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Use the nightly version nightly.89 or later instead of this version v3.6.0 if you are using the game version v1.0.3258.0 or later, because v3.6.0 and v3.5.1 havea compatibility issue with these game versions, which crashes the game when you press F4 to open the console or instant reload! Check out theNightly Builds to download nightly builds.
You can now run scripts in the main thread rather than a decicated thread by settingNoScriptThread ofScriptAttributes totrue. Note thatScript.Yield() andScript.Wait() are not available and instead throw an exception whenNoScriptThread is set totrue (even via some scripting API such asWorld.CreateVehicle() without having the model loaded in advance).NativeHashes enums are updated (v3 API only) as some leaked source revealed all the exact native function names that exist in 1.0.2699. Compiled scripts do not take effect since enums are embedded as constants when directly used. Seef2edb0e for the changes.
Changelog
- Added
ShapeTestclass,ShapeTestHandleandShapeTestResultstructs, andShapeTestStatusandShapeTestOptions- Made
World.RaycastCapsule()as obsolete because the result may not be made in the same frame you call the method despiteSTART_SHAPE_TEST_CAPSULEasynchronous. UseShapeTest.StartTestCapsule()instead.
- Made
- Added missing values to
IntersectFlagsand old incorrect value as obsolete - Added
TaskInvoker.StartVehicleMission(),TaskInvoker.StartHeliMission(),TaskInvoker.StartPlaneMission(), andTaskInvoker.StartBoatMission(),Vehicle.GetActiveMissionType()methods,VehicleMissionType,BoatMissionFlags, andHeliMissionFlagsenums - Added
Vehicle.BringToHalt(),Vehicle.BringToHalt(),Vehicle.StopBringingToHalt()methods, andIsBeingBroughtToHaltproperty - Added
Vehicle.IsParachuteDeployed,Vehicle.IsRocketBoostActive,Vehicle.StartParachuting(), and the setters ofIsLeftIndicatorLightOnandIsRightIndicatorLightOn - Added
Projectile.FromHandle() - Added
EulerRotationOrderenum - Added the accurate documentation to
Ped.AlwaysKeepTaskandPed.BlockPermanentEvents- Note that
Ped.AlwaysKeepTaskonly take effect when you callPed.MarkAsNoLongerNeeded()or setPed.IsPersistenttofalseas previous versions.
- Note that
- Added new peds, vehicles, weapons, weapon components, and blip sprites to
PedHash,VehicleHash,WeaponHash,WeaponComponentHash, andBlipSpriteenums - Added missing values to
AnimationFlagsand documentations for all values and made 2 old values as obsolete - Added missing values to
Fontof v3 API and documentations for all values - Added missing values to
VehicleDrivingFlagsand old incorrect values as obsolete - Added missing value for
INPUT_VEH_FLY_BOOSTtoControlenum- For developers, if you use
VehicleParachute,VehicleBikeWings,VehicleFlyBombBay,VehicleFlyCounter,VehicleFlyTransform,QuadLocoReverse,RespawnFaster,HudmarkerSelect, you should compile against v3.6.0 (v2.11.6.0 for v2 API) or later versions of SHVDN since enum values are compiled as constant values.
- For developers, if you use
- Added missing values to
EnterVehicleFlagsandEnterVehicleFlagsand old incorrect values ofEnterVehicleFlagsas obsolete - Added missing value to
DeadtoRelationshipand documentations for most values to tell script developers accurate names - Added missing values to
VehicleWeaponHash - Fixed
WeaponComponentCollection(Ped.Weapon.Components) crashing the game on the collection accessed in 1.0.2802.0 or later - Fixed
World.CreateParticleEffectnot working with entity - Fixed
Ped.CanBeKnockedOffBike - Fixed the setter of
Vehicle.RadioStation - Fixed the
Entity.MaxHealthFloatnot working correctly in 1.0.2699.16 or later - Fixed the countermeasure for vehicle despawning not working in 1.0.2802.0 or later
- Fixed exception when attempting to initialize a custom script instance
- Made
Weapon.LocalizedNameandWeaponComponent.LocalizedNamefaster. - Made
Ped.LastVehiclemore reliable. No longer returnsnullwhen the ped is going to a entry point (door) or opening the door, or returns aVehicleinstance that are for the vehicle the ped is getting in. - Updated
Formationand old values as obsolete - Updated
ParachuteLandingTypeand old values as obsolete
Assets3
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