ScriptHookV SDK for Pascal 1.2.2
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20 dicembre 2019
The whole Native Database has been converted from C to Pascal - every requirement to compile a working ASI, is included in the package.
USAGE:
Do not start a new Lazarus project! Just open the LPI file with Lazarus 64-bit.
IT WORKS:
All of my ASI script mods use this SDK, they work without problems.
If you find ANY BUGS, non-working functions, please comment!
Anyway - the main idea behind Pascal GTA scripting is not just the syntax, but I failed to set the C compiler and linker properly, so it could not link to ScriptHookV DLL. Pascal can generate the import library from source code - no need to set the compiler.
Change Log:
v1: First public version
Natives are converted from an OLD version of NativeDB
https://www.dev-c.com/nativedb/
v1.1: Lots of previously unnamed Natives finally got normal names. Also, some of the original names have changed. Cfloat-to-Uint64 reinterpret casts are now changed to be in-place (no function call overhead).
Natives are converted from nbase
https://cdn.rage.mp/public/natives/
source code: https://cdn.rage.mp/public/natives/ndata.js
v1.1 w/doc: added the worldGetAll functions. Short FAQ and doc included!
v1.1.1: updated eGameVersion enumeration
v1.2: MAJOR BUGFIX: natives which return floats, will work now as expected!
1.2.1: updated eGameVersion enumeration
1.2.2: fixed createTexture function definition
Primo Caricamento: 17 novembre 2019
Ultimo Aggiornamento: 19 luglio 2020
Last Downloaded: 3 hours ago
All Versions
24 Commenti
More mods by Jupiter Kasparov:
- Map Model
- Featured
- Mission
- Gameplay
- Asi
The whole Native Database has been converted from C to Pascal - every requirement to compile a working ASI, is included in the package.
USAGE:
Do not start a new Lazarus project! Just open the LPI file with Lazarus 64-bit.
IT WORKS:
All of my ASI script mods use this SDK, they work without problems.
If you find ANY BUGS, non-working functions, please comment!
Anyway - the main idea behind Pascal GTA scripting is not just the syntax, but I failed to set the C compiler and linker properly, so it could not link to ScriptHookV DLL. Pascal can generate the import library from source code - no need to set the compiler.
Change Log:
v1: First public version
Natives are converted from an OLD version of NativeDB
https://www.dev-c.com/nativedb/
v1.1: Lots of previously unnamed Natives finally got normal names. Also, some of the original names have changed. Cfloat-to-Uint64 reinterpret casts are now changed to be in-place (no function call overhead).
Natives are converted from nbase
https://cdn.rage.mp/public/natives/
source code: https://cdn.rage.mp/public/natives/ndata.js
v1.1 w/doc: added the worldGetAll functions. Short FAQ and doc included!
v1.1.1: updated eGameVersion enumeration
v1.2: MAJOR BUGFIX: natives which return floats, will work now as expected!
1.2.1: updated eGameVersion enumeration
1.2.2: fixed createTexture function definition
Primo Caricamento: 17 novembre 2019
Ultimo Aggiornamento: 19 luglio 2020
Last Downloaded: 3 hours ago
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@MagoBR Yes, it's working. See Barefoot mod. And my other mod (I'll upload soon after this comment!).
Just follow the USAGE closely.17 dicembre 2019 -
@Jupiter Kasparov Ok, wait. It shows how to install correctly?
Or is it just put in the root folder of the game?
17 dicembre 2019 -
@MagoBR It is a Lazarus project. Just open the LPI file with Lazarus! Then, you are ready to code in Free Pascal. The source code is heavily commented, so you will know, where to write your script code.
You'll need to compile the project with Lazarus for 64-bit, AND the resulting ASI is your brand new plugin to drop into the root folder. You can even rename the ASI if you want.17 dicembre 2019 -
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@Jupiter Kasparov does this tool allow the creation of .asi mod menus, and compiles them?
27 febbraio 2020 -
@Meepyneepy This ONLY allows ASI plugins. Also, mod menus can be created, but you'll need some menu drawing code (there are natives, which can draw rectangle or text).
Any - of course - you can compile them, if you download Lazarus 64-bit. No changes must be done to the project settings, it is a pre-set Lazarus project, ready to be compiled to Windows x64, you only need to write the code. The resulting ASI will be a fully working ASI plugin, which will depend on ScriptHookV.dll, but you don't need anything other.
Read the included readme for more info about renaming/versioninfo.28 febbraio 2020 -
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@linhtinh94 Open the LPI with Lazarus 64-bit, and you can start to write Pascal code.
10 marzo 2020 -
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@moorburger01 @sleon93a I don't know about new updates or other things. And I'm not associated with Alexander Blade in any way... this Pascal source was converted from C headers (I made the ScriptHookV unit manually, the Natives unit were created using a so-called 'generator' program, which I wrote manually).
03 aprile 2020 -
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@legendario9991 @kazuma-libra I have nothing to do with Epic Games or any other version.
First, Alexander Blade will do a new ScriptHookV. Then, after a few weeks I notice it, download its C++ SDK, and update this Pascal code to be able to work with that new version. Most of the time it means an eGameVersion enumeration being updated - nothing more.01 giugno 2020 -
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Now, I've included a very basic FAQ about using/compiling the source code. Also included some tricky code samples in the doc.
Before asking, please read the doc!