@Joshua016911 Its supporting the latest update. What aspect is not working? Did you check the scripthookvdotnet.log file, to see if it loaded

CamxxCore
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Posts made by CamxxCore
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RE: Cant get Tornado Mod 1.1 to work
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RE: Is there any advantage of using C++ over C# or VB to make mods?
@Cyron43 Yes you are right. I probably should have answered that a bit differently for someone who is only starting out. Overhead is negligible for most basic things and wouldn’t be noticeable. It’s when you are doing some things that would otherwise be bogged down with calls to .NET framework that C++ seems like a good option.
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RE: Is there any advantage of using C++ over C# or VB to make mods?
@JustSomeAussie Short answer, yes. The .NET and LUA APIs are just proxies to the underlying C++ API, so naturally they add some amount of overhead. With C++ you have 10x more control over how the code is compiled and you work almost directly with the scripting interface of the game.
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RE: [Question] [C#] How does the function GET_CLOSEST_OBJECT_OF_TYPE/World.GetNearbyProps exactly work?
@ashishcw Luckily I have done a bit of research in this area, so I can offer some guidance. The static map objects are stored and referred to as "CBuildings" internally, which are dynamically loaded with the map when you move around the world. Using some less- than- beautiful code, we can grab a handle to those objects and move them around or delete them even. The trouble is, they will reappear in the same place after that location in the map is rendered again, so it is not a totally conventional solution if the goal is to remove or hide said objects. You would be better off to hook some functions responsible for spawning the objects to filter them out manually or just change the map data files using OpenIV. Anyway, here is the actual function in my MapInfoTool where I grab the information about surrounding 'CBuildings' from the internal array: https://github.com/CamxxCore/MapInfoTool/blob/master/MapInfoTool/src/Memory/MemoryAccess.cs#L271 Happy to explain or help further if you plan to implement this code somewhere.
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RE: Help needed on creating a camera rigidly attached on vehicle
You can use the camera.PointAt function. IIRC there is an overload that allows you to point at a specific bone on the vehicle. You could also just use the overload that allows you to provide an offset.
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RE: JET WIND THRUST some script?
@MUAR I saw your comment on my mod page but didn't really get what you were saying. Now I understand (: Obviously, there are lots of different areas for improvement as far as the flying mechanics go. I have received a lot of other ideas in the comment section for the jet blast script. Might just save all those ideas and consolidate them in a future script. It would only make sense from a performance perspective
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RE: [Script] [WIP] Aircraft Jet Blast
@TheSigui Hmm. Probably the memory offset of the engine throttle has changed. And I promise I'll post it to the main site if I fix it.. (:
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RE: My small script won't run. Can anyone search my mistake? I can't find it ;-;...
Just going to chime in and say that there are many useful online resources (besides youtube) that can help you learn. It doesn't necessarily have to be a book. For example, www.udemy.com. They offer tons of courses on every language you could imagine, many of them free. A lot of them are done by well respected university professors and cover pretty much everything you would learn in first year CS. One of the first things I did when I was learning was follow this course from start to finish.
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RE: How do I make a C#-Script injectable on its own?
What you are asking is not possible. A managed C# DLL and an unmanaged DLL compiled to C/ C++ are two very different things. Native DLL's can be injected directly with LoadLibrary but .NET assemblies depend on the CLR and are not self- dependent in the same way.
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RE: [C#] Get Player Model?
@Unknown-Modder Yeah, fragInstNM is the proper physics handler for peds. It is necessary to use that virtual table function to grab the proper instance. Made the same mistake with my original method.