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Cookbook Cookbook Home .net Forum Back Marking a vehicle as ‘player vehicle’ for game code A recent finding from the forums is that the GTA game code checks for the presence of a decorator named player_vehicle on entities to enable/disable certain behavior for player-driven vehicles (e.g. personal vehicles?). Among other things, this includes: Radio emitters for the radio station the car is playing Some special behavior for entering the vehicle via a door (i.e. the ‘enter vehicle’ key) Example codesomewhere *once* during initialization DecorRegister("Player_Vehicle", 3)on a vehicle if DecorIsRegisteredAsType("Player_Vehicle", 3) then DecorSetInt(vehicle, "Player_Vehicle", -1) end Posted by admin January 6, 2022 January 6, 2022 Posted in Uncategorized Leave a comment on Marking a vehicle as ‘player vehicle’ for game code Making a console key bind wait between commands Someone recently asked in a chat room if it were possible to delay executing multiple different commands when using the bind command in the F8 console to make custom key binds. This is, of course, entirely possible using a variant of the wait command taken from Quake: # this will run ’say hello’, wait 1.5 second (1500 milliseconds), and run ’e wave’ bind keyboard F11 "say hello; wait 1500; e wave" Posted by admin December 21, 2021 Posted in Uncategorized Leave a comment on Making a console key bind wait between commands Quick note on using built-in ACL/security Ever since the built-in ACL system exists ( add_ace and similar), it has somehow not seen people use it to its full potential, often adding dependencies on ‘frameworks’ to resources solely in order to check if a player is currently on a particular ‘job’ in said ‘framework’. A lesser-known feature of the ACL system is the ability to have its configuration defined at runtime (in fact, there’s no persistence layer at all – the expectation has been for the community to build one), allowing you to do stuff as follows for example: # server.cfg, required for access to ExecuteCommand add_ace resource.myframework command.add_principal allow add_ace resource.myframework command.remove_principal allow # alternately, predefine ACEs here add_ace resource.myframework command.add_ace allow // server-side code in myframework on(’myframework:jobRegistered’, (job) = { ExecuteCommand(`add_ace "job.${job}" "jobProbe.${job}" allow`); }); on(’myframework:jobAssigned’, (source, job) = { ExecuteCommand(`add_principal "player.${source}" "job.${job}"`); }); on(’playerDropped’, () = { const source = source; for (const job of myfw.getPlayerJobs(source)) { ExecuteCommand(`remove_principal "player.${source}" "job.${job}"`); } }); … and then a resource that one would want to add a job check to – or a chat mode’s seObject , or an existing resource – can just check for the jobProbe.mechanic privilege using native commands such as IsPlayerAceAllowed , without taking a dependency on myframework or any of its inner workings. Posted by admin July 17, 2021 April 24, 2022 Posted in Uncategorized 4 Comments on Quick note on using built-in ACL/security Using modified scenario files on Update: see TayMcKenzieNZ’s post on the forums for additional information and hints. A forum post has been written detailing how to use modified scenarios on servers. The gist of the post is as follows: However, what should work is registering a replacement scenario point manifest: take sp_manifest.#mt from update:/%platform%/levels/gta5/ from 1604 if you use it! if you use the 2189 one on 1604 you’ll crash with ERR_STR_PACK_2 as island scenarios don’t exist! , (contents of, as XML) UPDATE: this file will break some stuff if used as XML verbatim and there’s "hash_" in there. use CodeWalker’s ‘save’ option to save an edited file as PSO instead. specify it as data file: file ’sp_manifest.ymt’SCENARIO_POINTS_FILE may work, too data_file ’SCENARIO_POINTS_OVERRIDE_FILE’ ’sp_manifest.ymt’ edit it: Item type="CScenarioPointRegionDef" Namecompcache:/test_ymt/countryside_ne/Name ! apparently VFSRagePackfile doesn’t support RSC registration, so we use `compcache` instead of `resources` hereAABB min x="577.9417" y="-2190.842" z="1.645161" / max x="2970.658" y="6642.504" z="355.7393" / /AABB /Item make sure file ’countryside_ne.ymt’ is in your resource’s stream/ folder yay! Posted by admin April 13, 2021 June 14, 2022 Posted in Uncategorized Leave a comment on Using modified scenario files on FYI: and RedM support raw .ymap/.ytyp files For a while now, you’ve been able to use XML-format .ytyp/.ymap files in and RedM, without doing a conversion between XML and PSO/RSC format: just make sure the .xml file is just named mh1_01.ymap without any extra extension, and it should be parsed and used fine. Note that these are loaded using the game parser, so this may behave differently in some ways from CodeWalker/OpenIV’s parsers. Posted by admin April 9, 2021 Posted in Uncategorized 6 Comments on FYI: and RedM support raw .ymap/.ytyp files Routing buckets: split game state Server versions from pipeline ID 3245 and above have added a ‘routing bucket’ functionality, which is similar in concept to the ‘dimension’ or ‘virtual world’ functionality seen in prior non-Rockstar GTA network implementations. For those unaware or lazy to search, one can assign a player or entity to a routing bucket, and they will only see entities (and players) that belong to the same routing bucket. In addition to that, each routing bucket will have its own ‘world grid’ for determining population owners, so even if you have population enabled, you’ll notice nothing unusual at all when using routing buckets. Example use cases include: Multi-mode servers where you want to have different games go on without affecting other games Session/party systems ‘Character screen’ being instanced differently from gameplay going on Example use cases do explicitly not include interiors. Interiors should be using the traditional ‘conceal’ native functions, or the future support for 3D-scoped routing policy, which will also allow specifying any ‘instanced’ zone for MMO-style servers so a server can have a map area ‘dedicated’ to a player/party on a mission but still be able to see everything going on outside that zone. See the linked timestamp in this GTA Online trailer to see why interiors should not be handled using this support in GTA V, where this was fine in GTA3 series titles because they did not have any interiors looking outwards. The natives to use are as follows: GET_ENTITY_ROUTING_BUCKET GET_PLAYER_ROUTING_BUCKET SET_ENTITY_ROUTING_BUCKET SET_PLAYER_ROUTING_BUCKET Note that these natives require OneSync to be ‘on’, not set to ‘legacy’ mode , and at this time might still route game events such as explosions and projectiles – this will be fixed in a near-future server version, as will support for sending network events to a specific routing bucket only. Posted by admin November 27, 2020 November 27, 2020 Posted in Uncategorized 22 Comments on Routing buckets: split game state CitizenFX C# templates are fixed Since the earlier release of the CitizenFX C# templates, people have reported that certain built-in language types did not work, leading to vague errors such as ’’ is not a type supported by the compiler or such. It took a while, but these should be fixed as of version 0.2.2 of the C# templates/SDK/framework packages, and these should now be usable for writing client code with compile-time checks for APIs available to the client-side subset framework. Posted by admin August 25, 2020 August 25, 2020 Posted in Uncategorized Leave a comment on CitizenFX C# templates are fixed A quick note about OneSync server-side persistence Starting at server build 2689 (unless backed out in a later build), when using OneSync, there’s a few differences regarding entity lifetime compared to before. Entities that are owned by a script (not marked as no-longer-needed, or re-assigned as mission entity) will now be able to be in an ‘unowned’ state in which...
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