Added missing value for INPUT_VEH_FLY_BOOST to Control enum.Added missing values to VehicleDrivingFlags and old incorrect values as obsolete.Added missing values to Font of v3 API and documentations for all values.Added missing values to AnimationFlags and documentations for all values and made 2 old values as obsolete.Added new peds, vehicles, weapons, weapon components, and blip sprites to PedHash, VehicleHash, WeaponHash, WeaponComponentHash, and BlipSprite enums.Note that Ped.AlwaysKeepTask only take effect when you call Ped.MarkAsNoLongerNeeded() or set Ped.IsPersistent to false as previous versions.Added the accurate documentation to Ped.AlwaysKeepTask and Ped.BlockPermanentEvents.Added Vehicle.IsParachuteDeployed, Vehicle.IsRocketBoostActive, Vehicle.StartParachuting(), and the setters of IsLeftIndicatorLightOn and IsRightIndicatorLightOn.Added Vehicle.BringToHalt(), Vehicle.BringToHalt(), Vehicle.StopBringingToHalt() methods, and IsBeingBroughtToHalt property.Added TaskInvoker.StartVehicleMission(), TaskInvoker.StartHeliMission(), TaskInvoker.StartPlaneMission(), and TaskInvoker.StartBoatMission(), Vehicle.GetActiveMissionType() methods, VehicleMissionType, BoatMissionFlags, and HeliMissionFlags enums.Added missing values to IntersectFlags and old incorrect value as obsolete.Use ShapeTest.StartTestCapsule() instead. Made World.RaycastCapsule() as obsolete because the result may not be made in the same frame you call the method despite START_SHAPE_TEST_CAPSULE asynchronous.Added ShapeTest class, ShapeTestHandle and ShapeTestResult structs, and ShapeTestStatus and ShapeTestOptions.Compiled scripts do not take effect since enums are embedded as constants when directly used. NativeHashes enums are updated (v3 API only) as some leaked source revealed all the exact native function names that exist in. Note that Script.Yield() and Script.Wait() are not available and instead throw an exception when NoScriptThread is set to true (even via some scripting API such as World.CreateVehicle() without having the model loaded in advance). If you wish to play online mode, run the game without RAGE Plugin Hook.You can now run scripts in the main thread rather than a decicated thread by setting NoScriptThread of ScriptAttributes to true. In an effort to protect the integrity of online mode, online mode will be blocked while RAGE Plugin Hook is active. make them move around, attack people, play voice lines, etc. RAGE Plugin Hook allows you to execute functions in the game, like spawning cars, characters, horses, etc. Whatever you set your mind to, basically. I have never coded before which language should I learn? However, if you insist on using C++, you can use C++/CLI.īut do yourself a favor and learn C# instead. RAGE Plugin Hook is a CLI library, so any CLI compliant language can be used to write plugins, including (but not limited to) the following:Ĭ++ is not a CLI compliant language, so no. As RAGE Plugin Hook is the interface between plugins and the game, RAGE Plugin Hook is required to execute the plugins. I’m not a developer, is this of any use to me? Red Dead Redemption 2 and Grand Theft Auto V. As the name suggests, RAGE Plugin Hook hooks into, and acts as an interface between custom code and RAGE engine based games like Red Dead Redemption 2.Īll PC platforms, eg.
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