- Imports area: here we will declare the additional libraries/classes/whatever its called things that we will need in the script, the basic is:
Imports System
Imports GTA
another interesting imports are:
Imports System.Windows.Forms
Imports System.Drawing
Imports System.Collections.Generic
Imports System.IO
- Class header: here the main class starts, here we can set the name of the script that will appear in the console window when the script is loaded
Public Class myBasicScript
Inherits Script
- Variables/Constants/Classes/Enumerations area: here we can declare the variables that we will need along the script, also declare classes, constants:
Private bScriptOn As Boolean = False
Private sMessage As string
Private Class TDarts
Public dart As GTA.Object = Nothing
Public launched As Boolean = False
Public target As Ped = Nothing
end class
- Then comes the "event" that will happen when the script is loaded by the scripthook:
Sub New()
me.Interval = 10
sMessage = "Script loaded :)"
end sub
Here we can initiate variables/objects, load textures, sounds, whatever you need to do only one time in the script execution.
- The keydown event: this event will happen each time that the player press an key or click with mouse
Private Sub keyDown(ByVal sender As Object, ByVal e As GTA.KeyEventArgs) Handles MyBase.KeyDown
the object "e" will receive the info about the keypress, it can have the name that you want, for example you can use "k As GTA.KeyEventArgs" instead of "e As GTA.KeyEventArgs", through this we can identify what key was pressed through the element e.Key, for example, if we wish to identify when user press key "A":
Private Sub keyDown(ByVal sender As Object, ByVal e As GTA.KeyEventArgs) Handles MyBase.KeyDown
if e.key = keys.A then
end if
end sub
the keyUp event has the same parameters and will happen when the key is released:
Private Sub keyUp(ByVal sender As Object, ByVal e As GTA.KeyEventArgs) Handles MyBase.KeyUp
- The Console event: this will happen when user input some text in the console window and press enter:
Private Sub console_CMD(ByVal sender As Object, ByVal cmd As ConsoleEventArgs) Handles MyBase.ConsoleCommand
Private Sub console_CMD(ByVal sender As Object, ByVal cmd s ConsoleEventArgs) Handles MyBase.ConsoleCommand
If cmd.Command = "die" Then
If cmd.ParameterCount > 0 Then
If cmd.Parameter(0).ToLower = "now" Then
Player.Character.Die()
ElseIf Int16.Parse(cmd.Parameter(0)) > 0 Then
Wait(Int16.Parse(cmd.Parameter(0)))
Player.Character.Die()
End If
End If
End If
End Sub
through method Game.Console.Print we can display an message on the console:
Private Sub console_CMD(ByVal sender As Object, ByVal cmd As ConsoleEventArgs) Handles MyBase.ConsoleCommand
Game.Console.Print("You typed an console command..." & cmd.Command)
End Sub
- Tick event: this happen each X miliseconds, based on variable me.Interval:
Private Sub general_tick(ByVal sender As Object, ByVal e As EventArgs) Handles MyBase.Tick
for example, if we want to heal player life every 10 miliseconds (me.Interval):
Private Sub general_tick(ByVal sender As Object, ByVal e As EventArgs) Handles MyBase.Tick
player.character.health += 1
end sub
- PerFrameDrawing event: this will happen at each frame of the game, you must be carefull when using this event
Private Sub GraphicsEventHandler(ByVal sender As Object, ByVal g As GTA.GraphicsEventArgs) Handles MyBase.PerFrameDrawing
through element g.Graphics we can draw texts, rectangles, lines and textues:
Private Sub GraphicsEventHandler(ByVal sender As Object, ByVal e As GTA.GraphicsEventArgs) Handles MyBase.PerFrameDrawing
e.Graphics.DrawText("my text inside the PerFrameDrawing event", 10, 10)
' draw the text starting at 10, 10 (X, Y screen position)
e.Graphics.DrawLine(10, 20, 100, 20, 1, Color.Red)
' draw an line starting at 10, 20, ending at 100, 20, with 1of width and red color
e.Graphics.DrawRectangle(100, 100, 200, 200, color.FromArgb(100, 255, 255, 255))
' draw an rectangle with center at 100, 100, with 200 of width, 200 of height and with semi transparent white color
e.Graphics.DrawSprite(textureTest, 300, 300, 100, 100, 0)
' draw an texture with center at 300, 300, with 100 of widht, 100 of height and 0 of rotation
end sub
an additional method that i like to use when developing is:
Private Sub msg(ByVal sMsg As String, ByVal time As Int32)
Native.Function.Call("PRINT_STRING_WITH_LITERAL_STRING_NOW", "STRING", sMsg, time, 1)
End Sub
this just show an message in the botton center of the screen, very usefull to see variable values
- the main Class ending: here the main class of the script ends
End Class
an important thing about the events is the text "Handles", this part will determine what the event will handle, for example:
Handles MyBase.KeyDown
Handles MyBase.KeyUp
Handles MyBase.ConsoleCommand
Handles MyBase.PerFrameDrawing
another important part is the element that will receive the events methods/properties, for example, here we used:
e As GTA.KeyEventArgs in the keydown event
cmd As ConsoleEventArgs in the console event
e As GTA.GraphicsEventArgs in the PerFrameDrawing
you can download an sample script here.
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