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KMM

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  1. Hi, I've updated my code to the following but I'm still not having any luck. The prompt appears correctly but I am unable to trigger a script once a button is pressed. I've also tried using _UIPROMPT_IS_VALID for testing purposes and it returns false. namespace RDR2Mod { using System; using System.Windows.Forms; using Rage; internal static class RDR2Mod { // These variables are shared between all functions! static int prompt; static Entity target; public static void Start() { // Announce us to the world :) Game.DisplayHelp("RDR2Mod Loaded."); } public static void Process() { if (Game.CallNative<bool>((ulong)Natives.HUD._UIPROMPT_IS_ACTIVE, prompt)) { if (Rage.Game.CallNative<bool>((ulong)Natives.HUD._UIPROMPT_HAS_STANDARD_MODE_COMPLETED, prompt)) { Game.DisplayHelp("ACTIVE PROMPT"); } } if (Game.CallNative<bool>((ulong)Natives.PLAYER.IS_PLAYER_TARGETTING_ANYTHING, Game.LocalPlayer)) { if (Rage.Game.LocalPlayer.Target == target) { togglePrompt(prompt, true); } } else { if (Game.LocalPlayer.IsFreeAimingAtAnyEntity) { if (TempApi.WasKeyJustPressed(Keys.G)) { target = Rage.Game.LocalPlayer.FreeAimingTarget; Game.DisplayHelp(Rage.Game.CallNative<ulong>((ulong)Natives.HUD._UIPROMPT_GET_GROUP_ID_FOR_TARGET_ENTITY, target).ToString()); Game.CallNative((ulong)Natives.HUD._UIPROMPT_DELETE, prompt); registerPrompt(prompt, "INPUT_SPRINT", "TEST", false, true, target); } } } } public static void End() { // You would free any resources here when the plugin is being unloaded. } public static void registerPrompt(int prompt, string input, string name, bool toggle, bool addToGroup, Entity entity) { prompt = Rage.Game.CallNative<int>((ulong)Natives.HUD._UIPROMPT_REGISTER_BEGIN); ulong inputHash = Rage.Game.CallNative<ulong>((ulong)Natives.MISC.GET_HASH_KEY, input); Rage.Game.CallNative((ulong)Natives.HUD._UIPROMPT_SET_CONTROL_ACTION, prompt, inputHash); long promptText = Game.CallNative<long>((ulong)Natives.MISC._CREATE_VAR_STRING, 10, "LITERAL_STRING", name); Rage.Game.CallNative((ulong)Natives.HUD._UIPROMPT_SET_TEXT, prompt, promptText); //Rage.Game.CallNative((ulong)Natives.HUD._UIPROMPT_SET_HOLD_MODE, prompt, 1); Rage.Game.CallNative((ulong)Natives.HUD._UIPROMPT_SET_PRIORITY, prompt, 1); Rage.Game.CallNative((ulong)Natives.HUD._UIPROMPT_SET_TRANSPORT_MODE, prompt, 1); Rage.Game.CallNative((ulong)Natives.HUD._UIPROMPT_SET_ATTRIBUTE, prompt, 18, 1); Rage.Game.CallNative((ulong)Natives.HUD._UIPROMPT_SET_STANDARD_MODE, prompt, 1); Rage.Game.CallNative((ulong)Natives.HUD._UIPROMPT_REGISTER_END, prompt); togglePrompt(prompt, true); if (addToGroup) { ulong group = Rage.Game.CallNative<ulong>((ulong)Natives.HUD._UIPROMPT_GET_GROUP_ID_FOR_TARGET_ENTITY, entity); Rage.Game.CallNative((ulong)Natives.HUD._UIPROMPT_SET_GROUP, prompt, group, 0); } } public static void togglePrompt(int prompt, bool enable) { Rage.Game.CallNative((ulong)Natives.HUD._UIPROMPT_SET_VISIBLE, prompt, enable); Rage.Game.CallNative((ulong)Natives.HUD._UIPROMPT_SET_ENABLED, prompt, enable); } } }
  2. @LMS Thank you for your help! This worked perfectly! How would I run a script once the prompt has been activated? For example, after holding the "INPUT_SPRINT" key run a particular function in the script. I have tried using _UIPROMPT_HAS_HOLD_MODE_COMPLETED but have had no luck.
  3. Hi, I'm trying the following code but cannot get a prompt to appear. For testing purposes, I have the script setup to assign a prompt to the player free aiming entity target, after hitting the "G" key, so that the next time the entity is targeted the prompt should appear. namespace RDR2Mod { using System; using System.Windows.Forms; using Rage; internal static class RDR2Mod { // These variables are shared between all functions! static int prompt; static Entity target; public static void Start() { // Announce us to the world :) Game.DisplayHelp("RDR2Mod Loaded."); } public static void Process() { if (Game.CallNative<bool>((ulong)natives.PLAYER.IS_PLAYER_TARGETTING_ANYTHING, Game.LocalPlayer)) { if (Rage.Game.LocalPlayer.Target == target) { togglePrompt(prompt, true); } } else { if (Game.LocalPlayer.IsFreeAimingAtAnyEntity) { if (TempApi.WasKeyJustPressed(Keys.G)) { target = Rage.Game.LocalPlayer.FreeAimingTarget; registerPrompt(prompt, "INPUT_SPRINT", "TEST", false, true, target); } } } } public static void End() { // You would free any resources here when the plugin is being unloaded. } public static void registerPrompt(int prompt, string input, string name, bool toggle, bool addToGroup, Entity entity) { prompt = Rage.Game.CallNative<int>((ulong)natives.HUD._UIPROMPT_REGISTER_BEGIN); Rage.Game.CallNative((ulong)natives.HUD._UIPROMPT_SET_CONTROL_ACTION, prompt, natives.INPUTS.INPUT_SPRINT); string promptText = Game.CallNative<string>((ulong)natives.MISC._CREATE_VAR_STRING, 10, "LITERAL_STRING", name); Rage.Game.CallNative((ulong)natives.HUD._UIPROMPT_SET_TEXT, prompt, promptText); Rage.Game.CallNative((ulong)natives.HUD._UIPROMPT_SET_HOLD_MODE, prompt, 1); Rage.Game.CallNative((ulong)natives.HUD._UIPROMPT_SET_PRIORITY, prompt, 1); Rage.Game.CallNative((ulong)natives.HUD._UIPROMPT_SET_TRANSPORT_MODE, prompt, 1); Rage.Game.CallNative((ulong)natives.HUD._UIPROMPT_SET_ATTRIBUTE, prompt, 18, 1); Rage.Game.CallNative((ulong)natives.HUD._UIPROMPT_SET_STANDARD_MODE, prompt, 1); Rage.Game.CallNative((ulong)natives.HUD._UIPROMPT_REGISTER_END, prompt); togglePrompt(prompt, true); if (addToGroup) { ulong group = Rage.Game.CallNative<ulong>((ulong)natives.HUD._UIPROMPT_GET_GROUP_ID_FOR_TARGET_ENTITY, entity); Rage.Game.CallNative((ulong)natives.HUD._UIPROMPT_SET_GROUP, prompt, group, 0); } } public static void togglePrompt(int prompt, bool enable) { Rage.Game.CallNative((ulong)natives.HUD._UIPROMPT_SET_VISIBLE, prompt, enable); Rage.Game.CallNative((ulong)natives.HUD._UIPROMPT_SET_ENABLED, prompt, enable); } } }
  4. How would you do this with Rage Plugin Hook? I'm trying to learn how to create prompts.
  5. Hi all, I'm trying to create and assign a menu prompt to a Object in a Rage plugin using the following code: ulong menuprompt = Game.CallNative<ulong>(0x04F97DE45A519419); //Register Prompt Game.CallNative(0x5DD02A8318420DD7, menuprompt, "TEST MENU"); //Set Text Game.CallNative(0xB5352B7494A08258, menuprompt, Game.GetHashKey("INPUT_FRONTEND_LS")); //Set Control Action Game.CallNative(0xEA5CCF4EEB2F82D1, menuprompt); //Set Hold Indefintely mode Game.CallNative(0x2F11D3A254169EA4, menuprompt, 806749976, 0); //Assign Prompt to Entity Group Game.CallNative(0x315C81D760609108, menuprompt, 806749976); //Assign Prompt to Ambient Entity Group Game.CallNative(0xF7AA2696A22AD8B9, menuprompt); //Prompt Register End Game.CallNative(0x8A0FB4D03A630D21, menuprompt, true); //Set Enabled Game.CallNative(0x71215ACCFDE075EE, menuprompt, true); //Set Visible Group ID = 806749976. I'm not having any luck at this point. Any ideas?
  6. @LMS How do I register doors? I have tried the following while making a rage plugin: Game.CallNative("_ADD_DOOR_TO_SYSTEM_NEW", "1716899875"); but the plugin just crashes.
  7. @LMS Thank you! This was just what I was looking for. I have tried using the following code in my Rage Plugin to unlock some doors but it isn't working for me. Game.CallNative("DOOR_SYSTEM_SET_DOOR_STATE", 1716899875, 0); Do you know what I am doing wrong?
  8. How do you get door hashes? I would like to unlock some doors and I am interested in the procedure to get them. I seen in another section that you can get door hashes by reading the game memory. If so, what software is required and what are the steps to do so?
  9. What software do you use to read the game memory?
  10. I am trying to create a RagePluginHook mod that checks whether a mission has been completed before continuing with the script. Is this possible? If so how?
  11. I want to unlock bank doors but do not know how to get the hashes for the doors. Is there any tool available to view hashes of objects?
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