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Mafia II : LUA command
#1
[hr:10d3iy6n][/hr:10d3iy6n]
[align=center:10d3iy6n][size=300:10d3iy6n]Mafia II : LUA command[/size][/align:10d3iy6n]
[hr:10d3iy6n][/hr:10d3iy6n]
[align=center:10d3iy6n]This archive contains[/align:10d3iy6n]

[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.
[/align:10d3iy6n]
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.guiBig GrinialogScreenShow2("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 = true\false
game.gui:UnlockArtworks(xx) xx = true\false
game.gui:QuestionScreenClose( ? )
game.gui:RunCarcyclopedia(xx) xx = true\false
game.guiTongueause( ? )
game.guiBig GrineactivateMainMenu( ? )
game.gui:ActivateAPEXResults( ? )
game.gui:ShowSecretCode( ? )
game.gui:GameEndCutsceneSO( ? )


class C_HudScriptW

game.hud:Show(xx) xx = 0\1 enable oor Disable
game.hud:RadarShow(xx) xx = true\false enable oor Disable
game.hud:ScoreShow(xx) xx = true\false enable oor Disable
game.hud:SubtitlesShow(xx) xx = true\false enable oor Disable
game.hud:SpeedometerShow(xx) xx = true\false enable oor Disable
game.hud:ActionButtonsShow(xx) xx = true\false enable oor Disable Action Buttons Show on display
game.hud:MessageAreaShow(xx) xx = true\false enable oor Disable
game.hud:InfoAreaShow(xx) xx = true\false enable oor Disable
game.hudBig GrinarkPlaceIndicatorShow( ? ) 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.hudBig GrinebugHint( ? )
game.hud:HelpHintHide( ? )
game.hud:MoneyShow(xx) xx = true\false
game.hud:RespectShow( ? )
game.hud:FaderFadeOut(250)
game.hud:FaderFadeIn(250)
game.hud:FaderFadeOutEx( ? )
game.hud:FaderFadeInEx( ? )
game.hudTongueoliceWantedSet( ? )
game.hudTongueoliceRelationSet( ? )
game.hud:TimerShow(xx) xx = true\false 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 = true\false 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,durée 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.hudBig GrinestroyHint( ? )
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.navigationBig GrinisableFarVisibility( ? )
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 dépend 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.datastoreBig GrinelVariable( ? )
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

??? ?ConfusedetPos( ? )
??? ?:addPos( ? )
??? ?:zero( ? )
??? ?ConfusedetDir( ? )
??? ?ConfusedetDirUp( ? )
??? ?ConfusedetRotEuler( ? )


class C_LuaQuat

??? ?:zero( ? )
??? ?:makeMatrix( ? )
??? ?:normalize( ? )


class C_MathLuaModule

Math:newVector(xx,yy,zz)
Math:newMatrix( ? )
Math:newQuat( ? )
Math:Random(1,5) Chiffre aléatoire 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.gameBig GrinisableTranslocator(xx) xx = true\false Load or unload trees, columns, containers, signs, telephone booths, fences ...
game.gameTonguelayMusic("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.gameBig GrinbgToolActorInfo( ? )
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 = true\false
game.trafficTongueopulate(##) ##=0..100
game.trafficTongueoliceReinforcements(##) ##=0..100
game.traffic:OpenSeason(50) or (140)
game.traffic:CloseSeason()
game.traffic:SetPolice(xx) xx = true\false sets whether or not police car traffic should exit
game.trafficBig GrinespawnPolice(xx) xx = true\false
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.trafficTongueathFindEnableMiddlePoint( ? )
game.trafficTongueathFindReset( ? )


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.relationshipsBig GrinestroyGangGroup( ? )
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.policeBig GrineactivateOffence( ? )
ai.policeBig GrineactivateAllOffences( ? )
ai.police:IgnorePerson(game.game:GetActivePlayer():GetGuid(),xx) xx = true\false
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.policeTongueoliceUTTWriteSimple( ? )


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 = true\false
game.game:GetActivePlayer():GetOwner():RepairAndClear(xx) xx = true\false
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'entrée
game.game:GetActivePlayer():GetOwner():UnlockEntryPoints() Deverrouiller les points d'entrée
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 = true\false yy = true\false
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()Big GrinestroyController()
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()Big GrinisableExplosion(xx) xx = true\false 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 = true\false
game.game:GetActivePlayer():GetOwner():SetSirenOn(xx) xx = true\false
game.game:GetActivePlayer():GetOwner():SetHornOn(xx) xx = true\false
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 = true\false
game.game:GetActivePlayer():GetOwner():IsWheelsProtected( ? )
game.game:GetActivePlayer():GetOwner():OpenSeatWindowOpenSeatWindow(1,xx,0) 1,2,3 or 4 xx = true\false
game.game:GetActivePlayer():GetOwner():IsSeatWindowOpen( ? )
game.game:GetActivePlayer():GetOwner():GetActualPlayerSeatIndex( ? )
game.game:GetActivePlayer():GetOwner():ReflectorsForceOff( ? )
game.game:GetActivePlayer():GetOwner():GetCarTableId( ? )
game.game:GetActivePlayer():GetOwner()Big GrinisableFreeTrunk( ? )
game.game:GetActivePlayer():GetOwner()TonguelayAnim( ? )
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()Big GrinisableObstacleByPart( ? )
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()Big GrinoTalk( ? ) game.entitywrapper:GetEntityByName("Henry")Big GrinoTalk(henry,"0599050100") ???
game.game:GetActivePlayer()Big GrinoTalkAI("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 = true\false
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 = true\false
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()Big GrinisableSuspiciousMove( ? )
game.game:GetActivePlayer():SetCanTraverse( ? )
game.game:GetActivePlayer():GetCanTraverse( ? )
game.game:GetActivePlayer():ScriptControl( ? )
game.game:GetActivePlayer()TongueanicCrouch(0) 0,...,4
game.game:GetActivePlayer()TongueanicRunAway(player:GetPos(),player:GetPos())
Joe=game.entitywrapper:GetEntityByName("Joe") JoeTongueanicRunAway(Joe:GetPos(),Joe:GetPos())
game.game:GetActivePlayer():IsDeath() if PlayerIsDeath() ou entity:IsDeath() then end
game.game:GetActivePlayer()Big GrinespawnImmunity( ? )
game.game:GetActivePlayer():TakeBody( ? )
game.game:GetActivePlayer()Big GrinropBody( ? )
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 = true\false
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()Big GrinropHat( ? )
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 = true\false yy = true\false
game.game:GetActivePlayer():GetOutCarFast(xx) xx = true\false
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 = true\false
game.game:GetActivePlayer():SetCarAttackGetOutPermission(xx) xx = true\false
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()Big GrinisableMeleeGenericSpeech( ? )
game.game:GetActivePlayer():UseSoundScene( ? )
game.game:GetActivePlayer():SetHumanColor(#) # = 0/.../9 couleur vetement
game.game:GetActivePlayer():GetHumanColor( ? )
game.game:GetActivePlayer():ShowModel(xx) xx = true\false
game.game:GetActivePlayer():IsModelVisible( ? )
game.game:GetActivePlayer():SetDemigod(xx) xx = true\false
game.game:GetActivePlayer():SetStealthMove( ? )
game.game:GetActivePlayer():IsStealthMove( ? )
game.game:GetActivePlayer():IsCoverCrouch( ? )
game.game:GetActivePlayer():EnableDragBody(xx) xx = true\false
game.game:GetActivePlayer():EnableStealthKill(xx) xx = true\false
game.game:GetActivePlayer():EnablePushByPlayer(xx) xx = true\false
game.game:GetActivePlayer():EnableBounceByPlayer(xx) xx = true\false
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()Big Grineactivate( ? )
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 = true\false yy = true\false
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")Big GrinisableAction()
game.entitywrapper:GetEntityByName("name_Door_entity"):Activate()
game.entitywrapper:GetEntityByName("name_Door_entity")Big Grineactivate()
game.entitywrapper:GetEntityByName("name_Door_entity")TonguelayAnimNoResistance( ? )
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")TonguelayAnim( ? )
game.entitywrapper:GetEntityByName("name_CrashObject_entity")TonguelayAnimNoResistance( ? )
game.entitywrapper:GetEntityByName("name_CrashObject_entity")TonguelayAnimLoop( ? )
game.entitywrapper:GetEntityByName("name_CrashObject_entity")TonguelayAnimNoResistanceLoop( ? )
game.entitywrapper:GetEntityByName("name_CrashObject_entity"):StopAnim( ? )
game.entitywrapper:GetEntityByName("name_CrashObject_entity")TonguelayBlinkAnim( ? )
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 = true\false
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")Tongueick( ? )
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")Big GrinoTalk( ? )
game.entitywrapper:GetEntityByName("name_Telephone_entity")Big GrinoWait( ? )
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")TonguelaySong( ? )


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.garageBig GrinespawnAll()
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( ? )
??? ?TongueausePhysics( ? )
??? ?: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( ? )
??? ?Big Grinisable( ? )
??? ?: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.ScriptMachineTongueostMultiMessage( ? )
base.ScriptMachineTongueostMessage( ? )
base.ScriptMachine:RegisterScriptForMachineMessages( ? )
base.ScriptMachine:UnregisterScriptFromMachineMessages( ? )
base.ScriptMachineTongueostMachineMessage( ? )
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()Confusedet(0,0,0)
Math:newVector()ConfusedetVec( ? )
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
Quote:
Quote: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":
Quote: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
Quote:game.cameramanager:GetPlayerMainCamera(0):EnableFPV(game.game:GetActivePlayer(),true)
game.game:GetActivePlayer():ShowModel(false)
Out Car
Quote:game.cameramanager:GetPlayerMainCamera(0):EnableFPV(game.game:GetActivePlayer(),false)
game.game:GetActivePlayer():ShowModel(true)

with injector:
In Car
Quote: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
Quote: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
Quote: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
Quote: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

[Image: 11915ra.jpg]
#2
:cheer: MERCI BEAUCOUP, je te dois une bière (translate:thx in french)
#3
Ne T'en fait pas, il y en a d'autre qui peuvent lire le franacais, on a meme une section francaise.
#4
BIG Thx Big Grin
#5
[align=centerConfusedko6uwac]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 .[/alignConfusedko6uwac]


[align=centerConfusedko6uwac]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
...
[/alignConfusedko6uwac]
#6
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
#7
[align=center:2f22hrgz]NOCLIP SCRIPT[/size]
USE WITH Injector[/align:2f22hrgz]

Use ZQSDAE for move on the map.

Press => enable/disable

(Tested on Injector V6)

Quote:-- 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
#8
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
#9
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]
Quote: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]
Quote:game.sds:ActivateStreamMapLine("free_joe_load")
[/spoiler:1rl5ova1]

F3 = return summer
[spoiler:1rl5ova1]
Quote:game.sds:ActivateStreamMapLine("free_summer_load")
[/spoiler:1rl5ova1]

F4 = return winter
[spoiler:1rl5ova1]
Quote:game.sds:ActivateStreamMapLine("free_winter_load")
[/spoiler:1rl5ova1]

F5 = divers location
[spoiler:1rl5ova1]
Quote:--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 étage
--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)) -- Gominé JA
--game.game:GetActivePlayer():SetPos(Math:newVector( 1327.2593994141, 1276.2521972656,-0.3068978786468)) -- Gominé 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]
Quote: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]
Quote: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]
Quote: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]
#10
Hello eXistenZ. I want to change Joe's cloth with Injector. Can you write me LUA script please?
#11
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
#12
eXistenZ34:3itvly7j Wrote: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.
#13
eXistenZ, can you write full change player script?
#14
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.
#15
OK, I found answer in another topic. Don't bother you now.
#16
ok, but you should put the link in your comment. it can serve another person.
#17
http://mafiascene.net/forums/13/7739

This is the script made by zahar999

Quote:DelayBuffer:Insert(function(l_1_0)CommandBuffer:Insert(l_6_0,{function(l_1_0)game.game:ChangePlayerModel("vitvez")end})end,{l_1_0},100,1,false)
#18
Hi eXistenZ, I want to ask you. Can you write script for injector to spawn people.
#19
M24769 post=15229 Wrote:Hi eXistenZ, I want to ask you. Can you write script for injector to spawn people.

this is not possible.
#20
Hi eXistenZ, I need some help. I want the police have Colt 1911. Don't you know, how to do it?


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