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April 17, 2012, 07:39:12 AM Last Edit: January 01, 1970, 12:00:00 AM by Guest
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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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Wiki of Mafiascene.com in image.[/size]



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Divers file of Mafia 2 Demo partially Decompiled by sztupy.[/size]



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Divers file of Mafia 2 Demo partially Decompiled fine on Pastie.[/size]



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My LUA listing.
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<div class="ipsSpoiler_header">



 




class C_GameGuiScriptW


 




game.gui:SetQuestionParameters( ? )




game.gui:ShowMissionIntroScreen("iD_texte1","iD_texte2","iD_texte3")



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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



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game.gui :D ialogScreenShow2("iD_texte1","iD_texte2", 2,1)




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



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game.gui:TutorialDialogShow2("13_tutorial.dds","iD_texte1","iD_texte2", 2,1)




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



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game.gui:ShowQuestDialog("gui_IMG","iD_texte1","iD_texte2","iD_texte3")




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



<hr class="bbcode_rule" />





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 :D 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 :D 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 :D 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( ? )



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game.hud:CreateHint(0,"iD_texte",0,1,false)         emplacement,"iD_texte",icones ou Couleur,durÃÆée 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)



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game.hud :D 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 :D 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 :D 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 alÃÆéatoire 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 :D 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 :D 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 :D 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 :D 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 :D eactivateOffence( ? )




ai.police :D 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'entrÃÆée




game.game:GetActivePlayer():GetOwner():UnlockEntryPoints()          Deverrouiller les points d'entrÃÆée




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() :D 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() :D 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() :D 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() :D 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() :D oTalk( ? )                   game.entitywrapper:GetEntityByName("Henry") :D oTalk(henry,"0599050100")  ???




game.game:GetActivePlayer() :D 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() :D 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() :D espawnImmunity( ? )




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




game.game:GetActivePlayer() :D 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() :D 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() :D 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() :D 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") :D isableAction()




game.entitywrapper:GetEntityByName("name_Door_entity"):Activate()




game.entitywrapper:GetEntityByName("name_Door_entity") :D 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") :D oTalk( ? )




game.entitywrapper:GetEntityByName("name_Telephone_entity") :D 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 :D 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( ? )




??? ? :D 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( ? )


 




</div>

 


 




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


 




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




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



 




<div class="ipsSpoiler_header">

Quote<div>

<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="784" data-ipsquote-contentclass="forums_Topic"><div>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":







QuoteDelayBuffer: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.</div></blockquote></div>

</div>

 


 




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


 




First Person View



 




<div class="ipsSpoiler_header">



 




FreeRide Script




In Car







Quote<div>game.cameramanager:GetPlayerMainCamera(0):EnableFPV(game.game:GetActivePlayer(),true)

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







Out Car




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

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








 




with injector:




In Car







QuoteDelayBuffer: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




QuoteDelayBuffer: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


QuoteDelayBuffer: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)








 


</div>

</div>

 


 




[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



 




<div class="ipsSpoiler_header">



Quote<div>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 







</div>

</div>

 

#1 April 17, 2012, 09:34:10 AM Last Edit: January 01, 1970, 12:00:00 AM by Guest
:cheer: MERCI BEAUCOUP, je te dois une bi̮̬re (translate:thx in french)

#2 April 17, 2012, 10:56:38 AM Last Edit: January 01, 1970, 12:00:00 AM by Guest
Ne T'en fait pas, il y en a d'autre qui peuvent lire le franacais, on a meme une section francaise.

#3 June 14, 2012, 11:19:24 PM Last Edit: January 01, 1970, 12:00:00 AM by Guest
BIG Thx  <img src="/wp-content/uploads/invision_emoticons/biggrin.png" alt="" data-emoticon="" srcset="/wp-content/uploads/invision_emoticons/biggrin@2x.png 2x" width="20" height="20">

#4 June 18, 2012, 12:59:55 PM Last Edit: January 01, 1970, 12:00:00 AM by Guest
[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


 




<div class="ipsSpoiler_header">



...




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




...


 




</div>

[/align :s ko6uwac]

#5 June 28, 2012, 08:32:36 AM Last Edit: January 01, 1970, 12:00:00 AM by Guest
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

#6 June 28, 2012, 11:31:28 AM Last Edit: January 01, 1970, 12:00:00 AM by Guest
[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








#7 June 28, 2012, 12:26:53 PM Last Edit: January 01, 1970, 12:00:00 AM by Guest
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

#8 June 28, 2012, 12:50:17 PM Last Edit: January 01, 1970, 12:00:00 AM by Guest
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]


Quotegame.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]


Quotegame.sds:ActivateStreamMapLine("free_joe_load")
[/spoiler:1rl5ova1] 




F3 = return summer




[spoiler:1rl5ova1]


Quotegame.sds:ActivateStreamMapLine("free_summer_load")
[/spoiler:1rl5ova1] 




F4 = return winter




[spoiler:1rl5ova1]


Quotegame.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 ̮̩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]


Quotegame.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]


Quotefunction 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]


QuotebindKey ("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]

#9 December 29, 2012, 06:48:11 PM Last Edit: January 01, 1970, 12:00:00 AM by Guest
Hello eXistenZ. I want to change Joe's cloth with Injector. Can you write me LUA script please?

#10 January 02, 2013, 02:20:17 PM Last Edit: January 01, 1970, 12:00:00 AM by Guest
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

#11 January 03, 2013, 01:45:57 PM Last Edit: January 01, 1970, 12:00:00 AM by Guest
QuoteHi 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 March 06, 2013, 05:21:03 PM Last Edit: January 01, 1970, 12:00:00 AM by Guest
eXistenZ, can you write full change player script?

#13 March 06, 2013, 05:30:12 PM Last Edit: January 01, 1970, 12:00:00 AM by Guest
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.

#14 March 06, 2013, 06:08:07 PM Last Edit: January 01, 1970, 12:00:00 AM by Guest
OK, I found answer in another topic. Don't bother you now.