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Thread: The Mega Script Thread
  

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  1. #391  
    NOLABaby8732 is offline Member
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    Quote Originally Posted by ribonucleic View Post
    it don't matter where the original dev resides we don't support them developing it, don't argue about this because you will lose
    i was not trying to argue, i was just saying more in general why release stuff like that.

    EDIT:

    Quote Originally Posted by EvilB View Post
    We didnt make the mod and chrome dont post over here.

    We dont support freeze mods or any other abusive mods over here and will not help with them. If we see any code that will harm others it will get removed simple as that, if you dont like it you know where the door is we try to make gta fun not ruin it.

    EDIT
    sorry if i came across it abit harsh we just dont want gta getting ruined by people always posting feeze methods.
    I repsect that

    Edit 2:

    On a sidenote if i need help with code do i post here or general help?
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  2. #392  
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    ribonucleic is offline Moderator & Developer
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    i would say the thread best suited for coding talk would be http://psx-scene.com/forums/f276/%5B...cripts-102230/, because this is a release thread and general help is for general stuff (e.g. how to install scripts)
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  3. #393  
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    Has anyone figured out how to properly use the native START_NEW_SCRIPT_WITH_ARGS, right now I can only get it to pass one argument yet there is a param in there that states how many parameters you are passing, but it just doesnt seem to work. I tried to create and array and mess with the param count parameter which failed, then try with a struct but it just doesnt load the script. I dont know if you may need more script flags active but there seems to be very little documentation on this
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  4. #394  
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    Quote Originally Posted by zorg93 View Post
    Has anyone figured out how to properly use the native START_NEW_SCRIPT_WITH_ARGS, right now I can only get it to pass one argument yet there is a param in there that states how many parameters you are passing, but it just doesnt seem to work. I tried to create and array and mess with the param count parameter which failed, then try with a struct but it just doesnt load the script. I dont know if you may need more script flags active but there seems to be very little documentation on this
    you can't pass a whole array as an argument because it will decay to a pointer which will point at just the first array item, i reckon you'd pass the multiple params in a string formatted in a particular way perhaps similar to what you get in a browsers address bar when you submit form data using the GET method, which is a=text&b=moretext the ampersand (&) seperates each item in that case


    (i like bolding text lol)
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  5. #395  
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    Quote Originally Posted by ribonucleic View Post
    you can't pass a whole array as an argument because it will decay to a pointer which will point at just the first array item, i reckon you'd pass the multiple params in a string formatted in a particular way perhaps similar to what you get in a browsers address bar when you submit form data using the GET method, which is a=text&b=moretext the ampersand (&) seperates each item in that case


    (i like bolding text lol)
    I like your thinking but that would probably need string concatenation and string splitting to work. I understand about arrays as that stores the dala locally in the script. guess I could go searching in the original sco's and see if rockstar manage it
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  6. #396  
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    Quote Originally Posted by zorg93 View Post
    Has anyone figured out how to properly use the native START_NEW_SCRIPT_WITH_ARGS, right now I can only get it to pass one argument yet there is a param in there that states how many parameters you are passing, but it just doesnt seem to work. I tried to create and array and mess with the param count parameter which failed, then try with a struct but it just doesnt load the script. I dont know if you may need more script flags active but there seems to be very little documentation on this
    I just noticed that the flags are different depending on how many arguments are passed. go_on_date.sco is started with 64 args, and when you open it in scotoolbox it says "40 00 00 00" next to script flags (40 is hex for 64). I don't quite understand how the script flag checkboxes are set up in the code editor as only # 7 is checked for that sco. spcellphoneendcall.sco is started with 29 args and shows "1D 00 00 00" on the main screen of toolbox, and when you open the editor the boxes for 1, 3, 4, and 5 are checked.

    It looks like a struct is passed on everything with multiple args, but I could be wrong I get pretty confused looking through decompiled scripts. This is from brucie1.sco

    Spoiler



    I'm not sure if you can get away with a hex editing, but the script flags appear to be unencrypted and at 0x10 in the sco.
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  7. #397  
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    Quote Originally Posted by jumper View Post
    I just noticed that the flags are different depending on how many arguments are passed. go_on_date.sco is started with 64 args, and when you open it in scotoolbox it says "40 00 00 00" next to script flags (40 is hex for 64). I don't quite understand how the script flag checkboxes are set up in the code editor as only # 7 is checked for that sco. spcellphoneendcall.sco is started with 29 args and shows "1D 00 00 00" on the main screen of toolbox, and when you open the editor the boxes for 1, 3, 4, and 5 are checked.

    It looks like a struct is passed on everything with multiple args, but I could be wrong I get pretty confused looking through decompiled scripts. This is from brucie1.sco

    Spoiler



    I'm not sure if you can get away with a hex editing, but the script flags appear to be unencrypted and at 0x10 in the sco.
    Thanks for that find, i was looking in some sco's and all START_NEW_SCRIPT_WITH_ARGS natives had 1 for p3, looks like you knew where to look.
    No need to worry about editing flags, i have created a little program that runs off a cmd line and lets me choose what flags i want and change the sco signature to 0x00000000 (you'd understand why thats important if your modding on pc, the issue isnt there on console) just after i compile. The problem is i dont know what the flags need to be, but that little find may suggest flags represent how many arguments should get passed into the script. Still gotta look into the spcellphone.sco and see if its flags are 0x1D000000 which would be 29 and also see how its local variables are stored
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  8. #398  
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    What I did was use "windows grep" to search for that native within the pack of decompiled pc scripts that is linked in the scocl thread on gtaforums (link seems to be down at the moment). That's been fairly handy for digging for info on unknown natives.
    vdjdgm4.png
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  9. #399  
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    If you need the decompiled pack iv had on my medifire for awhile heres a link.
    openiv decompiled
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  10. #400  
    rockabillykg is offline Registered User
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    plss help me i dont know how i mus do it :S
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