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Mafia II : LUA command

22 replies
13 years, 9 months ago
#7021

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[align=center:10d3iy6n]Mafia II : LUA command
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[align=center:10d3iy6n]This archive contains
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[align=center:10d3iy6n]

Wiki of Mafiascene.com in image.

 

Divers file of Mafia 2 Demo partially Decompiled by sztupy.

 

Divers file of Mafia 2 Demo partially Decompiled fine on Pastie.

 

My LUA listing.

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class C_GameGuiScriptW

 

game.gui:SetQuestionParameters( ? )

game.gui:ShowMissionIntroScreen(“iD_texte1″,”iD_texte2″,”iD_texte3”)


game.gui:ShowQuestionScreen2(“iD_texte0″,”iD_texte1″,1,”iD_texte2”,2)

game.gui:ShowQuestionScreen3(“iD_texte0″,”iD_texte1″,1,”iD_texte2″,2,”iD_texte3”,3)

game.gui:ShowQuestionScreen4(“iD_texte0″,”iD_texte1″,1,”iD_texte2″,2,”iD_texte3″,3,”iD_texte4”,4)

game.gui:GetQuestionScreenAnswer()==1 or 2 or 3 or 4


game.gui ialogScreenShow2(“iD_texte1″,”iD_texte2”, 2,1)

game.gui:GetQuestionScreenAnswer()==1 (for left reponse) or 2 (for right reponse)


game.gui:TutorialDialogShow2(“13_tutorial.dds”,”iD_texte1″,”iD_texte2″, 2,1)

game.gui:GetQuestionScreenAnswer()==1 (for left reponse) or 2 (for right reponse)


game.gui:ShowQuestDialog(“gui_IMG”,”iD_texte1″,”iD_texte2″,”iD_texte3″)

game.gui:GetQuestionScreenAnswer()==1 (for left reponse) or 2 (for right reponse)


game.gui:IsTutorialModeEnabled( ? )

game.gui:SetGameOverReasonId( ? )

game.gui:GameEnd( ? )

game.gui:GameEndFake( ? )

game.gui:GameEnd( ? )

game.gui:OpenMap(xx) xx = truefalse

game.gui:UnlockArtworks(xx) xx = truefalse

game.gui:QuestionScreenClose( ? )

game.gui:RunCarcyclopedia(xx) xx = truefalse

game.gui :P ause( ? )

game.gui eactivateMainMenu( ? )

game.gui:ActivateAPEXResults( ? )

game.gui:ShowSecretCode( ? )

game.gui:GameEndCutsceneSO( ? )

 

 

class C_HudScriptW

 

game.hud:Show(xx) xx = 01 enable oor Disable

game.hud:RadarShow(xx) xx = truefalse enable oor Disable

game.hud:ScoreShow(xx) xx = truefalse enable oor Disable

game.hud:SubtitlesShow(xx) xx = truefalse enable oor Disable

game.hud:SpeedometerShow(xx) xx = truefalse enable oor Disable

game.hud:ActionButtonsShow(xx) xx = truefalse enable oor Disable Action Buttons Show on display

game.hud:MessageAreaShow(xx) xx = truefalse enable oor Disable

game.hud:InfoAreaShow(xx) xx = truefalse enable oor Disable

game.hud arkPlaceIndicatorShow( ? ) enable oor Disable Montrer la Place noir indicateur

game.hud:MessageShowQuick(“iD_texte”,#) #=delai en second

game.hud:HelpHintShowQuick(“iD_texte”,#) #=delai en second

game.hud ebugHint( ? )

game.hud:HelpHintHide( ? )

game.hud:MoneyShow(xx) xx = truefalse

game.hud:RespectShow( ? )

game.hud:FaderFadeOut(250)

game.hud:FaderFadeIn(250)

game.hud:FaderFadeOutEx( ? )

game.hud:FaderFadeInEx( ? )

game.hud :P oliceWantedSet( ? )

game.hud :P oliceRelationSet( ? )

game.hud:TimerShow(xx) xx = truefalse enable oor Disable timer on display

game.hud:TimerSet(##) #=delai en second

game.hud:TimerStart() starts the timer counting down

game.hud:TimerStop() disable the timer

game.hud:TimerIsRunning( ? )

game.hud:TimerGetDiffCoef( ? )

game.hud:TimerGetTime( ? )

game.hud:EffectAlcoholHit() initiates the effect that happens when you initially take a hit of alcohol

game.hud:EffectAlcoholDrunk(##) ##=0..100 initiates the effect that happens when you are drunk

game.hud:EffectAlcoholLimits( ? )

game.hud:ShowLowHealthFX(xx) xx = truefalse initiates the effect that happens when you are hurt & you have low health

game.hud:ForceSubtitlesUp( ? )


game.hud:CreateHint(0,”iD_texte”,0,1,false) emplacement,”iD_texte”,icones ou Couleur,dur̮̩e d’affichage,false

game.hud:CreateHint(0,”iD_texte”,1,1,false)

game.hud:CreateHint(0,”iD_texte”,2,1,false)

game.hud:CreateHint(1,”iD_texte”,0,1,false)

game.hud:CreateHint(1,”iD_texte”,1,1,false)

game.hud:CreateHint(1,”iD_texte”,2,1,false)

game.hud:CreateHint(1,”iD_texte”,3,1,false)

game.hud:CreateHint(2,”iD_texte”,0,1,false)

game.hud:CreateHint(2,”iD_texte”,1,1,false)

game.hud:CreateHint(2,”iD_texte”,2,1,false)

game.hud:CreateHint(2,”iD_texte”,3,1,false)

game.hud:CreateHint(3,”iD_texte”,0,1,false)

game.hud:CreateHint(4,”iD_texte”,0,1,false)

game.hud:CreateHint(4,”iD_texte”,1,1,false)

game.hud:CreateHint(4,”iD_texte”,2,1,false)

game.hud:CreateHint(4,”iD_texte”,3,1,false)


game.hud estroyHint( ? )

game.hud:ShowHint( ? )

game.hud:HideHint( ? )

 

 

class C_NavigationScriptW

 

game.navigation:SetMapResource(“map”) (“mapa_city”) (“mapa_prison”) (“mapa_residence”) (“mapa_triads”)

game.navigation:RegisterObjectivePos(xx,yy, objective) ???

game.navigation:RegisterObjectiveEntity( ? )

game.navigation:RegisterObjectiveOnShop( ? )

game.navigation:RegisterIconPos(“xx”,”yy”,IdIcon1,Idicon2,”2155010008″,true)

game.navigation:RegisterIconEntity(“Joe”,0,10,”0062020002″,true)

game.navigation:RegisterHumanEntity(“Joe”)

game.navigation:UnregisterObjectivePos( ? )

game.navigation:UnregisterObjectiveEntity( ? )

game.navigation:UnregisterObjectiveOnShop( ? )

game.navigation:ShowClosestBooth( ? )

game.navigation:UnregisterIconPos( ? )

game.navigation:UnregisterIconEntity(“Joe”,0,10,”3455000121″,true)

game.navigation:UnregisterId( ? )

game.navigation:GetIdByEntityName( ? )

game.navigation:SetTargetForGPS(game.navigation:RegisterObjectivePos(xx,yy,objective)) ???

game.navigation:SetFakeTargetForGPS( ? )

game.navigation:GetTargetForGPS( ? )

game.navigation:SetBackgroundColor( ? )

game.navigation:SetBackgroundCustomColor( ? )

game.navigation:SetBackgroundType( ? )

game.navigation:GetBackgroundType( ? )

game.navigation:SetForegroundColor( ? )

game.navigation:SetForegroundCustomColor( ? )

game.navigation:SetForegroundType( ? )

game.navigation:GetForegroundType( ? )

game.navigation:SetScale( ? )

game.navigation:SetPos( ? )

game.navigation:SetHeight( ? )

game.navigation:GetHeight( ? )

game.navigation:GetNearestShop( ? )

game.navigation:GetNearestShopByType( ? )

game.navigation:EnableFarVisibility( ? )

game.navigation isableFarVisibility( ? )

game.navigation:SetGPSGroup( ? )

game.navigation:GetGPSGroup( ? )

game.navigation:RegisterRtRIcon( ? )

game.navigation:UnregisterRtRIcon( ? )

game.navigation:UnregisterAllRtRIcons( ? )

 

 

class C_WardrobeModule

 

game.wardrobe:AddSuit(“VITPRA_COAT”,0,false) 0,1,2,3,4,5,6,7,8 or 9 = color d̮̩pend du model

game.wardrobe:RemoveSuit( ? )

game.wardrobe:RemoveAllSuits( ? )

game.wardrobe:AddDLCSuits( ? )

game.wardrobe:SetWanted( ? )

game.wardrobe:ClearAllWanted( ? )

 

 

class C_ScriptDataStorage

 

game.datastore:IsVariableExist( ? )

game.datastore:GetVariableType( ? )

game.datastore:SetVariableTemporary( ? )

game.datastore:IsVariableTemporary( ? )

game.datastore elVariable( ? )

game.datastore:ClearTemporaryVariables( ? )

game.datastore:GetBool(“MafiaScene”)

game.datastore:SetBool(“MafiaScene”,xx) xx=true/1

game.datastore:GetNumber(“missionNumber”)

game.datastore:SetNumber(“missionNumber”,100)

game.datastore:GetString(“website”)

game.datastore:SetString(“website”,”MafiaScene”)

game.datastore:GetVector()

game.datastore:GetGuid()

game.datastore:SetVector( ? )

game.datastore:SetGuid( ? )

 

 

class C_ScriptCommandBuffer

 

CommandBuffer:Insert(l_5_0,{function(l_1_0) end})

CommandBuffer:Remove(name_fonction) ???

CommandBuffer:IsInBuffer( ? )

CommandBuffer:RemoveGroup( ? )

CommandBuffer:SwitchDebugging( ? )

 

 

class C_ScriptDelayBuffer

 

DelayBuffer:Insert(function(l_1_0) end,{l_1_0},100,1,false)

DelayBuffer:Remove(function(l_1_0) end,{l_1_0},100,1,false) ???

DelayBuffer:IsInBuffer( ? )

DelayBuffer:SwitchDebugging( ? )

 

 

class C_LuaMatrix http://lua-users.org/wiki/LuaMatrix https://github.com/davidm/lua-matrix/bl … matrix.lua

 

??? ? :s etPos( ? )

??? ?:addPos( ? )

??? ?:zero( ? )

??? ? :s etDir( ? )

??? ? :s etDirUp( ? )

??? ? :s etRotEuler( ? )

 

 

class C_LuaQuat

 

??? ?:zero( ? )

??? ?:makeMatrix( ? )

??? ?:normalize( ? )

 

 

class C_MathLuaModule

 

Math:newVector(xx,yy,zz)

Math:newMatrix( ? )

Math:newQuat( ? )

Math:Random(1,5) Chiffre al̮̩atoire ici de 1 a 5

 

 

class C_ShopMenuScript

 

game.shop:OpenShopMenu( ? )

game.shop:OpenShopMenuOnFrame( ? )

game.shop:CloseOpenedMenu( ? )

game.shop:HideModelInItem( ? )

game.shop:IsShopActivated( ? )

game.shop:GetActiveShopBaseFrameName( ? )

game.shop:SetFlagInActiveShop( ? )

game.shop:GetFlagInActiveShop( ? )

game.shop:SetActiveShopState( ? )

game.shop:GetActiveShopState( ? )

game.shop:SetActiveShopExplored( ? )

game.shop:SetShopExplored( ? )

game.shop:SetAllShopExplored() Display all shops on the map

game.shop:SetMenuItemEnable( ? )

game.shop:SetMenuItemVisible( ? )

game.shop:SetMenuItemPrice( ? )

game.shop:ShowItem( ? )

game.shop:SetPlayerMoneyVisible( ? )

game.shop:SetPlayerWantedStatusVisible( ? )

game.shop:SetCarWantedStatusVisible( ? )

game.shop:SetTuningLevel( ? )

game.shop:SetActiveCar( ? )

game.shop:IsEntityOwnedByShop( ? )

game.shop:UTTShopStart( ? )

game.shop:UTTShopEnd( ? )

game.shop:UTTShopPurchase( ? )

game.shop:UTTShopCrime( ? )

game.shop:UTTShopMoneyRobbed( ? )

 

 

class C_ScriptWrapperGame

 

game.game:GetActivePlayer()

game.game:GetMissionTime( ? )

game.game:CreateScriptActorAction( ? )

game.game:CreateScriptActorActionBox( ? )

game.game:CreateFoodActorAction( ? )

game.game:CreateSuitActorAction( ? )

game.game:CreateWeaponActorAction( ? )

game.game:CreateAmmoActorAction( ? )

game.game:CreateCleanEntity( ? )

game.game:CreateBlocker( ? )

game.game isableTranslocator(xx) xx = truefalse Load or unload trees, columns, containers, signs, telephone booths, fences …

game.game :P layMusic(“m04_Escape_music”,true,1,1,1)

game.game:StopMusic(“m04_Escape_music”,true,1,1,1)

game.game:SoundFadeIn(250)

game.game:SoundFadeOut(250)

game.game:SaveGame(1)

game.game:IsSaveLoadDisabled( ? )

game.game:GetSaveGameSyncObject()

game.game:AwardMedal(enums.Medals.NIGHT_SHIFT) ???

game.game:AwardDLCMedal( ? )

game.game:CountStatisticItem(##)

game.game:AddScore(true,1000) (bool, int amount) list model(VITKSL2,VITNAH_T,VITSPO,……)

game.game:SetCurrentStoryId( ? )

game.game:LodingFinishedNotify( ? )

game.game bgToolActorInfo( ? )

game.game:IsDeadHumanInside( ? )

game.game:ChangePlayerModel(“vitvez”,-1) (string ModelName, integer colorID)

game.game:ChangePlayerModelByShopID( ? )

game.game:GetPlayerModelShopID( ? )

game.game:MassActivate( ? )

game.game:MassDeactivate( ? )

game.game:LeadrboardsQuestStart( ? )

game.game:LeadrboardsQuestEnd( ? )

game.game:LeadrboardsQuestCancel( ? )

game.game:LeadrboardsWriteCityOverall( ? )

game.game:RtRQuestStart( ? )

game.game:RtRQuestEnd( ? )

game.game:RtRQuestCancel( ? )

game.game:UpdatePresenceParam( ? )

game.game:UpdatePresenceMessage( ? )

game.game:UpdateDLCPresence( ? )

game.game:AtsSignal( ? )

game.game:IsPointInView( ? )

game.game:GetPlatform( ? )

game.game:SkipLoadingSavingIndicatorDelay( ? )

 

 

class C_ScriptWrapperSDS

 

game.sds:ActivateStreamMapLine(“name_MapLine”)

game.sds:GetSyncObjectForLoadSDS( ? ) (“vitoa3city”) prisoninterier prisonexterier ???

game.sds:GetSyncObjectForUnloadSDS( ? )

game.sds:LoadCityShop( ? )

game.sds:ReleaseCityShop( ? )

game.sds:LoadCityPart( ? )

game.sds:ReleaseCityPart( ? )

 

 

class C_ScriptWrapperTraffic

 

game.traffic:SwitchGenerators(xx) xx = truefalse

game.traffic :P opulate(##) ##=0..100

game.traffic :P oliceReinforcements(##) ##=0..100

game.traffic:OpenSeason(50) or (140)

game.traffic:CloseSeason()

game.traffic:SetPolice(xx) xx = truefalse sets whether or not police car traffic should exit

game.traffic espawnPolice(xx) xx = truefalse

game.traffic:SwitchRoad(Math:newVector(xx,yy,zz),false) false bloc circulation true debloc

game.traffic:SwitchFarAmbient( ? )

game.traffic:SetNumCars(##) ##=0..100

game.traffic:SetNumStaticCars(##) ##=0..100

game.traffic:SetNoAmbientRadius( ? )

game.traffic:SetFarAmbientRadius( ? )

game.traffic :P athFindEnableMiddlePoint( ? )

game.traffic :P athFindReset( ? )

 

 

class C_ScriptWrapperRadio

 

game.radio:SetContent(“Empire”,”all”,”Empire_07010″) (“Empire”,”all”,”Empire_02004″)

(“Classic”,”all”,”Classic_07010″) (“Classic”,”all”,”Classic_02004″)

(“Delta”,”all”,”Delta_07010″) (“Delta”,”all”,”Delta_02004″)

game.radio:ForceDefaultStation(“Empire”) or (“Classic”) or (“Delta”) Switch radio station

game.radio:SwitchPlayerStation(“Empire”)

game.radio:TurnPlayerRadioOn(true)

game.radio:TurnPlayerRadioOff(true)

game.radio:IsPlayerRadioOn()

game.radio:FadePlayerRadioOut(##) ##=delai en miliseconds Fade out the radio

game.radio:SetDialogMode( ? )

game.radio:AdvanceTime() Switches to the next song

 

 

class C_RelationShipsScriptWrapper

 

ai.relationships:SetRelationship(enums.AI_SIDE.NEUTRAL, enums.AI_TYPE.SELLER, enums.AI_SIDE.PLAYER, enums.AI_TYPE.FRIEND, 10)

(enums.AI_SIDE.NEUTRAL, enums.AI_TYPE.SELLER, enums.AI_SIDE.PLAYER, enums.AI_TYPE.FRIEND, 0)

ai.relationships:GetRelationship( ? )

ai.relationships:SetPlayerAggressivity( ? )

ai.relationships:CreateGangGroup( ? )

ai.relationships estroyGangGroup( ? )

ai.relationships:AddGroupMember( ? )

ai.relationships:RemoveGroupMember( ? )

ai.relationships:IsPlayerAttacked( ? )

ai.relationships:IsPlayerAttackedRanged( ? )

ai.relationships:ForgetPlayer( ? )

ai.relationships:IgnorePlayer( ? )

ai.relationships:ForgetHuman( ? )

 

 

class C_PoliceWrapper

 

ai.police:CreateOffence(38,player:GetGuid())

ai.police eactivateOffence( ? )

ai.police eactivateAllOffences( ? )

ai.police:IgnorePerson(game.game:GetActivePlayer():GetGuid(),xx) xx = truefalse

ai.police:IgnoreRecognition( ? )

ai.police:SetDensity(0)

ai.police:GetDensity( ? )

ai.police:SetDensityMax(0)

ai.police:SetKnownPerson( ? )

ai.police:IsPersonKnown( ? )

ai.police:SetKnownCar( ? )

ai.police:ClearKnownCars() Removes wanted license plate from all vehicles, must be clear of police radar in order to clear the one you are driving

ai.police:IsCarKnown( ? )

ai.police:HasActiveOffence( ? )

ai.police:IsInSearchMode( ? )

ai.police:StopCloseCombat( ? )

ai.police:StopCarSearch( ? )

ai.police:TurnPoliceTutorial( ? )

ai.police:SolveOffence( ? )

ai.police:SetRoadBlockStatus( ? )

ai.police:GetRoadBlockStatus( ? )

ai.police:CreateRoadBlockSpeech( ? )

ai.police:NabonzujPlayera( ? )

ai.police:SetActionDone( ? )

ai.police:GetNumberOfPolicemenInAction( ? )

ai.police:GetFineValue( ? )

ai.police :P oliceUTTWriteSimple( ? )

 

 

class C_WrappersList

 

game.entitywrapper:GetEntityByGUID( ? ) (l_2_1:GetCorpseGUID()):EnableDragBody(true)

game.entitywrapper:GetEntityByName(“name_entity”)

 

 

class C_WrapperCar : public C_WrapperActor — game.game:GetActivePlayer():GetOwner() or game.entitywrapper:GetEntityByName(“name_car_entity”)

 

game.game:GetActivePlayer():GetOwner():SetSpeed(###) ###=0..100

game.game:GetActivePlayer():GetOwner():GetSpeed( ? )

game.game:GetActivePlayer():GetOwner():GetSpeedFloat( ? )

game.game:GetActivePlayer():GetOwner():GetSpeedLimiter( ? )

game.game:GetActivePlayer():GetOwner():SetSpeedLimiter( ? )

game.game:GetActivePlayer():GetOwner():SetSpeedLimiterSpeed( ? )

game.game:GetActivePlayer():GetOwner():GetSpeedLimiterSpeed( ? )

game.game:GetActivePlayer():GetOwner():SetMaxAISpeed( ? )

game.game:GetActivePlayer():GetOwner():GetDamage( ? )

game.game:GetActivePlayer():GetOwner():GetMotorDamage( ? )

game.game:GetActivePlayer():GetOwner():SetMotorDamage(##) ## = 0/…/100

game.game:GetActivePlayer():GetOwner():Repair(xx) xx = truefalse

game.game:GetActivePlayer():GetOwner():RepairAndClear(xx) xx = truefalse

game.game:GetActivePlayer():GetOwner():GetRepairPrice( ? )

game.game:GetActivePlayer():GetOwner():SetCarDamage( ? )

game.game:GetActivePlayer():GetOwner():GetActualTuningTable( ? )

game.game:GetActivePlayer():GetOwner():SetActualTuningTable(#) #=0/1/2/3

game.game:GetActivePlayer():GetOwner():HasTuningTable( ? )

game.game:GetActivePlayer():GetOwner():HasTuningFlag( ? )

game.game:GetActivePlayer():GetOwner():HasTableFlag( ? )

game.game:GetActivePlayer():GetOwner():HasRacingFlag( ? )

game.game:GetActivePlayer():GetOwner():GetPrice( ? )

game.game:GetActivePlayer():GetOwner():AddSpendedMoney( ? )

game.game:GetActivePlayer():GetOwner():Lock() voiture ne peut pas bouger

game.game:GetActivePlayer():GetOwner():Unlock()

game.game:GetActivePlayer():GetOwner():LockEntryPoints() Verrouiller les points d’entr̮̩e

game.game:GetActivePlayer():GetOwner():UnlockEntryPoints() Deverrouiller les points d’entr̮̩e

game.game:GetActivePlayer():GetOwner():LockPlayerEntryPoints()

game.game:GetActivePlayer():GetOwner():UnlockPlayerEntryPoints()

game.game:GetActivePlayer():GetOwner():FakePlayerCar( ? )

game.game:GetActivePlayer():GetOwner():OpenHood()

game.game:GetActivePlayer():GetOwner():CloseHood()

game.game:GetActivePlayer():GetOwner():OpenTrunk()

game.game:GetActivePlayer():GetOwner():CloseTrunk()

game.game:GetActivePlayer():GetOwner():LockTrunks()

game.game:GetActivePlayer():GetOwner():UnlockTrunks()

game.game:GetActivePlayer():GetOwner():OpenBusDoors( ? )

game.game:GetActivePlayer():GetOwner():SetDoorFree( ? )

game.game:GetActivePlayer():GetOwner():SetDirty(##) ##=0/0.1/…./0.9/1

game.game:GetActivePlayer():GetOwner():GetDirty( ? )

game.game:GetActivePlayer():GetOwner():HideGore( ? )

game.game:GetActivePlayer():GetOwner():HideDecals( ? )

game.game:GetActivePlayer():GetOwner():SetColor(##,##) ##=1…40

game.game:GetActivePlayer():GetOwner():GetColor( ? )

game.game:GetActivePlayer():GetOwner():GetActualFuel()

game.game:GetActivePlayer():GetOwner():SetActualFuel(##) ##=0…100

game.game:GetActivePlayer():GetOwner():GetFuelTankCapacity( ? )

game.game:GetActivePlayer():GetOwner():SetEngineOn(xx,yy) xx = truefalse yy = truefalse

game.game:GetActivePlayer():GetOwner():Spawn( ? )

game.game:GetActivePlayer():GetOwner():SetHandbrake( ? )

game.game:GetActivePlayer():GetOwner():SetBrake( ? )

game.game:GetActivePlayer():GetOwner():SetPower( ? )

game.game:GetActivePlayer():GetOwner():SetAddSteer(##) ##=-100…0…100

game.game:GetActivePlayer():GetOwner():GetEngineRotations( ? )

game.game:GetActivePlayer():GetOwner():CreateController(“car_escaper”) (“car_hunter”) (“car_police”) (“car_scripted”)

game.game:GetActivePlayer():GetOwner() estroyController()

game.game:GetActivePlayer():GetOwner():InitializeAIParams(enums.CarAIProfile.PIRATE,0) 0,1/../4 SLOW enums.CarAIProfile.AGGRESSIVE NORMAL

game.game:GetActivePlayer():GetOwner():HuntCar(game.entitywrapper:GetEntityByName(“name_car_entity”))

game.game:GetActivePlayer():GetOwner():HuntMode(enums.CarHuntMode.ALONG)

game.game:GetActivePlayer():GetOwner():HuntPause( ? )

game.game:GetActivePlayer():GetOwner():MoveTo(Math:newVector(xx,yy,zz),START) (Math:newVector(xx,yy,zz),enums.MoveToUTurn.NOUTURN,enums.MoveToPass.BRAKE)enums.MoveToPass.PASS)enums.MoveToPass.STOP)

game.game:GetActivePlayer():GetOwner():EnableAccidentReaction( ? )

game.game:GetActivePlayer():GetOwner():FollowTrail( ? )

game.game:GetActivePlayer():GetOwner():FollowTrailReverse( ? )

game.game:GetActivePlayer():GetOwner():EscapeMode()

game.game:GetActivePlayer():GetOwner():Wander( ? )

game.game:GetActivePlayer():GetOwner():WaitForEntity(Joe,30,60)

game.game:GetActivePlayer():GetOwner():CancelWaitForEntity( ? )

game.game:GetActivePlayer():GetOwner():GetWheelPos( ? )

game.game:GetActivePlayer():GetOwner():SetWheel( ? )

game.game:GetActivePlayer():GetOwner():GetWheel( ? )

game.game:GetActivePlayer():GetOwner():SetTyre( ? )

game.game:GetActivePlayer():GetOwner():RegisterEvents(true)

game.game:GetActivePlayer():GetOwner():GetPointW( ? ) Voir si il y a un raport avec Waypoint

game.game:GetActivePlayer():GetOwner():GetSeatAIPosW( ? ) Voir si il y a un raport avec Waypoint

game.game:GetActivePlayer():GetOwner():GetProhibitGarage( ? )

game.game:GetActivePlayer():GetOwner():SetProhibitGarage( ? )

game.game:GetActivePlayer():GetOwner():Explode() Boum

game.game:GetActivePlayer():GetOwner():FindSeatForHuman( ? )

game.game:GetActivePlayer():GetOwner():SetPainting(“Model_name”) HotRod-TEXT-1,HotRod-TEXT-2,HotRod-TEXT-3,HotRod-cucky a stin2,HotRod-cucky a stin4,HotRod-jehly2,HotRod-plameny3,HotRod-plameny5

game.game:GetActivePlayer():GetOwner():GetPainting( ? )

game.game:GetActivePlayer():GetOwner():SetResistance(##) ## = 0/…/100

game.game:GetActivePlayer():GetOwner():GetResistance( ? )

game.game:GetActivePlayer():GetOwner() isableExplosion(xx) xx = truefalse Makes a car so that it may or may not be capable of exploding

game.game:GetActivePlayer():GetOwner():IsDisableExplosion( ? )

game.game:GetActivePlayer():GetOwner():SetBeaconLightOn(xx) xx = truefalse

game.game:GetActivePlayer():GetOwner():SetSirenOn(xx) xx = truefalse

game.game:GetActivePlayer():GetOwner():SetHornOn(xx) xx = truefalse

game.game:GetActivePlayer():GetOwner():SetRadioDefaultState(“name_radio”,false)

game.game:GetActivePlayer():GetOwner():SetSPZText(“text”,true)

game.game:GetActivePlayer():GetOwner():GetSPZText( ? )

game.game:GetActivePlayer():GetOwner():GetCarProblem(#) # = 0/…./8

game.game:GetActivePlayer():GetOwner():FixCarPos( ? )

game.game:GetActivePlayer():GetOwner():IsCarPosFixed( ? )

game.game:GetActivePlayer():GetOwner():SetOffPart( ? )

game.game:GetActivePlayer():GetOwner():SetOnPart( ? )

game.game:GetActivePlayer():GetOwner():GetPartCount( ? )

game.game:GetActivePlayer():GetOwner():GetPartName( ? )

game.game:GetActivePlayer():GetOwner():GetPartByName( ? )

game.game:GetActivePlayer():GetOwner():SetWheelsProtected(xx) xx = truefalse

game.game:GetActivePlayer():GetOwner():IsWheelsProtected( ? )

game.game:GetActivePlayer():GetOwner():OpenSeatWindowOpenSeatWindow(1,xx,0) 1,2,3 or 4 xx = truefalse

game.game:GetActivePlayer():GetOwner():IsSeatWindowOpen( ? )

game.game:GetActivePlayer():GetOwner():GetActualPlayerSeatIndex( ? )

game.game:GetActivePlayer():GetOwner():ReflectorsForceOff( ? )

game.game:GetActivePlayer():GetOwner():GetCarTableId( ? )

game.game:GetActivePlayer():GetOwner() isableFreeTrunk( ? )

game.game:GetActivePlayer():GetOwner() :P layAnim( ? )

game.game:GetActivePlayer():GetOwner():StopAnim( ? )

game.game:GetActivePlayer():GetOwner():RevUpEffectStart( ? )

game.game:GetActivePlayer():GetOwner():RevUpEffectStop( ? )

game.game:GetActivePlayer():GetOwner():FadeDirtyEffectStart( ? )

game.game:GetActivePlayer():GetOwner():FadeDirtyEffectStop( ? )

game.game:GetActivePlayer():GetOwner():FadeSnowEffectStart( ? )

game.game:GetActivePlayer():GetOwner():FadeSnowEffectStop( ? )

game.game:GetActivePlayer():GetOwner():FadeFuelEffectStart( ? )

game.game:GetActivePlayer():GetOwner():FadeFuelEffectStop( ? )

game.game:GetActivePlayer():GetOwner():SPZAdjustingEffectStart( ? )

game.game:GetActivePlayer():GetOwner():SPZAdjustingEffectSet( ? )

game.game:GetActivePlayer():GetOwner():SPZAdjustingEffectStop( ? )

game.game:GetActivePlayer():GetOwner() isableObstacleByPart( ? )

game.game:GetActivePlayer():GetOwner():SetDespawnImmunity( ? )

game.game:GetActivePlayer():GetOwner():MarkForSale( ? )

game.game:GetActivePlayer():GetOwner():IsMarkedForSale( ? )

game.game:GetActivePlayer():GetOwner():UTTCarRepair( ? )

game.game:GetActivePlayer():GetOwner():UTTCarUpgrade( ? )

game.game:GetActivePlayer():GetOwner():UTTCarWheelChange( ? )

game.game:GetActivePlayer():GetOwner():UTTCarPaint( ? )

game.game:GetActivePlayer():GetOwner():UTTCarAirbrush( ? )

game.game:GetActivePlayer():GetOwner():UTTCarPlateChange( ? )

game.game:GetActivePlayer():GetOwner():LinkToEntity( ? )

game.game:GetActivePlayer():GetOwner():UnlinkFromEntity( ? )

 

 

class C_WrapperHuman : public C_WrapperActor — game.game:GetActivePlayer() or game.entitywrapper:GetEntityByName(“name_Human_entity”)

 

game.game:GetActivePlayer().nonplayerdamage = 100

game.game:GetActivePlayer() oTalk( ? ) game.entitywrapper:GetEntityByName(“Henry”) oTalk(henry,”0599050100″) ???

game.game:GetActivePlayer() oTalkAI(“StreetTalk”..i)

game.game:GetActivePlayer():BlockSpeech( ? )

game.game:GetActivePlayer():ShutUp( ? )

game.game:GetActivePlayer():GetSpeechSituationsCount( ? )

game.game:GetActivePlayer():AnimPlay(“name_anim”, false)

game.game:GetActivePlayer():AnimIsFinished( ? )

game.game:GetActivePlayer():AnimStop( ? )

game.game:GetActivePlayer():AnimPlayEffect(“sc_joe_car_calming_diff”, true) ??? ?

game.game:GetActivePlayer():AnimEffectStop( ? )

game.game:GetActivePlayer():AnimPlaySync( ? )

game.game:GetActivePlayer():AnimPlayDummy( ? )

game.game:GetActivePlayer():SetAnimStyle(“melee”,”default”) (“panic”,”default”) (“common”,”default”) & more

game.game:GetActivePlayer():GetOppositePosRot( ? )

game.game:GetActivePlayer():InventoryAddWeapon(Id, xxx) xxx=Ammo

game.game:GetActivePlayer():InventoryAddAmmo(Id, xxx) xxx=Ammo

game.game:GetActivePlayer():InventoryAddItem(Id)

game.game:GetActivePlayer():InventoryAddItems( ? )

game.game:GetActivePlayer():InventoryGetSelected()

game.game:GetActivePlayer():InventorySelect(iD,false) Forces a player to select the specified inventory item and bring it to hand.

game.game:GetActivePlayer():InventoryArmed( ? )

game.game:GetActivePlayer():InventoryHolster( ? )

game.game:GetActivePlayer():InventoryRemoveWeapon(Id, xxx) xxx=Ammo

game.game:GetActivePlayer():InventoryRemoveAmmo(Id, xxx) xxx=Ammo

game.game:GetActivePlayer():InventoryRemoveItem(Id)

game.game:GetActivePlayer():InventoryHaveWeapon( ? )

game.game:GetActivePlayer():InventoryCanAddWeapon( ? )

game.game:GetActivePlayer():InventoryCanAddAmmo( ? )

game.game:GetActivePlayer():InventoryHowMuchAmmoCanAdd( ? )

game.game:GetActivePlayer():InventoryHaveItem( ? )

game.game:GetActivePlayer():InventoryDrop() lacher arme

game.game:GetActivePlayer():InventorySetUnlimitedAmmo(xx) xx = truefalse

game.game:GetActivePlayer():InventoryGetMoney()

game.game:GetActivePlayer():InventoryAddMoney(###)

game.game:GetActivePlayer():InventoryRemoveMoney(###)

game.game:GetActivePlayer():InventoryReload( ? )

game.game:GetActivePlayer():HaveEmptyHand( ? )

game.game:GetActivePlayer():HaveFireWeaponInHand( ? )

game.game:GetActivePlayer():HaveColdWeaponInHand( ? )

game.game:GetActivePlayer():HaveThrowingWeaponInHand( ? )

game.game:GetActivePlayer():ClearItemsInHands( ? )

game.game:GetActivePlayer():ThrowItem( ? )

game.game:GetActivePlayer():ThrowMolotov( ? )

game.game:GetActivePlayer():ThrowGrenade( ? )

game.game:GetActivePlayer():MoveEnt(game.entitywrapper:GetEntityByName(“C_item”),”WALK”) or “RUN”

game.entitywrapper:GetEntityByName(“name_Human_entity”):MoveEnt(game.entitywrapper:GetEntityByName(“C_item”),”WALK”) or “RUN”

MoveEnt(game.entitywrapper:GetEntityByName(“name_other_entity”), “RUN”, game.entitywrapper:GetEntityByName(“name_other_entity”):GetDir())

game.game:GetActivePlayer():MoveVec(Math:newVector(xx,yy,zz),”WALK”) or “RUN” seulement sur de courte distance Player:SetControlStyle(enums.ControlStyle.LOCKED) Player:LockControls(true)

game.game:GetActivePlayer():MoveNav( ? )

game.game:GetActivePlayer():SetMoveAnimEntityCyl( ? )

game.game:GetActivePlayer():SetMoveAnimEntity( ? )

game.game:GetActivePlayer():ResetMoveEndPosDir( ? )

game.game:GetActivePlayer():SetMoveEndPosDir( ? )

game.game:GetActivePlayer():SetLookPointOfInterest(xx) xx = truefalse

game.game:GetActivePlayer():IsLookPointOfInterest( ? )

game.game:GetActivePlayer():RegisterFollower( ? )

game.game:GetActivePlayer():UnregisterFollower( ? )

game.game:GetActivePlayer():SetFollowSprintDistanceTreshold( ? )

game.game:GetActivePlayer():CoverFollow( ? )

game.game:GetActivePlayer():CoverFollowBattle( ? )

game.game:GetActivePlayer():CoverFollowOffset( ? )

game.game:GetActivePlayer():Follow(Player,”RUN”,2,4,true)

game.game:GetActivePlayer():FollowBattle(Player,”RUN”,2,3,4) ???

game.game:GetActivePlayer():FollowOffset( ? )

game.game:GetActivePlayer():MoveToArea( ? )

game.game:GetActivePlayer():EnableSuspiciousMove( ? )

game.game:GetActivePlayer() isableSuspiciousMove( ? )

game.game:GetActivePlayer():SetCanTraverse( ? )

game.game:GetActivePlayer():GetCanTraverse( ? )

game.game:GetActivePlayer():ScriptControl( ? )

game.game:GetActivePlayer() :P anicCrouch(0) 0,…,4

game.game:GetActivePlayer() :P anicRunAway(player:GetPos(),player:GetPos())

Joe=game.entitywrapper:GetEntityByName(“Joe”) Joe :P anicRunAway(Joe:GetPos(),Joe:GetPos())

game.game:GetActivePlayer():IsDeath() if PlayerIsDeath() ou entity:IsDeath() then end

game.game:GetActivePlayer() espawnImmunity( ? )

game.game:GetActivePlayer():TakeBody( ? )

game.game:GetActivePlayer() ropBody( ? )

game.game:GetActivePlayer():ModelToHands(true,-1,22) (true,1 pour main droite 2 pour main gauche, objet de 2 a 120)

game.game:GetActivePlayer():ModelToMouth( ? )

game.game:GetActivePlayer():RegisterActorItem( ? )

game.game:GetActivePlayer():UnregisterActorItem( ? )

game.game:GetActivePlayer():UnregisterActorItems( ? )

game.game:GetActivePlayer():IsActorItemRegistered( ? )

game.game:GetActivePlayer():ActorItemToHands( ? )

game.game:GetActivePlayer():EnableInjury(xx) xx = truefalse

game.game:GetActivePlayer().invulnerability = true

game.game:GetActivePlayer():EnableInjuryDiff( ? )

game.game:GetActivePlayer():HasFlag( ? )

game.game:GetActivePlayer():HasFlags( ? )

game.game:GetActivePlayer():GetAIType( ? )

game.game:GetActivePlayer():UseAB( ? )

game.game:GetActivePlayer():IgnoreCollision( ? )

game.game:GetActivePlayer():GetPhysState()

game.game:GetActivePlayer():SetPhysState(enums.PhysicsState.DYNAMIC) or ENABLE or DISABLED or KINEMATIC (Pour passer a travers les objets)

game.game:GetActivePlayer():SetPhysStandCollPriority( ? )

game.game:GetActivePlayer():SitOnMG42( ? )

game.game:GetActivePlayer():LeaveMG42( ? )

game.game:GetActivePlayer():ChangeModel( ? )

game.game:GetActivePlayer():HasModel( ? )

game.game:GetActivePlayer():ShowHat( ? )

game.game:GetActivePlayer() ropHat( ? )

game.game:GetActivePlayer():MakeCarOwnership() or (game.entitywrapper:GetEntityByName(“name_Car_entity”))

game.game:GetActivePlayer():GetInOutCar(game.entitywrapper:GetEntityByName(“name_Car_entity”),z,xx,yy) z = 1,2,3 or 4 xx = truefalse yy = truefalse

game.game:GetActivePlayer():GetOutCarFast(xx) xx = truefalse

game.game:GetActivePlayer():FollowTeleportOnDist( ? )

game.game:GetActivePlayer():FollowTeleportOnFail( ? )

game.game:GetActivePlayer():FollowTeleportRanges( ? )

game.game:GetActivePlayer():SetAIVision( ? )

game.game:GetActivePlayer():SetDirtBlend( ? )

game.game:GetActivePlayer():Attack(game.entitywrapper:GetEntityByName(“name_Human_entity”)) or game.entitywrapper:GetEntityByName(“name_Human_entity”):Attack(Player) (Player,”RUN”,2,4,true)

game.game:GetActivePlayer():SetCarAttackPermission(xx) xx = truefalse

game.game:GetActivePlayer():SetCarAttackGetOutPermission(xx) xx = truefalse

game.game:GetActivePlayer():SetBattleShootingImportance( ? )

game.game:GetActivePlayer():EnableAttackFromAnim( ? )

game.game:GetActivePlayer():SearchSound( ? )

game.game:GetActivePlayer():SearchTarget( ? )

game.game:GetActivePlayer():HoldFire( ? )

game.game:GetActivePlayer():FreeFire( ? )

game.game:GetActivePlayer():HoldCloseCombat( ? )

game.game:GetActivePlayer():FreeCloseCombat( ? )

game.game:GetActivePlayer():Fightguard( ? )

game.game:GetActivePlayer():CoverFightguard( ? )

game.game:GetActivePlayer():SetFightInStand( ? )

game.game:GetActivePlayer():SetFightInCrouch( ? )

game.game:GetActivePlayer():SetAttackMode( ? )

game.game:GetActivePlayer():TakeCover( ? )

game.game:GetActivePlayer():TakeCoverAdvanced( ? )

game.game:GetActivePlayer():TakeCoverAdvancedID(“6881730”, enums.CoverSide.LEFT, “6881520”, enums.CoverSide.RIGHT, 0, true) ???

(“6881592”, enums.CoverSide.RIGHT, “6881567”, enums.CoverSide.RIGHT, 0, true) ???

(“6881604”, enums.CoverSide.RIGHT, “6881634”, enums.CoverSide.LEFT, 0, true) ???

(“6881634”, enums.CoverSide.LEFT, “6881619”, enums.CoverSide.LEFT, 0, true) ???

game.game:GetActivePlayer():IsInCover( ? )

game.game:GetActivePlayer():AddThreat( ? )

game.game:GetActivePlayer():ShootAt( ? )

game.game:GetActivePlayer():ShootEffect( ? )

game.game:GetActivePlayer():ShootSimulation( ? )

game.game:GetActivePlayer():Aim( ? )

game.game:GetActivePlayer():AimAt( ? )

game.game:GetActivePlayer():LookAt( ? )

game.game:GetActivePlayer():LookAtDir( ? )

game.game:GetActivePlayer():LookAtAngles( ? )

game.game:GetActivePlayer():StartLookByTarget( ? )

game.game:GetActivePlayer():StartLookByAngles( ? )

game.game:GetActivePlayer():ChangeLookTarget( ? )

game.game:GetActivePlayer():ChangeLookAngles( ? )

game.game:GetActivePlayer():EndLook( ? )

game.game:GetActivePlayer():SetLookStyle( ? )

game.game:GetActivePlayer():TurnAt( ? )

game.game:GetActivePlayer():TurnAtVec( ? )

game.game:GetActivePlayer():TurnAtDir( ? )

game.game:GetActivePlayer():SearchCover( ? )

game.game:GetActivePlayer():Forget( ? )

game.game:GetActivePlayer():SetAggressivity(0) (enums.AI_Aggressivity.OnAttack) (enums.AI_Aggressivity.HearGunshot) (enums.AI_Aggressivity.SeeEnemy) (enums.AI_Aggressivity.SeeEnemyWithWeapon)

game.game:GetActivePlayer():GetAggressivity( ? )

game.game:GetActivePlayer():SetVisible( ? )

game.game:GetActivePlayer():SetRecognizeTime( ? )

game.game:GetActivePlayer():GetRecognizeTime( ? )

game.game:GetActivePlayer():SetRecognizeRange( ? )

game.game:GetActivePlayer():GetRecognizeRange( ? )

game.game:GetActivePlayer():SetFollowEmitter( ? )

game.game:GetActivePlayer():GetFollowEmitter( ? )

game.game:GetActivePlayer():SetMeleeSkillLevel( ? )

game.game:GetActivePlayer():SetMeleeAttackLevel( ? )

game.game:GetActivePlayer():SetMeleeBlockLevel( ? )

game.game:GetActivePlayer():SetMeleeAggressivity( ? )

game.game:GetActivePlayer():SetMeleeCounterBlockSkill( ? )

game.game:GetActivePlayer():SetMeleeStamina( ? )

game.game:GetActivePlayer():SetMeleeArchetype(“”) Collector_Tutorial,BlackJuggernaut,BlackWorker,TriadsFighter,TriadsFighterRR,PepeTutorial1,PepeTutorial2,Agile,AgileRR,Brute,BruteRR,Reznik,Brian1,Brian2,Loser,WongPei

game.game:GetActivePlayer():SetMeleeEffect( ? )

game.game:GetActivePlayer():SetMeleeEnableEvade( ? )

game.game:GetActivePlayer():ClearMeleeEffect( ? )

game.game:GetActivePlayer():ClearMeleeEffects( ? )

game.game:GetActivePlayer():GetMeleeSkillLevel( ? )

game.game:GetActivePlayer():GetMeleeAttackLevel( ? )

game.game:GetActivePlayer():GetMeleeBlockLevel( ? )

game.game:GetActivePlayer():GetMeleeAggressivity( ? )

game.game:GetActivePlayer():GetMeleeCounterBlockSkill( ? )

game.game:GetActivePlayer():GetIsOnGround( ? )

game.game:GetActivePlayer():GetIsOpponentOnGround( ? )

game.game:GetActivePlayer():GetMeleeOpponentGUID( ? )

game.game:GetActivePlayer():ForcedDropWeapon( ? )

game.game:GetActivePlayer():SetDamageMultiplier( ? )

game.game:GetActivePlayer():SetBlockMultiplier( ? )

game.game:GetActivePlayer():MeleePreferLights( ? )

game.game:GetActivePlayer():MeleePreferHards( ? )

game.game:GetActivePlayer():MeleePreferCounter( ? )

game.game:GetActivePlayer():MeleePreferCounterCounter( ? )

game.game:GetActivePlayer():ObstacleComboEnabled( ? )

game.game:GetActivePlayer():ObstacleComboEvader( ? )

game.game:GetActivePlayer():ObstacleComboSurvivor( ? )

game.game:GetActivePlayer():FinishComboSurvivor( ? )

game.game:GetActivePlayer():BigHitSurvivor( ? )

game.game:GetActivePlayer():MeleeExitEnable( ? )

game.game:GetActivePlayer():EnableMeleeGenericSpeech( ? )

game.game:GetActivePlayer() isableMeleeGenericSpeech( ? )

game.game:GetActivePlayer():UseSoundScene( ? )

game.game:GetActivePlayer():SetHumanColor(#) # = 0/…/9 couleur vetement

game.game:GetActivePlayer():GetHumanColor( ? )

game.game:GetActivePlayer():ShowModel(xx) xx = truefalse

game.game:GetActivePlayer():IsModelVisible( ? )

game.game:GetActivePlayer():SetDemigod(xx) xx = truefalse

game.game:GetActivePlayer():SetStealthMove( ? )

game.game:GetActivePlayer():IsStealthMove( ? )

game.game:GetActivePlayer():IsCoverCrouch( ? )

game.game:GetActivePlayer():EnableDragBody(xx) xx = truefalse

game.game:GetActivePlayer():EnableStealthKill(xx) xx = truefalse

game.game:GetActivePlayer():EnablePushByPlayer(xx) xx = truefalse

game.game:GetActivePlayer():EnableBounceByPlayer(xx) xx = truefalse

game.game:GetActivePlayer():SetMeleeResponsivity( ? )

game.game:GetActivePlayer():SetAnimDeathTag( ? )

game.game:GetActivePlayer():ResetAnimDeathTag( ? )

game.game:GetActivePlayer():SetReactions(enums.HumanReaction.DISABLED,false,false) (enums.HumanReaction.DISABLED,false,true) (enums.HumanReaction.STEALTH,true,true) ???

game.game:GetActivePlayer():GetReactions( ? )

game.game:GetActivePlayer():StartWatchByTarget( ? )

game.game:GetActivePlayer():StartWatchByDir( ? )

game.game:GetActivePlayer():StopWatch( ? )

game.game:GetActivePlayer():MimicFriend(true) ???

game.game:GetActivePlayer():GetApproachPosDir( ? )

game.game:GetActivePlayer():GetApproachCylPosDir( ? )

game.game:GetActivePlayer():SetDrunk( ? )

game.game:GetActivePlayer():EnableBloodParticles( ? )

game.game:GetActivePlayer():ForceBloodPool( ? )

game.game:GetActivePlayer():AnimationReset( ? )

game.game:GetActivePlayer():CustomLockpick( ? )

game.game:GetActivePlayer():Spawn( ? )

 

 

class C_WrapperEntity : public C_ScriptWrapper — game.game:GetActivePlayer() or game.entitywrapper:GetEntityByName(“name_entity”)

 

game.game:GetActivePlayer():Activate()

game.game:GetActivePlayer() eactivate( ? )

game.game:GetActivePlayer():GameRestore()

game.game:GetActivePlayer():GetGuid()

game.game:GetActivePlayer():GetType()

game.game:GetActivePlayer():IsActive( ? )

game.game:GetActivePlayer():IsValid( ? )

game.game:GetActivePlayer():RegisterToMessages(guid)

(guid, enums.EventType.HUMAN, enums.HumanMessages.DEATH)

(guid, enums.EventType.HUMAN, enums.HumanMessages.DAMAGE)

(guid, enums.EventType.HUMAN, enums.HumanMessages.ENTER_VEHICLE)

(guid, enums.EventType.HUMAN, enums.HumanMessages.LEAVE_VEHICLE)

(guid, enums.EventType.HUMAN, enums.HumanMessages.ANIM_NOTIFY)

(guid, enums.EventType.HUMAN, enums.HumanMessages.AI_CONTROL)

(guid, enums.EventType.HUMAN, enums.HumanMessages.ON_BOUNCE)

(guid, enums.EventType.HUMAN, enums.HumanMessages.ON_PUNCH)

(guid, enums.EventType.ACTOR, enums.ActorMessages.SCRIPT)

(guid, enums.EventType.ACTOR, enums.ActorMessages.ACTIVATE)

(guid, enums.EventType.ACTORDETECTOR, enums.ActorDetectorMessages.ONENTER)

(guid, enums.EventType.ACTORDETECTOR, enums.ActorDetectorMessages.ONLEAVE)

(guid, enums.EventType.DOOR, enums.DoorMessages.OPENING)

game.game:GetActivePlayer():UnregisterFromMessages(guid)

(guid, enums.EventType.HUMAN, enums.HumanMessages.DAMAGE)

(guid, enums.EventType.HUMAN, enums.HumanMessages.LEAVE_VEHICLE)

 

 

class C_WrapperEntityPos : public C_WrapperEntity — game.game:GetActivePlayer() or game.entitywrapper:GetEntityByName(“name_entity”)

 

game.game:GetActivePlayer():GetRot()

game.game:GetActivePlayer():GetPos()

game.game:GetActivePlayer():GetDir()

game.game:GetActivePlayer():SetPos(Math:newVector(xx,yy,zz)) (game.entitywrapper:GetEntityByName(“C_item”):GetPos())

game.entitywrapper:GetEntityByName(“name_entity”):SetPos(Player:GetPos())

game.game:GetActivePlayer():SetDir(Math:newVector(0,0,0)) -1 to 1

game.entitywrapper:GetEntityByName(“name_entity”):SetDir(Player:GetDir())

game.game:GetActivePlayer():SetRot(Math:newVector( ? ))

game.game:GetActivePlayer():IsVisibleFromCamera( ? )

 

 

class C_WrapperPlayer : public C_WrapperHuman

 

game.game:GetActivePlayer():GetControlStyle()

game.game:GetActivePlayer():SetControlStyle(0) (enums.ControlStyle.FREE) or (enums.ControlStyle.LOCKED)

game.game:GetActivePlayer():AreControlsLocked( ? )

game.game:GetActivePlayer():LockControls(xx,yy) xx = truefalse yy = truefalse

game.game:GetActivePlayer():LockControlsToPlayAnim( ? )

game.game:GetActivePlayer():SetControlStyleStr(“CS_DISTILLERY”)

game.game:GetActivePlayer():GetControlStyleStr()

game.game:GetActivePlayer():SetFightAbility(enums.FightAbility.COUNTER,false)(enums.FightAbility.COMBO,false) ???

game.game:GetActivePlayer():SetFightControlStyle( ? ) EVADE_UNMASKED

game.game:GetActivePlayer():SetFightHint( ? )

game.game:GetActivePlayer():SetFightGrabTimeScale( ? )

game.game:GetActivePlayer():IsUnderMeleeAttack( ? )

game.game:GetActivePlayer():CheckHumanPresence( ? )

 

 

class C_MafiaCameraModule

 

game.cameramanager:GetPlayerMainCamera(0) (int index?)

game.cameramanager:GetPlayerSmallCamera( ? )

 

 

class C_GameCameraMafia

 

game.cameramanager:GetPlayerMainCamera(0):LockSetActor(game.game:GetActivePlayer(),2)

game.cameramanager:GetPlayerMainCamera(0):LockLookAt( ? )

game.cameramanager:GetPlayerMainCamera(0):LockLookAtEntity(J,p,0.10000001192092896) J = game.entitywrapper: GetEntityByName (“Joe”) p = game.game: GetActivePlayer ()

game.cameramanager:GetPlayerMainCamera(0):LockDialog( ? )

game.cameramanager:GetPlayerMainCamera(0):Unlock(game.game:GetActivePlayer())

game.cameramanager:GetPlayerMainCamera(0):SimpleShake(1,5,10) (float speed, float strength, float duration)

game.cameramanager:GetPlayerMainCamera(0):SetCameraRotation(Player:GetPos() + Player:GetDir() * 10)

Vito:SetControlStyle(enums.ControlStyle.LOCKED)

cam = game.cameramanager:GetPlayerMainCamera(0)

cam:LockControl(true, false)

cam:SetCameraRotation(Vito:GetPos() + Vito:GetDir() * 10)

game.cameramanager:GetPlayerMainCamera(0):EnableFPV(game.game:GetActivePlayer(),true)game.game:GetActivePlayer():ShowModel(false) in car

game.cameramanager:GetPlayerMainCamera(0):EnableFPV(game.game:GetActivePlayer(),false)game.game:GetActivePlayer():ShowModel(true) out car

game.cameramanager:GetPlayerMainCamera(0):LockControl( ? )

game.cameramanager:GetPlayerMainCamera(0):SetSensitivityMultiplier(2) (float multiplier)

 

 

class C_WrapperDoor : public C_WrapperActorDeform

 

game.entitywrapper:GetEntityByName(“name_Door_entity”):Lock( ? )

game.entitywrapper:GetEntityByName(“name_Door_entity”):AILock( ? )

game.entitywrapper:GetEntityByName(“name_Door_entity”):Unlock( ? )

game.entitywrapper:GetEntityByName(“name_Door_entity”):AIUnlock( ? )

game.entitywrapper:GetEntityByName(“name_Door_entity”):IsLocked( ? )

game.entitywrapper:GetEntityByName(“name_Door_entity”):StartLockpick( ? )

game.entitywrapper:GetEntityByName(“name_Door_entity”):StopLockpick( ? )

game.entitywrapper:GetEntityByName(“name_Door_entity”):IsLockpicking( ? )

game.entitywrapper:GetEntityByName(“name_Door_entity”):Kick( ? )

game.entitywrapper:GetEntityByName(“name_Door_entity”):Open(game.game:GetActivePlayer():GetPos(),true)

game.entitywrapper:GetEntityByName(“name_Door_entity”):Close()

game.entitywrapper:GetEntityByName(“name_Door_entity”):ToggleOpen( ? )

game.entitywrapper:GetEntityByName(“name_Door_entity”):IsClosed( ? )

game.entitywrapper:GetEntityByName(“name_Door_entity”):EnableAction()

game.entitywrapper:GetEntityByName(“name_Door_entity”) isableAction()

game.entitywrapper:GetEntityByName(“name_Door_entity”):Activate()

game.entitywrapper:GetEntityByName(“name_Door_entity”) eactivate()

game.entitywrapper:GetEntityByName(“name_Door_entity”) :P layAnimNoResistance( ? )

game.entitywrapper:GetEntityByName(“name_Door_entity”):StopAnim( ? )

 

 

class C_WrapperCrashObject : public C_WrapperActorDeform

 

game.entitywrapper:GetEntityByName(“name_CrashObject_entity”):Explode( ? )

game.entitywrapper:GetEntityByName(“name_CrashObject_entity”):LightEntityLink( ? )

game.entitywrapper:GetEntityByName(“name_CrashObject_entity”):Hide( ? )

game.entitywrapper:GetEntityByName(“name_CrashObject_entity”):Show( ? )

game.entitywrapper:GetEntityByName(“name_CrashObject_entity”):GetModelTranslate( ? )

game.entitywrapper:GetEntityByName(“name_CrashObject_entity”) :P layAnim( ? )

game.entitywrapper:GetEntityByName(“name_CrashObject_entity”) :P layAnimNoResistance( ? )

game.entitywrapper:GetEntityByName(“name_CrashObject_entity”) :P layAnimLoop( ? )

game.entitywrapper:GetEntityByName(“name_CrashObject_entity”) :P layAnimNoResistanceLoop( ? )

game.entitywrapper:GetEntityByName(“name_CrashObject_entity”):StopAnim( ? )

game.entitywrapper:GetEntityByName(“name_CrashObject_entity”) :P layBlinkAnim( ? )

game.entitywrapper:GetEntityByName(“name_CrashObject_entity”):StopBlinkAnim( ? )

game.entitywrapper:GetEntityByName(“name_CrashObject_entity”):EnableLight( ? )

game.entitywrapper:GetEntityByName(“name_CrashObject_entity”):IsLightingEnabled( ? )

game.entitywrapper:GetEntityByName(“name_CrashObject_entity”):SetCrashObjectColor( ? )

game.entitywrapper:GetEntityByName(“name_CrashObject_entity”):GetCrashObjectColor( ? )

game.entitywrapper:GetEntityByName(“name_CrashObject_entity”):GetTruePos( ? )

game.entitywrapper:GetEntityByName(“name_CrashObject_entity”):SetManagerImmunity( ? )

 

 

class C_GameGfxEnvEffModule

 

game.gfx:SetGarbageFlyingOn( ? )

game.gfx:SetWeatherDateTime( ? )

game.gfx:SetWeatherTemplate(“name_weather”) DTFreeRideDay DTFreeRideDayRain DTFreerideNight DTFreeRideDaySnow DTFreeRideDayWinter DTFreeRideNightSnow

game.gfx:IsTheWeatherLike( ? )

game.gfx:GetDayTime( ? )

 

 

class C_ModelHighlightingModuleScriptWrapper

 

game.highlighting:AddHighlighting(game.entitywrapper:GetEntityByName(“name_entity”))

game.highlighting:RemoveHighlighting(game.entitywrapper:GetEntityByName(“name_entity”))

game.highlighting:SetPrinterSpeed( ? )

 

 

class C_SpeechSlotManager

 

game.speech:LoadScriptDistrict(“joe”) ???

game.speech:UnLoadScriptDistrict( ? )

game.speech:LoadDistrictVarious(“APDGangBlack”)(“APDGangIrish”)(“APDGangItalian”)(“APDGangGreaser”)

(“APDCivMale”)(“APDCivFemale”)(“APDCivBlack”)(“APDCivChinese”)(“APDCivIrish”)(“APDCivItalian”)

game.speech:UnLoadDistrictVarious(“APDGangBlack”)(“APDGangIrish”)(“APDGangItalian”)(“APDGangGreaser”)

(“APDCivMale”)(“APDCivFemale”)(“APDCivBlack”)(“APDCivChinese”)(“APDCivIrish”)(“APDCivItalian”)

game.speech:IsDistrictVariousLoaded(“district”) ???

game.speech:LoadStage(60) ???

 

 

class C_WrapperLift : public C_WrapperActorDeform

 

game.entitywrapper:GetEntityByName(“name_lift_entity”):SetFloor(#) #=etage

game.entitywrapper:GetEntityByName(“name_lift_entity”):GetFloor()

game.entitywrapper:GetEntityByName(“name_lift_entity”):EnableActions()

 

 

class C_WrapperLightEntity : public C_WrapperActor

 

game.entitywrapper:GetEntityByName(“name_light_entity”):SetOn( ? )

game.entitywrapper:GetEntityByName(“name_light_entity”):SetOff( ? )

game.entitywrapper:GetEntityByName(“name_light_entity”):IsOn( ? )

 

 

class C_WrapperParticle : public C_WrapperEntityPos

 

game.entitywrapper:GetEntityByName(“name_Particle_entity”):Run( ? )

game.entitywrapper:GetEntityByName(“name_Particle_entity”):Stop( ? )

game.entitywrapper:GetEntityByName(“name_Particle_entity”):StopImmediately( ? )

 

 

class C_WrapperRadio : public C_WrapperSoundSettings

 

game.entitywrapper:GetEntityByName(“name_Radio_entity”):SetStatusOn()

game.entitywrapper:GetEntityByName(“name_Radio_entity”):SetStatusOff()

game.entitywrapper:GetEntityByName(“name_Radio_entity”):GetStatus()

game.entitywrapper:GetEntityByName(“name_Radio_entity”):ChangeStation( ? )

game.entitywrapper:GetEntityByName(“name_Radio_entity”):ChangeProgram( ? )

game.entitywrapper:GetEntityByName(“name_Radio_entity”):ChangePlaylist( ? )

 

 

class C_WrapperTelephone : public C_WrapperCrashObject

 

game.entitywrapper:GetEntityByName(“name_Telephone_entity”):StartRinging( ? ) xx = truefalse

game.entitywrapper:GetEntityByName(“name_Telephone_entity”):StopRinging( ? )

game.entitywrapper:GetEntityByName(“name_Telephone_entity”):ShowMenu( ? )

game.entitywrapper:GetEntityByName(“name_Telephone_entity”):IsRinging( ? )

game.entitywrapper:GetEntityByName(“name_Telephone_entity”):IsCalling( ? )

game.entitywrapper:GetEntityByName(“name_Telephone_entity”):StartSpeech( ? )

game.entitywrapper:GetEntityByName(“name_Telephone_entity”) :P ick( ? )

game.entitywrapper:GetEntityByName(“name_Telephone_entity”):Hang( ? )

game.entitywrapper:GetEntityByName(“name_Telephone_entity”):ChooseRandomNPCNumber( ? )

game.entitywrapper:GetEntityByName(“name_Telephone_entity”):InterruptCall( ? )

game.entitywrapper:GetEntityByName(“name_Telephone_entity”):OnSpeechReady( ? )

game.entitywrapper:GetEntityByName(“name_Telephone_entity”):OnSpeechEnded( ? )

game.entitywrapper:GetEntityByName(“name_Telephone_entity”) oTalk( ? )

game.entitywrapper:GetEntityByName(“name_Telephone_entity”) oWait( ? )

game.entitywrapper:GetEntityByName(“name_Telephone_entity”):LoadSpeech( ? )

game.entitywrapper:GetEntityByName(“name_Telephone_entity”):UnloadSpeech( ? )

game.entitywrapper:GetEntityByName(“name_Telephone_entity”):WaitForDial( ? )

 

 

class C_WrapperJukeBox : public C_WrapperSoundSettings

 

game.entitywrapper:GetEntityByName(“name_JukeBox_entity”) :P laySong( ? )

 

 

class C_GarageManager

 

game.garage:GetMaxGaragePlaces()

game.garage:SetMaxGaragePlaces(##)

game.garage:GetPlayersCar() a voir avec game.entitywrapper:GetEntityByGUID(game.garage:GetPlayersCar())

game.garage:HasCar( ? )

game.garage:AddCar( ? )

game.garage:RemoveCar( ? )

game.garage:AbandonCar( ? )

game.garage:KeepSpawnedOnlyPlayersCar( ? )

game.garage espawnAll()

game.garage:CheatAddCar(“name_Car”,true)

game.garage:CheatAddCarColor( ? )

game.garage:CheatAddCars(true) add all Car

game.garage:CheatAbandonCars( ? )

 

 

class C_WrapperActorDeform : public C_WrapperActor

 

??? ?:Restore( ? )

??? ?:RegisterEvents(true)

??? ?:GetPartCount( ? )

??? ?:GetPartName( ? )

??? ?:GetPartVersionCount( ? )

??? ?:GetPartVersion( ? )

??? ?:GetPartEnergy( ? )

??? ?:GetPartHitpoints( ? )

??? ?:SetPartEnergy( ? )

??? ?:SetPartHitpoints( ? )

??? ?:GetJointCount( ? )

??? ?:GetJointName( ? )

??? ?:GetJointVersionCount( ? )

??? ?:GetJointVersion( ? )

??? ?:SetJointVersion( ? )

??? ? :P ausePhysics( ? )

??? ?:IsPausedPhysics( ? )

??? ?:SetFullResistance( ? )

??? ?:GetFullResistance( ? )

??? ?:SetDynamicOff( ? )

??? ?:IsDynamicOff( ? )

??? ?:GetPartByName( ? )

??? ?:GetJointByName( ? )

??? ?:BlockDrainEnergy( ? )

??? ?:BlockSelfJointVersionChange( ? )

??? ?:BlockEffects( ? )

??? ?:SetOffPart( ? )

??? ?:SetOnPart( ? )

??? ?:SetOffPartNoPhys( ? )

??? ?:SetOnPartNoPhys( ? )

??? ?:SetImpulse( ? )

??? ?:SetImpulse( ? )

 

 

class C_WrapperActorAction : public C_ScriptWrapper

 

??? ?:GetActionType( ? )

??? ?:SetTextId( ? )

??? ?:GetOwner( ? )

??? ?:Enable( ? )

??? ? isable( ? )

??? ?:SetAutouse( ? )

??? ?:SetLockRange( ? )

??? ?:IsValid( ? )

??? ?:SetControlIdentifier( ? )

??? ?:GetControlIdentifier( ? )

??? ?:GetControlIdentifierHold( ? )

??? ?:SetInVehicleAction( ? )

??? ?:GetInVehicleAction( ? )

??? ?:SetInCoverAction( ? )

??? ?:GetInCoverAction( ? )

??? ?:SetInStealthAction( ? )

??? ?:GetInStealthAction( ? )

??? ?:SetInDraggingAction( ? )

??? ?:GetInDraggingAction( ? )

??? ?:GetAiPos( ? )

??? ?:GetAiDir( ? )

 

 

class C_ScriptGameMachineWrapper : public C_ScriptMachineWrapper

 

base.ScriptMachine:getScriptGuid( ? )

base.ScriptMachine:ComposeAnd( ? )

base.ScriptMachine:ComposeOr( ? )

base.ScriptMachine:ComposeNeg( ? )

base.ScriptMachine:SetEvent( ? )

base.ScriptMachine :P ostMultiMessage( ? )

base.ScriptMachine :P ostMessage( ? )

base.ScriptMachine:RegisterScriptForMachineMessages( ? )

base.ScriptMachine:UnregisterScriptFromMachineMessages( ? )

base.ScriptMachine :P ostMachineMessage( ? )

base.ScriptMachine:UnregisterFromAllMessages( ? )

base.ScriptMachine:CreateSyncObject( ? )

base.ScriptMachine:print( ? )

base.ScriptMachine:clear( ? )

 

 

class C_Quest

 

??? ?:GetState( ? )

??? ?:SetState( ? )

??? ?:SetDescriptionTextId( ? )

??? ?:SetTime( ? )

??? ?:SetName( ? )

??? ?:SetAwardMoney( ? )

??? ?:SetAwardCustomTextId( ? )

??? ?:AddObjective( ? )

??? ?:FindObjectiveByName( ? )

??? ?:AddMissionCriticalHuman( ? )

??? ?:RemoveMissionCriticalHuman( ? )

??? ?:AddMissionCriticalCar( ? )

??? ?:RemoveMissionCriticalCar( ? )

 

 

class C_LuaVector

 

Math:newVector():zero( ? )

Math:newVector():dotProduct( ? )

Math:newVector() :s et(0,0,0)

Math:newVector() :s etVec( ? )

Math:newVector():get( ? )

Math:newVector():magnitude( ? )

Math:newVector():magnitude2( ? )

Math:newVector():normalize( ? )

 

 

class C_ScriptMachineWrapper

 

??? ?:callScript( ? )

??? ?:createScript( ? )

??? ?:markScriptForAutodestroy( ? )

??? ?:require( ? )

??? ?:getRegistry( ? )

??? ?:GetTime( ? )

 

 

class C_ScriptWrapperPhoneBook

 

game.phonebook:AddNumber( ? )

game.phonebook:AddHiddenNumber( ? )

game.phonebook:RemoveNumber( ? )

game.phonebook:RemoveNumberByTextId( ? )

game.phonebook:Clear( ? )

game.phonebook:ContainsNumber( ? )

 

 

 

[align=center:10d3iy6n]Download:
Divers LUA command files (28.61 Mo)[/align:10d3iy6n]

 

[hr:10d3iy6n][/hr:10d3iy6n]

[align=center:10d3iy6n]Some useful links.[/align:10d3iy6n]

[align=center:10d3iy6n]But attention, it’s the info on the true LUA, and not on the LUA made in 2K Game.[/align:10d3iy6n]

[align=center:10d3iy6n]http://lua-users.org/wiki/TutorialDirectory[/align:10d3iy6n]

[align=center:10d3iy6n]http://www.luteus.biz/Download/LoriotPro_Doc/LUA/LUA_Training_FR/Introduction_Programmation.html[/align:10d3iy6n]

[hr:10d3iy6n][/hr:10d3iy6n]

 

DelayBuffer Command

 

DelayBuffer:Insert(function(l_1_0) xxxxx
end,{l_1_0},250
,1
,false)

xxxxx
= your command

250
= delay (millisecond) before activation of the command

1
= number of times to repeat the fonction

 

Test to understand the function “DelayBuffer”:

DelayBuffer:Insert(function(l_1_0)game.game:SaveGame(1) end,{l_1_0},10000
,10
,false)

a backup is performed every 10
second (10000 milli) for10
times.

 

 

[hr:10d3iy6n][/hr:10d3iy6n]

 

First Person View

 

 

FreeRide Script

In Car

game.cameramanager:GetPlayerMainCamera(0):EnableFPV(game.game:GetActivePlayer(),true)

game.game:GetActivePlayer():ShowModel(false)

Out Car

game.cameramanager:GetPlayerMainCamera(0):EnableFPV(game.game:GetActivePlayer(),false)

game.game:GetActivePlayer():ShowModel(true)

 

with injector:

In Car

DelayBuffer:Insert(function(l_1_0)

game.cameramanager:GetPlayerMainCamera(0):EnableFPV(game.game:GetActivePlayer(),true)

game.game:GetActivePlayer():ShowModel(false)

end,{l_1_0},250,1,false)

Out Car

DelayBuffer:Insert(function(l_1_0)

game.cameramanager:GetPlayerMainCamera(0):EnableFPV(game.game:GetActivePlayer(),false)

game.game:GetActivePlayer():ShowModel(true)

end,{l_1_0},250,1,false)

 

 

Script for injector v6

1ere clic Fx = On

2eme clic Fx = Off

DelayBuffer:Insert(function(l_1_0)

if i==nil

then i=1

game.cameramanager:GetPlayerMainCamera(0):EnableFPV(game.game:GetActivePlayer(),true)

game.game:GetActivePlayer():ShowModel(false)

else i=nil

game.cameramanager:GetPlayerMainCamera(0):EnableFPV(game.game:GetActivePlayer(),false)

game.game:GetActivePlayer():ShowModel(true)

end

end,{l_1_0},250,1,false)

 

 

 

[hr:10d3iy6n][/hr:10d3iy6n]

 

Script to find Coordinates and Direction for Injector

for using controls “SetPos” & “SetDir” a text file “coords.txt” is created in the folder “pc” of the game

 

function loginf(log_text)log_text=”.) “..log_text..”n”

f=assert(io.open(“coords.txt”, “a+”))

f:write(i,log_text)

io.close(f)

end

playerPos=game.game:GetActivePlayer():GetPos()

playerDir=game.game:GetActivePlayer():GetDir()

 

if i==nil then i=0 end

i=i+1

loginf(playerPos.x..”, “..playerPos.y..”, “..playerPos.z)

loginf(playerDir.x..”, “..playerDir.y..”, “..playerDir.z)

For Dir.z Simply put Zero “0” and not “-9.6103207170017e-008” it’s the same thing, exposing -8 

[img]/applications/core/interface/imageproxy/imageproxy.php?img=http://i49.tinypic.com/11915ra.jpg&key=702affaf05d221d5876d4d4c56964c56bf5bee870a78b94fbdca515c81e91465[/img]

 

13 years, 9 months ago
#11467

:cheer: MERCI BEAUCOUP, je te dois une bi̮̬re (translate:thx in french)

13 years, 9 months ago
#11469

Ne T’en fait pas, il y en a d’autre qui peuvent lire le franacais, on a meme une section francaise.

13 years, 8 months ago
#12822

BIG Thx <img decoding=” data-emoticon=”” srcset=”/wp-content/uploads/invision_emoticons/biggrin@2x.png 2x” width=”20″ height=”20″>

13 years, 7 months ago
#12950

[align=center :s ko6uwac]Mafia2 Running Memory Listing – Ocram – 15th of june 2012

hard to understand but full of informations here, have a nice scroll

 

Download: i’ve uploaded the file
HERE .
[/align :s ko6uwac]

 

 

[align=center :s ko6uwac]Just as an example, full listing on above link

 

MinMovementDistOutsideIdeal

MinMovementDistInsideIdeal

StoppingDist

StrafingVariationMaxSkill

StrafingIntervalMaxSkill

StrafingVariationMinSkill

StrafingIntervalMinSkill

CoverLeanRatio

CoverLookRatio

RamboActionRatio

TimeInFinalOpenSpace

TimeInOpenSpace

TimeInFinalCover

TimeInCover

LongRange

ShortRange

OnScriptControl

OnAIControl

(unnamed)

effect.m_PlayerDamageMaxSkill

effect.m_PlayerDamageMinSkill

effect.m_DamageMaxSkill

effect.m_DamageMinSkill

effect.m_StaminaCost

effect.m_RelativeProbabilityMaxHealth

effect.m_RelativeProbabilityMinHealth

effect.m_RelativeProbabilityMaxSkill

effect.m_RelativeProbabilityMinSkill

effect.m_MoveName

taunt.m_DeathTaunt

taunt.m_LosingTaunt

taunt.m_WinningTaunt

taunt.m_SupportedAITypes

taunt.m_SupportedWeapons

taunt.m_RelProbability

taunt.m_TauntName

KNIFE

CLUB

TWO_HANDED

w.m_MaxHealth

w.m_MinHealth

w.m_MinBlockLevel

w.m_MinAttackLevel

w.m_MinSkill

w.m_BrokenWeaponName

w.m_Breaks

w.m_CounterAttackDamageMultiplier

w.m_DamageMultiplier

w.m_WeaponID

w.m_Name

Shubert_Beverly

settings.m_MeleeCloseCombatSkill

settings.m_MeleeCounterBlockSkill

settings.m_MeleeAggressivity

settings.m_MeleeBlockLevel

settings.m_MeleeAttackLevel

settings.m_MeleeSkillLevel

levelIdx

Level

Difficulty

PCN

PCN

PCN

PCN

PCN

PCN

Move

move.m_IsSuccessfulBlock

move.m_Finisher

move.m_MaxHealthPercent

move.m_MinHealthPercent

move.m_MaxTime

move.m_DropWeaponProbabilityMaxSkill

move.m_DropWeaponProbabilityMinSkill

move.m_DropWeaponStunModes

move.m_RelativeProbabilityMaxHealth

move.m_RelativeProbabilityMinHealth

 

[/align :s ko6uwac]

13 years, 7 months ago
#13316

New
Script to find Coordinates and Direction for Injector

for using controls “SetPos” & “SetDir” a text file “coords.txt” is created in the folder “pc” of the game

 

information that I was asked by Deewarz

13 years, 7 months ago
#13321

[align=center:2f22hrgz]NOCLIP SCRIPT

USE WITH Injector[/align:2f22hrgz]

 

Use ZQSDAE for move on the map.

 

Press => enable/disable

 

(Tested on Injector V6)

 

— NOCLIP SCRIPT by Deewarz

— Be sure to be on the ground when you turn off the script or the fall will be fatal!!

— Just move or click to fall on the ground.

 

Player = game.game:GetActivePlayer()

 

if noclip==nil then

noclip=1

 

DelayBuffer:Insert(function(l_1_0)

Player:ShowModel(false)

 

Player:SetDemigod(true)

Player:EnableInjury(false)

Player.invulnerability = true

 

bindKey (“Z”,”p = Player:GetPos() p.y = p.y + 2 Player:SetPos(p)”)

bindKey (“Q”,”p = Player:GetPos() p.x = p.x – 2 Player:SetPos(p)”)

bindKey (“S”,”p = Player:GetPos() p.y = p.y – 2 Player:SetPos(p)”)

bindKey (“D”,”p = Player:GetPos() p.x = p.x + 2 Player:SetPos(p)”)

bindKey (“A”,”p = Player:GetPos() p.z = p.z + 2 Player:SetPos(p)”)

bindKey (“E”,”p = Player:GetPos() p.z = p.z – 2 Player:SetPos(p)”)

end,{l_1_0},250,1,false)

else

noclip=nil

 

DelayBuffer:Insert(function(l_1_0)

Player:ShowModel(true)

 

Player:SetDemigod(false)

Player:EnableInjury(true)

Player.invulnerability = false

 

bindKey (“Z”,””)

bindKey (“Q”,””)

bindKey (“S”,””)

bindKey (“D”,””)

bindKey (“A”,””)

bindKey (“E”,””)

end,{l_1_0},250,1,false)

end

13 years, 7 months ago
#13324

as a complement, the injector v7 as:

 

F3.lua – the lua script to Save the position (coordinate) to a txt file.

F9.lua – the lua script to Get to some coordinate for screen shot (no charactere, no hud)

F12.lua – the lua script to Move east-north-west-south up or down (as script above)

 

*all works on V6

13 years, 7 months ago
#13326

after, for working, everyone makes a little as he feels.

For Me by Example

 

F1 = For exit —> infinite loading – more sounds – animation – more player – Camera

[spoiler:1rl5ova1]

game.hud:FaderFadeIn(250)

game.game:SoundFadeIn(250)

game.game:GetActivePlayer():ShowModel(true)

game.cameramanager:GetPlayerMainCamera(0):LockControl(false,false)

game.game:GetActivePlayer():SetControlStyle(enums.ControlStyle.FREE)

game.game:GetActivePlayer():SetPhysState(enums.PhysicsState.DYNAMIC)

[/spoiler:1rl5ova1] 

F2 = return FR

[spoiler:1rl5ova1]

game.sds:ActivateStreamMapLine(“free_joe_load”)

[/spoiler:1rl5ova1] 

F3 = return summer

[spoiler:1rl5ova1]

game.sds:ActivateStreamMapLine(“free_summer_load”)

[/spoiler:1rl5ova1] 

F4 = return winter

[spoiler:1rl5ova1]

game.sds:ActivateStreamMapLine(“free_winter_load”)

[/spoiler:1rl5ova1] 

F5 = divers location

[spoiler:1rl5ova1]

–game.game:GetActivePlayer():SetPos(Math:newVector(-1308.5574951172, 986.83605957031,-17.589883804321)) — Home Villa Greenfield

–game.game:GetActivePlayer():SetPos(Math:newVector( 82.219184875488, 896.54577636719,-13.314183235168)) — Joe

–game.game:GetActivePlayer():SetPos(Math:newVector( 74.664436340332, 913.71484375152,-20.056598663331)) — Joe Garage

–game.game:GetActivePlayer():SetPos(Math:newVector(-649.90618896484, 935.14526367188,-7.9598007202148)) — Vito

–game.game:GetActivePlayer():SetPos(Math:newVector(-639.68249511719, 935.79895019531,-18.914690017712)) — Vito Garage

–game.game:GetActivePlayer():SetPos(Math:newVector( 373.02194213867,-294.42282104492,-15.584340095521)) — Marty

–game.game:GetActivePlayer():SetPos(Math:newVector( 368.13140869141,-281.82098388672,-20.132001876831)) — Marty Garage

–game.game:GetActivePlayer():SetPos(Math:newVector( 274.39508056641, 793.09167480469,-15.496784210205)) — Vito Mother

–game.game:GetActivePlayer():SetPos(Math:newVector(-37.072532653809, 1160.7387695313, 68.364852905273)) — Hillwood garage

 

–game.game:GetActivePlayer():SetPos(Math:newVector(-331.44158935547, 182.80078125011,-4.7026247978211)) — M2-Multi

 

–game.game:GetActivePlayer():SetPos(Math:newVector(-1151.9484863281, 1578.6281738281, 6.3188753128052)) — Hill of Tara

–game.game:GetActivePlayer():SetPos(Math:newVector(-46.899543762207, 727.36376953125,-21.990571975708)) — Freddy’s bar

–game.game:GetActivePlayer():SetPos(Math:newVector( 35.290706634521,-66.342155456543,-17.002140045166)) — The Maltese Falcon

game.game:GetActivePlayer():SetPos(Math:newVector( 26.652406692505,-81.648445129395,-16.194694519043)) — The Maltese Falcon Piano

–game.game:GetActivePlayer():SetPos(Math:newVector(-646.11315917969, 360.00296020508, 1.4180455207825)) — The MonaLisa

–game.game:GetActivePlayer():SetPos(Math:newVector(-1381.6616210938, 483.84646606445,-23.117313385011)) — The Lone Star

 

–game.game:GetActivePlayer():SetPos(Math:newVector( 1242.2125244141, 1271.7690429688, 0.4690062999725)) — Forge

–game.game:GetActivePlayer():SetPos(Math:newVector(-341.39440917969,-735.64990234375,-21.745681762695)) — Derek Port

–game.game:GetActivePlayer():SetPos(Math:newVector(-97.476295471191, 1740.5336914063,-19.234798431396)) — Bruski

–game.game:GetActivePlayer():SetPos(Math:newVector(-165.11447143555,-580.32147216797,-20.350566864014)) — Bruno’s Office

–game.game:GetActivePlayer():SetPos(Math:newVector(-433.02221679688, 795.92248535156,-20.102350234985)) — Office price

–game.game:GetActivePlayer():SetPos(Math:newVector(-433.25164794922, 781.14306640625,-19.939029693604)) — Office price In

–game.game:GetActivePlayer():SetPos(Math:newVector(-522.22491455078,-40.557701110841, 1.0247592926025)) — Jewellery

–game.game:GetActivePlayer():SetPos(Math:newVector( 353.57696533203, 374.77481079102,-19.579500198364)) — Restaurant

–game.game:GetActivePlayer():SetPos(Math:newVector( 381.95062255859, 122.01869964615,-20.211774826051)) — Sea Gift

–game.game:GetActivePlayer():SetPos(Math:newVector(-1542.0977783203,-85.776489257813,-18.244682312012)) — Distillery

–game.game:GetActivePlayer():SetPos(Math:newVector(-381.84838867188, 652.05084228516,-11.594194412231)) — Police

–game.game:GetActivePlayer():SetPos(Math:newVector( 4.0198488235474,-64.208900451661, 300.00000000000)) — Prison

–game.game:GetActivePlayer():SetPos(Math:newVector( 291.78070068359, 1215.8483886719, 63.251049041748))DelayBuffer:Insert(function(l_1_0)game.game:GetActivePlayer():SetPos(Math:newVector( 375.77612304688, 1279.7506103516, 66.089363098145))end,{l_11_0},500,1,false) — Observatoir Activation Map

–game.game:GetActivePlayer():SetPos(Math:newVector( 375.77612304688, 1279.7506103516, 66.089363098145)) — Observatoir

–game.game:GetActivePlayer():SetPos(Math:newVector(-193.45440673828, 824.43365478516,-20.801353454591)) — Carcyclopedia Ext

–game.game:GetActivePlayer():SetPos(Math:newVector(-292.03601074219, 835.83361816406, 9.8275241851807)) — Carcyclopedia In

–game.game:GetActivePlayer():SetPos(Math:newVector(-369.65689086914,-346.05963134766,-13.684614181519)) — Construction Site Bas

–game.game:GetActivePlayer():SetPos(Math:newVector(-449.41287231445,-340.48016357422, 27.940334320068)) — Construction Site Haut

–game.game:GetActivePlayer():SetPos(Math:newVector(-535.01568603516, 1150.0874023438, 31.865810394287))DelayBuffer:Insert(function(l_1_0)game.game:GetActivePlayer():SetPos(Math:newVector(-326.19720458984, 1067.2822265625, 44.848899841309))end,{l_1_0},2000,1,false) — Leo Galante Activation Map

–game.game:GetActivePlayer():SetPos(Math:newVector(-1654.6417236328, 1031.5666503906,-6.3348078727722)) — Mansion Portail

–game.game:GetActivePlayer():SetPos(Math:newVector(-2004.1757812512, 1094.5406494141, 22.615701675415)) — Mansion Villa

–game.game:GetActivePlayer():SetPos(Math:newVector(-596.41143798828,-333.71118164063,-9.4106159210205)) — Empire Arms Hotel

–game.game:GetActivePlayer():SetPos(Math:newVector(-576.66986083984,-313.95117187512, 73.231109619141)) — Empire Arms Hotel 18eme ̮̩tage

–game.game:GetActivePlayer():SetPos(Math:newVector(-582.42517089844,-244.39358520508, 100.40155029297)) — Empire Arms Hotel toit

–game.game:GetActivePlayer():SetPos(Math:newVector( 41.622173309326, 1779.7225341797,-17.866758346558)) — Clemente Ext

–game.game:GetActivePlayer():SetPos(Math:newVector( 41.927108764648, 1800.4672851563,-17.862766265869)) — Clemente In

 

–game.game:GetActivePlayer():SetPos(Math:newVector(-1542.8310546875,-212.41596984863,-20.335449218751)) — Tram Sand island

–game.game:GetActivePlayer():SetPos(Math:newVector(-498.46887207031,-1.8315485715866,-0.5352652072906)) — Tram West Side ss

–game.game:GetActivePlayer():SetPos(Math:newVector(-106.34381866455,-499.17507934571,-15.895045280457)) — Tram Southport

–game.game:GetActivePlayer():SetPos(Math:newVector( 259.36804199219, 388.70019531251,-21.755012512207)) — Tram Chinatown

–game.game:GetActivePlayer():SetPos(Math:newVector(-295.83929443359, 560.09655761719,-2.2736749649048)) — Tram Uptown

–game.game:GetActivePlayer():SetPos(Math:newVector(-532.10595703125, 1605.9051513672,-16.582725524902)) — Tram Dipton ss

–game.game:GetActivePlayer():SetPos(Math:newVector(-1140.8968505859, 1363.5609130859,-13.572398185731)) — Kingston

 

–game.game:GetActivePlayer():SetPos(Math:newVector(-497.02575683594, 543.06060791016, 0.8981568813324)) — Garage haut

–game.game:GetActivePlayer():SetPos(Math:newVector(-519.04034423828, 584.83081054688,-5.6971135139465)) — Garage bas

–game.game:GetActivePlayer():SetPos(Math:newVector( 702.44183349609, 1852.9270019531, 39.771457672119)) — Yatch Club

–game.game:GetActivePlayer():SetPos(Math:newVector( 682.15252685547,-54.542942047119,-20.303739547729)) — Printery

–game.game:GetActivePlayer():SetPos(Math:newVector(-779.16802978516, 526.83142089844,-20.263599395752)) — M-Hotel

–game.game:GetActivePlayer():SetPos(Math:newVector( 261.53601074219, 38.952281951904,-23.370782852173)) — Cathouse ext

–game.game:GetActivePlayer():SetPos(Math:newVector( 261.04589843751, 46.615829467773,-23.705286026001)) — Cathouse int 1

–game.game:GetActivePlayer():SetPos(Math:newVector( 317.72222900391, 53.417900085449,-27.470323562622)) — Cathouse int 2

–game.game:GetActivePlayer():SetPos(Math:newVector(-1543.8682861328,-341.10977172852,-20.335437774658)) — Supermarket

–game.game:GetActivePlayer():SetPos(Math:newVector( 754.80328369141, 293.98419189453,-12.213390350342)) — Bank Door

–game.game:GetActivePlayer():SetPos(Math:newVector( 694.81433105469, 865.16668701172,-11.992577552795)) — Bank Door Load

 

–game.game:GetActivePlayer():SetPos(Math:newVector( 691.84802246094, 867.99761962891,-11.992649078369)) — Gomin̮̩ JA

–game.game:GetActivePlayer():SetPos(Math:newVector( 1327.2593994141, 1276.2521972656,-0.3068978786468)) — Gomin̮̩ JA

–game.game:GetActivePlayer():SetPos(Math:newVector(-180.25326451213,-304.07998657227,-234.16999816895)) — Italie

[/spoiler:1rl5ova1] 

F6 to F9 = For write script

 

F10 = Divers Save

[spoiler:1rl5ova1]

game.game:SaveGame(1) — FR M2

–game.game:SaveGame(2) — FR JV

–game.game:SaveGame(4) — FR BV

–game.game:SaveGame(6) — FR JA

[/spoiler:1rl5ova1] 

F11 = Find coordinate

[spoiler:1rl5ova1]

function loginf(log_text)log_text=”.) “..log_text..”n”

f=assert(io.open(“coords.txt”, “a+”))

f:write(i,log_text)

io.close(f)

end

playerPos=game.game:GetActivePlayer():GetPos()

playerDir=game.game:GetActivePlayer():GetDir()

 

if i==nil then i=0 end

i=i+1

loginf(playerPos.x..”, “..playerPos.y..”, “..playerPos.z)

loginf(playerDir.x..”, “..playerDir.y..”, “..playerDir.z)

[/spoiler:1rl5ova1] 

F12 = Teleportation (I,K,J,L,U,O) & 1ere clic Passe muraille / wall passes 2eme clic return to normal

[spoiler:1rl5ova1]

bindKey (“I”,”v = game.game:GetActivePlayer():GetPos() v.y = v.y + 2 game.game:GetActivePlayer():SetPos(v)”)

bindKey (“J”,”v = game.game:GetActivePlayer():GetPos() v.x = v.x – 2 game.game:GetActivePlayer():SetPos(v)”)

bindKey (“K”,”v = game.game:GetActivePlayer():GetPos() v.y = v.y – 2 game.game:GetActivePlayer():SetPos(v)”)

bindKey (“L”,”v = game.game:GetActivePlayer():GetPos() v.x = v.x + 2 game.game:GetActivePlayer():SetPos(v)”)

bindKey (“U”,”v = game.game:GetActivePlayer():GetPos() v.z = v.z + 2 game.game:GetActivePlayer():SetPos(v)”)

bindKey (“O”,”v = game.game:GetActivePlayer():GetPos() v.z = v.z – 2 game.game:GetActivePlayer():SetPos(v)”)

 

if PS==nil then PS=1 game.game:GetActivePlayer():SetPhysState(enums.PhysicsState.DISABLED)else PS=nil game.game:GetActivePlayer():SetPhysState(enums.PhysicsState.DYNAMIC)end

[/spoiler:1rl5ova1]

13 years, 1 month ago
#16295

Hello eXistenZ. I want to change Joe’s cloth with Injector. Can you write me LUA script please?

13 years, 1 month ago
#16331

Hi mafian565,

Here is a script & hchar Model Modified for all skin types for Joe (21).

how it works :

– in the example press F8
(you can change F1 to F12)

after press

P
for Next model

M
for Previous model

– and for some model 0
for change Color (Not 0
of numpad 0
with à @
)

 

http://www.mediafire.com/?xdtk0chld94tku6

13 years, 1 month ago
#16340

Hi mafian565,

Here is a script & hchar Model Modified for all skin types for Joe (21).

how it works :

– in the example press F8
(you can change F1 to F12)

after press

P
for Next model

M
for Previous model

– and for some model 0
for change Color (Not 0
of numpad 0
with à @
)

 

http://www.mediafire.com/?xdtk0chld94tku6

 

Thank you, It is very useful.

12 years, 11 months ago
#16591

eXistenZ, can you write full change player script?

12 years, 11 months ago
#16592

Hello, i dont have mafia 2 installed right now but i want to ask, is there a greaser skin in this modification? If there isnt could you add them(there are multiple) and other skins too.

I really like greaser style and good old rock n roll

 

 

 

 

Sincerely hahalala

 

EDIT: I am sorry, i didnt read the post. If you are willing to make full skin change mod, could you still had my requested skins.

12 years, 11 months ago
#16593

OK, I found answer in another topic. Don’t bother you now.

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