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  • 16:56, 9 November 2025OnResourceFileDownloaded (hist | edit) ‎[694 bytes]Vortrex (talk | contribs) (Created page with "{{ScriptItem2 |name = OnResourceFileDownloaded |side = client |type = event |games = iii vc sa iv |desc = a resource file is downloaded |arg1 = Resource resource The resource which the file downloaded for. |arg2 = String filePath The file path of the file, relative to the resource's folder |arg3 = bool downloaded Whether or not the file was downloaded. If false, the file was grabbed from the cache because it already matched the server's file. |cancel = false |exampleJS =...")
  • 15:12, 9 November 2025ClientLog (hist | edit) ‎[558 bytes]Vortrex (talk | contribs) (Created page with "{{DISPLAYTITLE:Client Log}} == What is it? == The client log is a simple text file containing all output to the client console for a single game session. A new log is created every time the game starts. == Where do I find it? == Open GTAC launcher. Click "Tools" at the bottom right, then choose "Logs". A folder window will appear. Go into the folder named "Game".<br /> If you just had a problem in-game, you'll probably need the newest log file. Sorting by the "date mod...")
  • 03:14, 19 October 2025ClientsAndPlayers (hist | edit) ‎[629 bytes]Vortrex (talk | contribs) (Created page with "{{DISPLAYTITLE:Clients and Players}} == What's the difference? == The easiest way to remember it, is the client doesn't exist in the game world. It can't have a position or anything "physical". The player ped ''does'' exist in the game world, which is why it has position and stuff. == Notes == * A client also known as a "net machine". It's just an entity that's connected to the server. In scripting, client.player is the ped attached to the client. * You can have a...")
  • 05:34, 5 September 2025ScriptingExamples/PedAttackPlayer (hist | edit) ‎[1,180 bytes]Vortrex (talk | contribs) (Created page with "For GTA III, Vice City, and San Andreas you can use natives or the GTAC functions to set a ped to consider something as a threat, and the ped will target/attack it.<br> {{JSCode|1= ped.setThreatSearch(1); // To make the ped target the player ped.heedThreats = true; // To enable attacking threats }} == Notes == * A list of ped [https://wiki.gtaconnected.com/Defines/III#GTA_III_-_Threat_Defines threat types for GTA 3]. Vice City threats aren't documented, but they're the...")
  • 08:23, 1 September 2025NetworkEvents (hist | edit) ‎[929 bytes]Vortrex (talk | contribs) (Created page with "{{DISPLAYTITLE:Network Events}} == What are Network Events? == Custom scripted events between server and client. They allow a server to tell a client something and vice verse. Useful for providing extra sync, calling functions, or simply sending data between the server and clients. == How do I use them? == Network events are universal, regardless of which side is sending and receiving (server or client). On the "sender" side, use triggerNetworkEvent|triggerNetworkEve...")
  • 08:22, 1 September 2025ScriptingExamples/PlayerSetPositionNativeMP (hist | edit) ‎[747 bytes]Vortrex (talk | contribs) (Created page with "{{DISPLAYTITLE:Set Player Position (GTA IV, Native MP Mode}} == Description == This code sets the position for a player in GTA IV NativeMultiplayer|native MP mode}}. This is necessary because in native MP mode, the server is '''not''' aware of '''ANY''' game elements, including player peds. The server will need to tell a client to set it's own player ped's position. Note: This is not necessary if you're not using native MP mode, or are running the server for another g...")