GTA Modification Forums
[BETA] GTAIV .Net ScriptHook V1.6.1.1 Released 1.0.6.0 / EFLC Support
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loczek47  |
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They call me "Random Funny Guy".

Group: BUSTED!
Joined: May 22, 2008


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| QUOTE (HazardX @ Jan 19 2009, 14:02) | | QUOTE (loczek47 @ Jan 19 2009, 13:21) | | Hey , the reload script doesn't work. After I will load my another save , it will crash after 1 minute |
Does this happen all the time for you, or just sometimes?
@all: Has anyone else noticed the problem? |
Well , always. But I noticed that the time when crash appear randomly changes - one time it crashes when I get out of savehouse , another time it crashes after 5 minutes of playing. By the way - just like I said - I start my game , game automatically loads my save - it's okay - but when I load my another save , then it crashes.
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iriedreadlock23  |
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Dr. Frankenstein

Group: Members
Joined: Jan 14, 2009

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If anyone is interested in helping out with new great extended bodyguard mod written in vb.net, send me private msg. I have added couple great functions so far, like multiple controllable bodyguard groups (7+ each), smart bodyguards stealing and driving any vehicle, bodyguards available at all time (even after player dies). You can set wheter they will walk to you, or they drive to certain position on the map. Also you can control Bodyguard movement via keyboard, and if someone help me out, we will make first full GTA Cooperative Mission mod, with 2+ Players support. Script works, but is still a bit buggy, so any help would be appreceated. Many more ideas in the script, waiting their time. Its still beta, so if you wish to try it out, just contact me. I will answer any question, and help with any good mod for GTA4...
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loczek47  |
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They call me "Random Funny Guy".

Group: BUSTED!
Joined: May 22, 2008


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| QUOTE (iriedreadlock23 @ Jan 19 2009, 14:08) | | If anyone is interested in helping out with new great extended bodyguard mod written in vb.net, send me private msg. I have added couple great functions so far, like multiple controllable bodyguard groups (7+ each), smart bodyguards stealing and driving any vehicle, bodyguards available at all time (even after player dies). You can set wheter they will walk to you, or they drive to certain position on the map. Also you can control Bodyguard movement via keyboard, and if someone help me out, we will make first full GTA Cooperative Mission mod, with 2+ Players support. Script works, but is still a bit buggy, so any help would be appreceated. Many more ideas in the script, waiting their time. Its still beta, so if you wish to try it out, just contact me. I will answer any question, and help with any good mod for GTA4... | Holy sh*t , this sounds awesome. So bad I can't help you
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loczek47  |
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They call me "Random Funny Guy".

Group: BUSTED!
Joined: May 22, 2008


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| QUOTE (iriedreadlock23 @ Jan 19 2009, 14:08) | | If anyone is interested in helping out with new great extended bodyguard mod written in vb.net, send me private msg. I have added couple great functions so far, like multiple controllable bodyguard groups (7+ each), smart bodyguards stealing and driving any vehicle, bodyguards available at all time (even after player dies). You can set wheter they will walk to you, or they drive to certain position on the map. Also you can control Bodyguard movement via keyboard, and if someone help me out, we will make first full GTA Cooperative Mission mod, with 2+ Players support. Script works, but is still a bit buggy, so any help would be appreceated. Many more ideas in the script, waiting their time. Its still beta, so if you wish to try it out, just contact me. I will answer any question, and help with any good mod for GTA4... | Sorry for double post , but I would like to try it out realy much.
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HazardX  |
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pedestrian mangler

Group: Members
Joined: Dec 13, 2008


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| QUOTE (iriedreadlock23 @ Jan 19 2009, 15:08) | | If anyone is interested in helping out with new great extended bodyguard mod written in vb.net, send me private msg. I have added couple great functions so far, like multiple controllable bodyguard groups (7+ each), smart bodyguards stealing and driving any vehicle, bodyguards available at all time (even after player dies). You can set wheter they will walk to you, or they drive to certain position on the map. Also you can control Bodyguard movement via keyboard, and if someone help me out, we will make first full GTA Cooperative Mission mod, with 2+ Players support. Script works, but is still a bit buggy, so any help would be appreceated. Many more ideas in the script, waiting their time. Its still beta, so if you wish to try it out, just contact me. I will answer any question, and help with any good mod for GTA4... | Wow, this sounds really amazing!  Can't wait to see it in action. If you've got any questions, or feature request or whatever, just ask.
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HazardX  |
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pedestrian mangler

Group: Members
Joined: Dec 13, 2008


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| QUOTE (iriedreadlock23 @ Jan 19 2009, 16:00) | Anything we make is thanks to HazardX!
After this Extended Bodyguard Mod is done, source code will be posted for users to analyze it, and reuse it in threir own scripts. However, I am now intrested into new native functions of GTA. But i just cant understand how it works. How do i read data from Native function? Can I use strings or something to store data from function?
HazardX: Did you manage to crack TASK_SIT_DOWN native function? There seems to be lot of functions that control actor moves and all. It would be great to add all those in future release. So we can script hand shakes, sitting, hands up, and all those nice little character moves. |
Native functions return data in two ways: - by result value: | CODE | | Dim resultvalue As Ped = Native.Function.Call(Of Ped)("NAME_OF_NATIVE_FUNCTION", a, b, c) |
- by pointer: | CODE | Dim pointer As New Native.Pointer(GetType(Ped)) Native.Function.Call("NAME_OF_NATIVE_FUNCTION", a, b, c, pointer) Dim resultvalue As Ped = pointer |
in both cases i've chosen "Ped" as return type and a, b and c as any type of parameter. which parameters a function takes, and which it returnes is defined in the game and we can only guess, which makes it hard to find the right values. Thats why i haven't included more Tasks yet, i just don't know which parameters they need. I used OpenIV alot to browse through scripts of the game to find clues and it helped alot already, but you can't find out everything that way. @AnttiAnA: Could you post the content of your ScriptHookDotNet.log file directly after such a crash? This post has been edited by HazardX on Monday, Jan 19 2009, 15:36
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AnttiAnA  |
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Player Hater

Group: Members
Joined: Dec 12, 2008

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2009-01-18 22:07:11 - Initializing ScriptHookDotNet v0.72 BETA 2009-01-18 22:07:11 - SEARCHING FOR SCRIPTS... 2009-01-18 22:07:11 - Loading Assembly 'C:\Program Files\Rockstar Games\Grand Theft Auto IV\scripts\TestScriptVB.net.dll' ... 2009-01-18 22:07:11 - ...found script 'TestScriptVB.BodyguardScript'! 2009-01-18 22:07:11 - DONE! 1 valid scripts found! 2009-01-18 22:08:54 - STARTING SCRIPTS... 2009-01-18 22:08:54 - ...successfully started script 'TestScriptVB.BodyguardScript'! 2009-01-18 22:15:08 - SCRIPTS TERMINATED! 2009-01-18 22:15:10 - STARTING SCRIPTS... 2009-01-18 22:15:10 - ...successfully started script 'TestScriptVB.BodyguardScript'!
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iriedreadlock23  |
Posted: Wednesday, Jan 21 2009, 18:56
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Dr. Frankenstein

Group: Members
Joined: Jan 14, 2009

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You could put next functions to next release:
CREATE_OBJECT (ObjectHash, X, Y, Z, returned ObjectPointer, 1)
ATTACH_OBJECT_TO_CAR( ObjectPointer, CarPointer, 0, X ,Y, Z, X Roto Offset, Y Roto Offset, Z Roto Offset);
SET_OBJECT_HEADING( ObjectPointer, Angle);
ATTACH_OBJECT_TO_PED ( Object pointer, Char Pointer , 1219, X, Y, Z, Roto Offset X, Roto Offset Y, Roto Offset Z);
SET_OBJECT_VISIBLE ( ObjectPointer, 1); // TRUE FALSE
DELETE_OBJECT (ObjectPointer);
IS_OBJECT_ATTACHED (ObjectPointer)
DETACH_OBJECT(ObjectPointer, 1);
REQUEST_MODEL(ObjectHash);
HAS_MODEL_LOADED(ObjectHash))
LOCK_CAR_DOORS( VehiclePointer, DoorIndex);
also, you could extend GetClosestPed function so it actually match ingame function, which has 7 parameters. I have checked many of these functions within game scripts, and retrieved parameter information. It may have certain mistakes, but i carefully checked every param in different scripts. You can PM me and i will give you all of functions parameters i have translated.
Also, it would be great to put an option so Animations can be used. Like Character animations. I have these:
HAVE_ANIMS_LOADED( "AnimationName" )
IS_CHAR_PLAYING_ANIM ( PED, "AnimationName", "AnimationExec")
TASK_PLAY_ANIM_WITH_FLAGS( PED, "CreateSpliff", "amb@smoking_spliff", 8.00, -1, 3328);
GET_CHAR_ANIM_CURRENT_TIME( PED, "CreateSpliff", "amb@smoking_spliff", &Var4);
--
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Remos  |
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Player Hater

Group: Members
Joined: Jan 22, 2009

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Hey, I'm working on a script, and I'm not sure if 'GET_PED_BONE_POSITION' returns an Array, a Vector or something else. And I'm not exactly sure what I'm meant to do here: | CODE | Dim Bonepointer As New Native.Pointer(GetType(Vector3)) Native.Function.Call("GET_PED_BONE_POSITION", 1232, Convert.ToDecimal(0.0), Convert.ToDecimal(0.0), Convert.ToDecimal(0.0), Bonepointer) |
I need to access the X, Y and Z coords individually. But I don't think that Native.Pointers support Arrays or Vectors. This post has been edited by Remos on Friday, Jan 23 2009, 11:37
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HazardX  |
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pedestrian mangler

Group: Members
Joined: Dec 13, 2008


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| QUOTE (Remos @ Jan 23 2009, 03:44) | Hey, I'm working on a script, and I'm not sure if 'GET_PED_BONE_POSITION' returns an Array, a Vector or something else. And I'm not exactly sure what I'm meant to do here:
| CODE | Dim Bonepointer As New Native.Pointer(GetType(Vector3)) Native.Function.Call("GET_PED_BONE_POSITION", 1232, Convert.ToDecimal(0.0), Convert.ToDecimal(0.0), Convert.ToDecimal(0.0), Bonepointer) |
I need to access the X, Y and Z coords individually. But I don't think that Native.Pointers support Arrays or Vectors. | yes, you are right. Native.Fucntion.Call does not support arrays or Vector3. i included Vector3 support now, but there seems to be another problem with functions that take a vector3 pointer. the results are complete nonsense. i guess the game handles them in a different way. still trying to figure it out. @diryboy: yes, data/cdimages/script.img is correct.
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