Decompiled Scripts 1.4
8 428
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8 428
82
Update 20/06/17 - Added 1103 scripts, Fixed a few bugs in how the decompiler handles pointers. Note like the last release online scripts have been removed(Take2 and all that.) Message me on skype if you have a legitimate reason for wanting specific online scripts, and If its a good reason I'll be more than happy to help, But I'd be hard pressed to give out things like the freemode script
Update 25/04/17 - Added 1011 scripts(1032 are the same). Decompiler was improved to fix various output syntax errors. Scripts were also ran through clang-format to make them look more structured(no 500 column lines etc).
Update 19/12/16 - Added 1.0.944.2 scripts. Added old scripts back to 1.0.678.2 (useful to see changes R* make). Neatened up struct and array access. Moved to using 7zip for smaller file sizes
Update 06/10/16 - Added 1.0.877.1 scripts
Update 16/07/16 - Added 1.0.791.2 scripts.
Update 15/6/16 - Fixed some string pushes saying StringTable({NUMBER}), now all strings should appear correct. Also improved logic when determing data types(specifically for function calls)
While we wait for listener to release his decompiled scripts you can use these to start looking into changes made in the script files for game ver 1.0.757.2
These files are useful for developers who want to see the native scripts and learn how to implement new functions and game features in their own Script Hook V-compatible scripts.
These are also in my opinion a lot nicer on the eyes than listeners scripts :)
Update 25/04/17 - Added 1011 scripts(1032 are the same). Decompiler was improved to fix various output syntax errors. Scripts were also ran through clang-format to make them look more structured(no 500 column lines etc).
Update 19/12/16 - Added 1.0.944.2 scripts. Added old scripts back to 1.0.678.2 (useful to see changes R* make). Neatened up struct and array access. Moved to using 7zip for smaller file sizes
Update 06/10/16 - Added 1.0.877.1 scripts
Update 16/07/16 - Added 1.0.791.2 scripts.
Update 15/6/16 - Fixed some string pushes saying StringTable({NUMBER}), now all strings should appear correct. Also improved logic when determing data types(specifically for function calls)
While we wait for listener to release his decompiled scripts you can use these to start looking into changes made in the script files for game ver 1.0.757.2
These files are useful for developers who want to see the native scripts and learn how to implement new functions and game features in their own Script Hook V-compatible scripts.
These are also in my opinion a lot nicer on the eyes than listeners scripts :)
Először Feltöltve: 2016. június 9.
Utoljára Feltöltve: 2017. június 20.
Utoljára Letöltött: 13 órája
85 Hozzászólás
Update 20/06/17 - Added 1103 scripts, Fixed a few bugs in how the decompiler handles pointers. Note like the last release online scripts have been removed(Take2 and all that.) Message me on skype if you have a legitimate reason for wanting specific online scripts, and If its a good reason I'll be more than happy to help, But I'd be hard pressed to give out things like the freemode script
Update 25/04/17 - Added 1011 scripts(1032 are the same). Decompiler was improved to fix various output syntax errors. Scripts were also ran through clang-format to make them look more structured(no 500 column lines etc).
Update 19/12/16 - Added 1.0.944.2 scripts. Added old scripts back to 1.0.678.2 (useful to see changes R* make). Neatened up struct and array access. Moved to using 7zip for smaller file sizes
Update 06/10/16 - Added 1.0.877.1 scripts
Update 16/07/16 - Added 1.0.791.2 scripts.
Update 15/6/16 - Fixed some string pushes saying StringTable({NUMBER}), now all strings should appear correct. Also improved logic when determing data types(specifically for function calls)
While we wait for listener to release his decompiled scripts you can use these to start looking into changes made in the script files for game ver 1.0.757.2
These files are useful for developers who want to see the native scripts and learn how to implement new functions and game features in their own Script Hook V-compatible scripts.
These are also in my opinion a lot nicer on the eyes than listeners scripts :)
Update 25/04/17 - Added 1011 scripts(1032 are the same). Decompiler was improved to fix various output syntax errors. Scripts were also ran through clang-format to make them look more structured(no 500 column lines etc).
Update 19/12/16 - Added 1.0.944.2 scripts. Added old scripts back to 1.0.678.2 (useful to see changes R* make). Neatened up struct and array access. Moved to using 7zip for smaller file sizes
Update 06/10/16 - Added 1.0.877.1 scripts
Update 16/07/16 - Added 1.0.791.2 scripts.
Update 15/6/16 - Fixed some string pushes saying StringTable({NUMBER}), now all strings should appear correct. Also improved logic when determing data types(specifically for function calls)
While we wait for listener to release his decompiled scripts you can use these to start looking into changes made in the script files for game ver 1.0.757.2
These files are useful for developers who want to see the native scripts and learn how to implement new functions and game features in their own Script Hook V-compatible scripts.
These are also in my opinion a lot nicer on the eyes than listeners scripts :)
Először Feltöltve: 2016. június 9.
Utoljára Feltöltve: 2017. június 20.
Utoljára Letöltött: 13 órája
@drp4lyf Do you think you will ever do a ysc compiler/decompiler?
I would love to be able to port Online content to SP straight from the MP code.
@nkjellman my compiler or decompiler are no where near advanced enough to be able to do that
@drp4lyf What about something simple?
To be honest I feel that removing the checks preventing the weapons from showing up in the shop is simple. Heck you can do it without even changing the logic. Just rename the names that are being blocked to something that doesn't exist.
@nkjellman if only it was that simple, best you can really do ia hex edit things like hashes out
'Alexander Blade' give us a voice. We are expecting an update.
good!~
@bgvn7 Alexander blade never used this site so he isn't going to give an answer here on the future (or lack thereof) of SHV
Great stuff. What does the "position" location referring to, and where can I get more information about that?
Hmm, so, to be a Rockstar programmer we just need IF and ELSE ?
Hm, I think I'll apply.
@Meth0d You can make any program with just conditional branching, they also use while and switch constructs though. @nm710 that is where the function is stored in the scripts code segments. For the most part it has no use.
i also do research for FiveM
@Meth0d and a good englando
@drp4lyf Any way to get the original online heist mission scripts?
Hi, any possibility to make the vehicle Proximity Mine work in SP? They seems to be only working in online freemode. Here more info: https://forums.gta5-mods.com/topic/12277/some-gunrunning-weapons-not-working-in-sp
@Penguin2hot I recently got all PC updates so i may update these back to the first update of the game, that should have the original heist scripts
@SilverRST I just uploaded an asi that will enable the proxy mines - https://www.gta5-mods.com/scripts/gunrunning-proxy-mines
@drp4lyf All right then, thanks for your input.
@drp4lyf need new decompiled scripts urgently
@drp4lyf Hey man, can you reupload the spawn mp vehicles in sp source code? I think the repository has been removed from github, and I would really need the source code because I'm currently developing a trainer. https://imgur.com/a/ElNEJP7 Right here is my current progress (8 hours of work currently). I already implemented spawning cars, but I need to also spawn some mp cars :P Or it would be great to help me out on how to do it rather then giving me the source code. Thanks :P
Oh wait, nvm, I fixed the mp to sp cars spawning! I just had to add one line of code so the game wouldn't detect the actual car as being spawned (or sth like that).