赞了221个文件
写了148个评论
上传了0个视频
上传3个文件
15个跟随者
10,667次下载
Definitely this is the feature that GTA V had been missing.
Special thanks for GTAO scripts.
Some time ago I made the same thing for my Date Display mod as a third-part script. You can check it out, except I reassigned the whole date for two cases - for both "Prologue" mission and "Franklin & Lamar" mission in case when the date is not reassigned originally, that is the very beginning of the new game. The former is set from NOV-15-2003 to JAN-02-2004 (according to decorations in the bank it's supposed to be the time somewhere about Christmas) and the latter is set from JUN-06-2009 to NOV-07-2013 (with the usual walkthrough speed you visit North Yankton in the "Bury the Hatchet" mission within a month, that is about December, when it snows).
@Kevin_99 @toitoine66 look for ver. 2.10.5, it was released yesterday.
https://www.gta5-mods.com/tools/scripthookv-net
I have this problem solved.
UPD: With updated .NET ScriptHook 2.10.5 it works fine.
If I'm not the only one who can't open the creation menus and instead get motionless camera without any possibilities to do something until scripts reloading, then there might be some incompatibility problem with new NET ScriptHook.
[22:07:56] [ERROR] Caught fatal unhandled exception:
System.TypeInitializationException: Инициализатор типа "GTA.Native.MemoryAccess" выдал исключение. ---> System.NullReferenceException: Ссылка на объект не указывает на экземпляр объекта.
в GTA.Native.MemoryAccess..cctor()
--- Конец трассировки внутреннего стека исключений ---
в GTA.Native.MemoryAccess.IsModelAPed(Int32 modelHash)
в MapEditor.MapEditor.OnIndexChange(UIMenu sender, Int32 index)
в MapEditor.MapEditor.OnTick(Object sender, EventArgs e)
в GTA.Script.raise_Tick(Object value0, EventArgs value1)
в GTA.Script.MainLoop()
Необычно, однако.
@greedylou install this: https://www.gta5-mods.com/scripts/mplowrider2-in-sp
You can use some trainer to spawn gunrunning's vehicles, or I can do some rough-and-ready map with all those vehicles.
Thanks! I thought this was over.
@GeorgeZhang I managed to do some sort of multilanguage support for my script. You just need to use the native hash when you get the UI language ID. Here it is:
int LANG = GTA.Native.Function.Call<int>(GTA.Native.Hash._0x2BDD44CC428A7EAE);
if (LANG == 0) // ENGLISH
{
string VAR = "TEXT"; // DEFINE STRING VARIABLES OR LOAD THEM FROM EXTERNAL FILE
DoFurtherActions(VARIABLES);
}
else if (LANG == 1) // FRENCH
{
string VAR = "TEXT";
DoFurtherActions(VARIABLES);
}
else if (LANG == 2) // GERMAN
{
string VAR = "TEXT";
DoFurtherActions(VARIABLES);
}
else if (LANG == 3) // ITALIAN
{
string VAR = "TEXT";
DoFurtherActions(VARIABLES);
}
else if (LANG == 4) // SPANISH
{
string VAR = "TEXT";
DoFurtherActions(VARIABLES);
}
else if (LANG == 5) // PORTUGUESE
{
string VAR = "TEXT";
DoFurtherActions(VARIABLES);
}
else if (LANG == 6) // POLISH
{
string VAR = "TEXT";
DoFurtherActions(VARIABLES);
}
else if (LANG == 7) // RUSSIAN
{
string VAR = "TEXT";
DoFurtherActions(VARIABLES);
}
else if (LANG == 8) // KOREAN
{
string VAR = "TEXT";
DoFurtherActions(VARIABLES);
}
else if (LANG == 9) // CHINESE
{
string VAR = "TEXT";
DoFurtherActions(VARIABLES);
}
else if (LANG == 10) // JAPANESE
{
string VAR = "TEXT";
DoFurtherActions(VARIABLES);
}
else if (LANG == 11) // MEXICAN
{
string VAR = "TEXT";
DoFurtherActions(VARIABLES);
}
else // NO LANGUAGE (NO TEXT?)
{
string VAR = "";
DoFurtherActions(VARIABLES);
}