Community Script Hook V .NET v2.5.1

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Description
Script Hook V .NET is an ASI plugin, which allows running scripts written in any .NET language ingame. It’s full source code is hosted on Github. Development is community-driven and open to everybody, so contributions are warmly welcomed.

How to install
1. Install both the Microsoft .NET Framework 4.5.2 (or higher, so skip this on Windows 10) and the Microsoft Visual C++ Redistributable Package for Visual Studio 2015 (x64). Do that again even if you think you already have them.
2. Download and install the latest Script Hook V (including the ASI loader). If mods break due to a game update, don't forget to update this one!
3. Download Script Hook V .NET and copy the ASI file into your game directory (The DLL is for developers).
4. Put .NET scripts inside a "scripts" sub-folder in your game directory!

How to know if this mod is working?
- Press the "Insert" key to reload scripts.

Version 2.4:
Added "Ped.Euphoria" and tons of euphoria helpers
Added "PedGroup.Leader", "PedGroup.GetMember", "PedGroup.ToArray", "PedGroup.ToList", ...
Fixed returned native string values not handling unicode text correctly
Switched back to Visual C++ 2013

Version 2.3:
Added a few missing animal hashes to the "Native.PedHash" enum
Added an "_0x[...]" entry for each named member of the "Native.Hash" enum to fix compatibility with some older scripts
Added "PedGroup" class
Added "Ped.IsPerformingStealthKill", "Ped.IsInGroup", "Ped.IsInCoverFacingLeft", "Ped.IsGoingIntoCover", "Ped.NeverLeavesGroup", "Ped.ShootRate", "Ped.GetJacker" and "Ped.GetJackTarget"
Added "Entity.HasGravity", "Entity.IsOnlyDamagedByPlayer", "Entity.LodDistance" and "Vehicle.EngineCanDegrade"
Version 2.2:
Added "UI.DrawTexture" overload which accepts an aspect ratio
Added "Math.Matrix.FromArray", "Math.Matrix.ToArray" and "Math.Matrix.Inverse" methods
Added "Entity.HasCollision", "Entity.MaxSpeed", "Entity.IsBulletProof", "Entity.FireProof", etc.
Added "Entity.IsInvincible" getter
Changed "ScriptSettings.GetValue" to support any enum and types which inherit from IConvertible
Fixed "Rope.Exists" crash and "Scaleform.Render2D" crash
Fixed "TaskSequence.Close" crash and added overload to enable repeating
Version 2.1:
Changed "UI.DrawTexture" to work as previously again
Fixed the now obsolete menu implementation
Version 2.0:
Added script dependency system used via "RequireScript" attribute
Added "Game.Language" property
Added "World.CalculateTravelDistance"
Added "Entity.Quaternion" and "Entity.PositionNoOffset"
Added assembly information
Added "World.GetStreeName" and "World.GetZoneName"
Added missing "Besra" hash to "Native.VehicleHash" enum
Added "Game.CurrentInputMode"
Added FiringPattern to "Tasks.ShootAt"
Changed settings implementation to not throw exceptions
Changed "UI.DrawTexture" and added overload with center offset parameter
Changed camera shaking to use "Camera.Shake" function instead of "ShakeType" property
Renamed "Tasks.SlideToCoord" to "Tasks.SlideTo"
Renamed "Vehicle.IsLeftHeadLightBroken" to "Vehicle.LeftHeadLightBroken" and added setter (same for the right headlight)
Fixed native string arguments not handling unicode text correctly
Fixed "Game.Pause" not pausing the game
Fixed "ExplosionType" enum names
Fixed "Game.GetUserInput" and added window titles
Fixed "World.GetAllEntities/Vehicles/Props" etc. not actually returning everything (required latest C++ Script Hook)
Fixed "World.GetAllEntities" returning only props and including a lot of duplicates
Fixed script settings not being accessible in the script constructor
Fixed exception if null was passed to "Native.InputArgument"
Fixed "UI.WorldToScreen" returning zero all the time
Fixed "World.AddRope" causing the game to crash
Updated to latest C++ Script Hook SDK
Made menu implementation obsolete
A lot more of additions and fixes to the scripting API
...
Version 1.1:
Added native memory access, providing some new functions and properties
Added "Game.Version", "World.GetNearbyPeds/Vehicles" overloads which accept a position
Added "Vehicle.Steering", "Vehicle.Acceleration", "Vehicle.CurrentRPM", ...
Added "UI.DrawTexture" which allows custom texture drawing using the new Script Hook Direct3D hook
Fixed "World.GetNextPositionOnStreet"
Fixed "Vehicle.PlaceOnNextStreet" heading
...
Version 1.0:
Updated "Native.Hash" enumeration with new information
A lot of additions and fixes to the scripting API
...
Version 0.9:
Added "Vehicle.SoundHorn", "Vehicle.IsTireBurst" and "Vehicle.FixTire"
Added "Ped.WetnessHeight", "Ped.ResetVisibleDamage" and "Ped.ResetBloodDamage"
Added "Entity.isTouching" and "Entity.HasBeenDamagedBy"
Fixed "NullReferenceException" when calling natives from inside the script constructor
Version 0.8:
Reworked script management backend
Reworked "PedHash" enum
Added Vehicle NeonLightsColor property and SetNeonLightsOn method
Added "Ped.DrivingSpeed", "Ped.MaxDrivingSpeed" and "Ped.DrivingStyle"
Added "Ped.Weapons", "WeapongCollection" and "Weapon" classes
Added "Vector2.RandomXY", "Vector3.Around", "Vector3.RandomXY" and "Vector3.RandomXYZ"
Added "Vector2.DistanceTo" and "Vector3.DistanceTo"
Added "Vehicle.PlaceOnGround", "Vehicle.PlaceOnNextStreet" and "Vehicle.CreatePedOnSeat"
Added Entity attach and range methods
Added "Blip" class and implementation
Added "Prop" class
Added "Camera" and "GameplayCamera" class and implementation
Added "Entity.Delete"
Added "World.CreateObject"
Added getter to "Ped.CanRagdoll" and fixed setter
Added "Tasks.PlayAnimation" and animation handling
Added "Tasks.ReactAndFlee" and "Tasks.SkyDive"
Added "TaskSequence" implementation
Added "Player.Money" property
Added simple UI menu rendering
Moved "Script.IsKeyPressed" to "Game.IsKeyPressed"
Renamed "Entity.ID" to "Entity.Handle"
Fixed crash after loading savegame
Fixed "Entity.IsInAir"
Fixed crash if unable to write to log file
Fixed "Vehicle.LightsOn"
Fixed logged exceptions not containing line and file information
Version 0.6:
Added "Vehicle.GetPedOnSeat"
Added notifications and subtitles
Added "World.AddExplosion"
Added "Game.GetUserInput"
Added "Player.IsFreeAiming"
Added "Tasks.Cower"
Added "Game.PlaySound"
Added "Vehicle.GetMod", "Vehicle.PrimaryColor", ...
Added "Vehicle.OpenDoor", "Vehicle.CloseDoor", "Vehicle.FixWindow", "Vehicle.RollDownWindow", ...
Version 0.5:
Added three new example scripts
Added model hash enumerations
Added first UI classes and a basic UI component system
Added ped tasks for AI scripting
Added equality operators to scripting objects
Added "World.GetClosestVehicle"
Changed keyboard handling to use new handler from Script Hook SDK
Fixed "Vehicle.EngineRunning" not working when attempting to switch it on
Fixed crash when using native functions inside keyboard event handlers
Fixed random crash after a certain amount of time passed
Fixed "Ped.CurrentVehicle" returning an invalid vehicle object instead of null when ped is not sitting in any vehicle
Version 0.4:
Updated for game version 1.0.350
Added "World.GetNearbyPeds" and "World.GetNearbyVehicles"
Added DisplayName property to "Vehicle"
Moved logging into separate class
Fixed Player/Vehicle type error in "Native.GetResult"
Fixed issue preventing more than one script to be loaded per assembly
Version 0.3:
Added "World.CreatePed" and "World.CreateVehicle" to instantiate entities
Added a lot of new members to the "Entity", "Ped" and "Vehicle" classes
Added some additional members to the "Model" class
Added "Wait" function to script class
Added option to pass and return scripting objects to/from native functions
Added "Vector2" class
Added INI file reader, see "Script.Settings"
Moved "Vector3", "Matrix" and "Quaternion" classes into separate "Math" namespace
Changed assembly file loading so the files are no longer blocked once loaded
Changed "Ped.CurrentVehicle" to use "GET_VEHICLE_PED_IS_IN" instead of "GET_VEHICLE_PED_IS_USING"
Fixed "Game.RadarZoom" not being of type int
Version 0.2:
Added unrestricted permissions to script appdomain
Changed project to target framework version 4.5 instead of 4.0 again
Changed native function calling to use hash enumeration instead of strings
Changed script domain implementation to support multiple instances for different source directories

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