endless loop make sure it starts and ends when you enter and exit the vehicle respectively. Have it store the initial damage level of the vehicle [from when you enter it], then have the loop compare that with the current damage level every quarter second.
While you are in the vehicle:
If you exit the vehicle end the loop
While the initial and current damage are equal, re-compare them in 250ms.
IF the damage is raised, end then restart the loop from the beginning so the new initial health level is set to the new value while giving the loop an excuse to end [endless loops are a nightmare and kill your fps and crash your game. Create every excuse to end a loop].
Else If the damage is lowered, end the loop and call the object that begins the sequence of events to unfold when you crash.
This is probably a pretty crappy example compared with the scope of possibility with this SH, but hopefully this will help your brainstorming object not to return null cool.gif

alien.gif

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tobu24  
Posted: Sunday, Mar 3 2013, 17:19
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Is there a way to reload an individual script that crashes so that you don't reload them all?
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nkjellman  
Posted: Tuesday, Mar 26 2013, 03:31
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If possible, do you think you could fix the rain bug where it rains indoors and there are no rain splashes? This is the cause of the bug I have found out.
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Thor110  
Posted: Monday, Apr 1 2013, 12:07
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I don't mean to be funny, but how the hell do I access the console, you have not detailed this information anywhere....
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tobu24  
Posted: Wednesday, Apr 3 2013, 21:27
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"Apes with ego trips."
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QUOTE (Thor110 @ Monday, Apr 1 2013, 08:07)
I don't mean to be funny, but how the hell do I access the console, you have not detailed this information anywhere....

The upper left button with "~" and "`"
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helix snake  
Posted: Wednesday, Apr 3 2013, 21:57
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Is there a way to activate the physics of an object after spawning it? Because when you spawn an object, even if you unfreeze it and activate collisions, you can't change its velocity or apply force, and it won't be affected by gravity until something collides with it and activates its physics. I've temporarily fixed this by spawning a ped on top of the object and then immediately deleting it, but this isn't an ideal solution.

This post has been edited by helix snake on Wednesday, Apr 3 2013, 22:03
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Cyron43  
Posted: Sunday, Apr 14 2013, 18:30
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Hi there,
I'm currently writing a mod in C#.
Everything works fine but now that I like to add something that is triggered by a specific phone number I'm stuck.
I have read in your initial post that the PhoneNumberDialed event don't work on Windows 7 machines (any clue why not?).
So I tried the BindPhoneNumber method but that won't work either.
Two questions about it:
1. What convention do I have to use for the phone number string? Is it like "XYZ 555 0100"?
Do I have to use whitespaces in-between? Is the 555 sequence in the middle a must?
I guess I can use letters or numbers for the first sequence, right?
Can I use any 3-digit number from 000 to 999 for the first sequence?
Can I use any 4-digit number from 0000 to 9999 for the last sequence?

2. What else do I have to do besides using this method?
Currently all I have done for the phone handling is this piece of code (the ImmediateShutDown method is fully functional):
CODE
BindPhoneNumber("LSX5550100", ImmediateShutDown);

BTW a new PhoneDialDelegate instance is redundant so I skipped it.

Oh and I like to add: the phone numbers of the fuel mod don't work either in my game. Maybe that helps.

EDIT: I peeked into the .Net scripthook via ILSpy and found the Helper.CleanPhoneNumber method. So that clarifies my questions about the whitespaces and the letters but the other questions remain.
Anyway I wonder why nothing happens when I dial that number in the game.

This post has been edited by Cyron43 on Monday, Apr 15 2013, 10:15
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jpm1  
Posted: Monday, Apr 22 2013, 20:35
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hi , i have a problem . i just purchased a SSD , and i don't know why scriptdotnet scripts won't work anymore . i reinstalled the game on my precedent HDD hundreds of times without any problem . i'm using latest xlive to bypass GFW stuff . any ideas , thx


Solution :
QUOTE (HazardX @ Wednesday, Jan 14 2009, 23:24)

Try installing the Microsoft Visual C++ 2010 Redistributable Package! Make sure to install the linked x86 version, even on x64 systems!


This post has been edited by jpm1 on Tuesday, Apr 23 2013, 21:15
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