User:Snert
Resources
Debug monitor
Resource to easily be able to view server and client debug messages. (remotely)
Created as an example to demonstrate the use of on(Client)DebugMessage.
Images:
Server-side debug message viewer: http://dl.dropbox.com/u/4504893/images/debugmonitor_editor_s.png Client-side debug message viewer: http://dl.dropbox.com/u/4504893/images/debugmonitor_editor_c.png
Download (Note: Only works in 1.1 r2091 and later)
Camo vehicles
When this resource is enabled, boats will get the same color as the water, and planes will get the same color as the sky. What's not to like?
Created as an example to demonstrate the use of getWaterColor, getSkyGradient and RGB vehicle colors.
Camoplane example: http://www.xfire.com/video/3bcb4b/
Download (Note: Only works in 1.1 r2093 and later)
Function suggestions
Some functions I should work on sometime soon. (sort of my "TODO")
Server-side
-- None at the moment
Client-side
-- None at the moment
Both
setVehicleNitrousActivated ( vehicle theVehicle, bool toggle ) -- Being able to influence NOS would be great (should block GTA from disabling it as well) isVehicleNitrousActivated ( vehicle theVehicle ) -- Obvious function is obvious setVehicleNitrousRechargeDelay ( vehicle theVehicle, int delay ) -- Function to set the amount of time the driver has to wait to reactivate NOS getVehicleNitrousRechargeDelay ( vehicle theVehicle ) setStreetLightsEnabled ( bool toggle ) -- Got to try and find the address for this first though setBackgroundGunshotsEnabled ( bool toggle ) -- Gotta find this one as well.. again... setBirdsEnabled ( bool toggle ) -- I hate those pesky poopers at times.. Besides, it doesn't fit in some circumstances.. Gotta find the address D: areStreetLightsEnabled ( ) areBackgroundGunshotsEnabled ( ) areBirdsEnabled ( ) setPedBreath ( ped thePed, float breath ) -- For breath, as used underwater getPedBreath ( ped thePed ) isEventAdded ( string eventName ) -- Should be fairly obvious isEventHandlerAdded ( string eventName, element attachedTo[, function handlerFunction ] ) -- Should be fairly obvious as well
Event suggestions
Events which might be quite useful. I should work on these sometime soon.
Server-side
onElementCreated ( ) -- Said it will be very slow, but still, it's a quite useful event. Besides, if onElementDestroyed isn't slow, why would this be slow? onVehicleNitrousActivated ( ) -- Should be fairly obvious onVehicleNitrousDeactivated ( ) -- Should be fairly obvious onVehicleTireStateChanged ( int tire, int state ) -- If you'd want vehicles with bulletproof wheels or something, you'd need to detect the state change first
Client-side
onClientElementCreated ( ) -- See server-side onClientVehicleNitrousActivated ( ) -- See server-side onClientVehicleNitrousDeactivated ( ) -- See server-side onClientVehicleTireStateChanged ( int tire, int state ) -- See server-side onClientVehicleDamage ( float loss ) -- Server-side version already exists, if only there'd be an easy way for it client-side...
FX functions
Doomed_Space_Marine did research on some particle effects on custom models. It would be very cool if we could make functions to do this instead, like we already can with some particle effects. (for instance: fxAddBlood) This would especially be very cool if we would be able to alter the fx, so for instance we could create colored smoke.
fxAddHeliKillBlood fxAddCarWashEffect fxAddCement fxAddClouds -- Note: It's a rather vague type of effect fxAddCokeTrail fxAddShower -- Note: Classed as "some water effect", but unknown what type of water effect. Assuming shower fxAddSmoke fxAddPour -- Seems more like it should be fxAddPee or fxAddPiss though fxAddLeaves fxAddSpray fxAddFireExtinghuiserEffect fxAddFlamethrowerFlame fxAddInsects
Weather functions
Warning: This section is for serious weathermen only!
I recently noticed how many functions MTA actually has to influence the weather. It would be quite awesome if we would be able to influence litterally every factor.
-- We currently have setWaveHeight setSkyGradient setWindVelocity setCloudsEnabled setWaterColor setRainLevel -- We'll need setHeatWaveIntensity setFogDensity setLightningEnabled -- (I really hope there is some way to separate lightning from rainy weathers) -- Anything else?
P.S. x86: fix setWeatherBlended, nao
Memory addresses
Here are a couple of memory addresses which might be useful for implementing new functions, so I can't forget them.
Variables
Variables I've discovered through playing around with Cheat Engine
Purpose | Address | Address type | Comments |
---|---|---|---|
Fog distance | 0x0B7C4F0 | float | Sets a shitload of other variables as well; Lags at a very high values |
- | - | - | - |
LS Street lights enabler | 0x0960CF4 | bool (byte) | Automatically 1 at night (in LS); Setting this to 0 causes a new light corona to be created at all LS street lights |
Functions
Functions which are setting the above variables. Got these from Cheat Engine as well.
Related to | Address | Bytes | Assembly | Comments |
---|---|---|---|---|
Fog distance | 0x55fcc8, 0x5613a3 & 0x560a23 | d9 5e 50 | fstp dword ptr [esi+50] | NOP-ing (one of) these functions causes LSODs when close to an obstacle on foot |
- | - | - | - | - |
LS Street lights enabler | 0x0408989 | c6 87 d0 4c 8e 00 02 | mov byte ptr [edi+008e4cd0],02 | Didn't try NOP-ing this function yet |
LS Street lights enabler | 0x040cea3 | c6 45 10 03 | mov byte ptr [ebp+10],03 | Didn't try NOP-ing this function yet |
LS Street lights enabler | 0x040cb71 | c6 83 d0 4c 8e 00 01 | mov byte ptr [ebx+008e4cd0],01 | Didn't try NOP-ing this function yet |
TODOcument
Functions
getRainLevel ( ) setRainLevel ( float rainLevel ) resetRainLevel ( ) areInteriorSoundsEnabled ( ) setInteriorSoundsEnabled ( bool enabled ) isElementFrozen ( element theElement ) -- Also mark the functions it replaced as "deprecated" setElementFrozen ( element theElement, bool frozen ) -- Same here, of course
Element map properties
Vehicle: - frozen = bool frozen Ped: - frozen = bool frozen Object: - frozen = bool frozen - collisions = bool collisionsEnabled - scale = float objectScale
x86 (untested) hacks
// Camera view distance. // m_pDevice = DirectX device. // Aspect. float fAspect = 1.0f; // aspect ratio of the screen float fNearClip = 1.0f; // nearest point at which the objects stop rendering float fFarClip = 1000.0f; // farthest point at which the objects stop rendering // projection matrix D3DXMATRIX dxmProjection; D3DXMatrixPerspectiveFovLH ( &dxmProjection, D3DX_PI / 4.0f, fAspect, fNearClip, fFarClip ); m_pDevice->SetTransform ( D3DTS_PROJECTION, &dxmProjection ); // Fogs. float fFogStart = 2.0f; float fFogEnd = 10.0f; float fFogDensity = 0.5f; m_pDevice->SetRenderState ( D3DRS_FOGENABLE, true ); m_pDevice->SetRenderState ( D3DRS_RANGEFOGENABLE, true ); m_pDevice->SetRenderState ( D3DRS_FOGSTART, *(DWORD *)( &fFogStart ) ); m_pDevice->SetRenderState ( D3DRS_FOGEND, *(DWORD *)( &fFogEnd ) ); m_pDevice->SetRenderState ( D3DRS_FOGDENSITY, *( (DWORD *) ( &fFogDensity ) ) ); m_pDevice->SetRenderState ( D3DRS_FOGCOLOR, D3DCOLOR_XRGB ( 51, 102, 255 ) ); m_pDevice->SetRenderState ( D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR );