Create any C# Script in Game and compile in Game 2
424
12
424
12
You did not misread. This script, packaged with a demo mod menu template, will allow the GTA V RAGE engine to assist you in writing and compiling, yes even compiling, a c# script while you are playing the game. This has never been done before.
Major Enhancement Version 2 - Compilation done in GTA V
You no longer need Visual Studio to be open! For those using Visual Studio, the Code Creator Script now will automatically compile your target script which in this demo is the Menu mod script.
Can you imagine no longer going back and forth from Visual Studio to game. No editing and recompiling and alt tabbing dozens of times. The edits and the compilation (build or rebuild) are done in GTA V, in the game itself at run time. You don't even need to have Visual Studio open while editing and adding new code.
IMPORTANT: make sure all the paths are your own including any post build paths you might have, if not this will drive you nuts.
IMPORTANT: if you're creating a mod menu, based on this code, remember that the index must start at 0. If not this will also drive you crazy. If in doubt, just delete the Counter.txt file in the Menu folder.
By default, F5 is for location name, capture, and append. F6 is for compilation. After compilation, restart SHDVN. This part will not be automated as it should be on demand.
Introduction
I had a dream. What if you could actually write a script while in GTA V, I mean while you're in the game. I don't mean alt tabbing or ctrl escaping back and forth, I meant the game would record player stats like positions, or record car colors and extras, or what a ped was wearing and which hairstyle with the game generating the code - RTC - ready to compile code!
They said it couldn't be done. Well that's what I was told when I started modding and didn't know any better. Who was I to question the experts? Fast forward to today and I come to realize this is actually much simpler than it seems and is entirely doable. In fact it's done and now uploaded.
The Tools
The download contains two customizable tools in the form of C# source code:
1. A simple LemonUI Menu Script with pre-defined standard functions but non-functional as is.
2. The second tool is the Creator Script which ofc creates the script.
In our demo this is a simple LemonUI Mod for teleports, but it is created while in game. Yes, while in game. The Creator script captures input by the dev (or user) and appends it to the Menu Script. Of course you will need to recompile the Menu script as code is appended directly to it, in the background while you are in game. The code is appended by the Creator Script. After the recompile you will need to refresh SHVDN.
Installation
None required. Source codes needs to be compiled with VS or other compiler. File paths need to be updated to reflect user's directories/folders rather than mine. Requirements are the usual: SH5 and latest build of SHVDN and LemonUI. You might need nightly build of SHVDN.
Configuration
You can change whatever you want since you have the source code. Keep in mind the comments that start with \\ INSERT are used by the Creator code so caution if you play with these. Also, a Counter.txt file is also saved to keep track of how many locations (in this demo) you have created as the items are incremented. Also note that the items in the LemonUI menu must start at 0, so start with a clean counter text file. If necessary, delete the file. It will be recreated. Also good practice to close the Menu Script while in game.
N.B. The Counter.txt allows you to create locations, shutdown, restart, and have the counter properly reflect where you are.
Major Enhancement Version 2 - Compilation done in GTA V
You no longer need Visual Studio to be open! For those using Visual Studio, the Code Creator Script now will automatically compile your target script which in this demo is the Menu mod script.
Can you imagine no longer going back and forth from Visual Studio to game. No editing and recompiling and alt tabbing dozens of times. The edits and the compilation (build or rebuild) are done in GTA V, in the game itself at run time. You don't even need to have Visual Studio open while editing and adding new code.
IMPORTANT: make sure all the paths are your own including any post build paths you might have, if not this will drive you nuts.
IMPORTANT: if you're creating a mod menu, based on this code, remember that the index must start at 0. If not this will also drive you crazy. If in doubt, just delete the Counter.txt file in the Menu folder.
By default, F5 is for location name, capture, and append. F6 is for compilation. After compilation, restart SHDVN. This part will not be automated as it should be on demand.
Introduction
I had a dream. What if you could actually write a script while in GTA V, I mean while you're in the game. I don't mean alt tabbing or ctrl escaping back and forth, I meant the game would record player stats like positions, or record car colors and extras, or what a ped was wearing and which hairstyle with the game generating the code - RTC - ready to compile code!
They said it couldn't be done. Well that's what I was told when I started modding and didn't know any better. Who was I to question the experts? Fast forward to today and I come to realize this is actually much simpler than it seems and is entirely doable. In fact it's done and now uploaded.
The Tools
The download contains two customizable tools in the form of C# source code:
1. A simple LemonUI Menu Script with pre-defined standard functions but non-functional as is.
2. The second tool is the Creator Script which ofc creates the script.
In our demo this is a simple LemonUI Mod for teleports, but it is created while in game. Yes, while in game. The Creator script captures input by the dev (or user) and appends it to the Menu Script. Of course you will need to recompile the Menu script as code is appended directly to it, in the background while you are in game. The code is appended by the Creator Script. After the recompile you will need to refresh SHVDN.
Installation
None required. Source codes needs to be compiled with VS or other compiler. File paths need to be updated to reflect user's directories/folders rather than mine. Requirements are the usual: SH5 and latest build of SHVDN and LemonUI. You might need nightly build of SHVDN.
Configuration
You can change whatever you want since you have the source code. Keep in mind the comments that start with \\ INSERT are used by the Creator code so caution if you play with these. Also, a Counter.txt file is also saved to keep track of how many locations (in this demo) you have created as the items are incremented. Also note that the items in the LemonUI menu must start at 0, so start with a clean counter text file. If necessary, delete the file. It will be recreated. Also good practice to close the Menu Script while in game.
N.B. The Counter.txt allows you to create locations, shutdown, restart, and have the counter properly reflect where you are.
Primeiro envio: 29 de Agosto de 2024
Último envio: 30 de Agosto de 2024
Último download: há 24 horas atrás
27 Comentários
More mods by JohnFromGWN:
You did not misread. This script, packaged with a demo mod menu template, will allow the GTA V RAGE engine to assist you in writing and compiling, yes even compiling, a c# script while you are playing the game. This has never been done before.
Major Enhancement Version 2 - Compilation done in GTA V
You no longer need Visual Studio to be open! For those using Visual Studio, the Code Creator Script now will automatically compile your target script which in this demo is the Menu mod script.
Can you imagine no longer going back and forth from Visual Studio to game. No editing and recompiling and alt tabbing dozens of times. The edits and the compilation (build or rebuild) are done in GTA V, in the game itself at run time. You don't even need to have Visual Studio open while editing and adding new code.
IMPORTANT: make sure all the paths are your own including any post build paths you might have, if not this will drive you nuts.
IMPORTANT: if you're creating a mod menu, based on this code, remember that the index must start at 0. If not this will also drive you crazy. If in doubt, just delete the Counter.txt file in the Menu folder.
By default, F5 is for location name, capture, and append. F6 is for compilation. After compilation, restart SHDVN. This part will not be automated as it should be on demand.
Introduction
I had a dream. What if you could actually write a script while in GTA V, I mean while you're in the game. I don't mean alt tabbing or ctrl escaping back and forth, I meant the game would record player stats like positions, or record car colors and extras, or what a ped was wearing and which hairstyle with the game generating the code - RTC - ready to compile code!
They said it couldn't be done. Well that's what I was told when I started modding and didn't know any better. Who was I to question the experts? Fast forward to today and I come to realize this is actually much simpler than it seems and is entirely doable. In fact it's done and now uploaded.
The Tools
The download contains two customizable tools in the form of C# source code:
1. A simple LemonUI Menu Script with pre-defined standard functions but non-functional as is.
2. The second tool is the Creator Script which ofc creates the script.
In our demo this is a simple LemonUI Mod for teleports, but it is created while in game. Yes, while in game. The Creator script captures input by the dev (or user) and appends it to the Menu Script. Of course you will need to recompile the Menu script as code is appended directly to it, in the background while you are in game. The code is appended by the Creator Script. After the recompile you will need to refresh SHVDN.
Installation
None required. Source codes needs to be compiled with VS or other compiler. File paths need to be updated to reflect user's directories/folders rather than mine. Requirements are the usual: SH5 and latest build of SHVDN and LemonUI. You might need nightly build of SHVDN.
Configuration
You can change whatever you want since you have the source code. Keep in mind the comments that start with \\ INSERT are used by the Creator code so caution if you play with these. Also, a Counter.txt file is also saved to keep track of how many locations (in this demo) you have created as the items are incremented. Also note that the items in the LemonUI menu must start at 0, so start with a clean counter text file. If necessary, delete the file. It will be recreated. Also good practice to close the Menu Script while in game.
N.B. The Counter.txt allows you to create locations, shutdown, restart, and have the counter properly reflect where you are.
Major Enhancement Version 2 - Compilation done in GTA V
You no longer need Visual Studio to be open! For those using Visual Studio, the Code Creator Script now will automatically compile your target script which in this demo is the Menu mod script.
Can you imagine no longer going back and forth from Visual Studio to game. No editing and recompiling and alt tabbing dozens of times. The edits and the compilation (build or rebuild) are done in GTA V, in the game itself at run time. You don't even need to have Visual Studio open while editing and adding new code.
IMPORTANT: make sure all the paths are your own including any post build paths you might have, if not this will drive you nuts.
IMPORTANT: if you're creating a mod menu, based on this code, remember that the index must start at 0. If not this will also drive you crazy. If in doubt, just delete the Counter.txt file in the Menu folder.
By default, F5 is for location name, capture, and append. F6 is for compilation. After compilation, restart SHDVN. This part will not be automated as it should be on demand.
Introduction
I had a dream. What if you could actually write a script while in GTA V, I mean while you're in the game. I don't mean alt tabbing or ctrl escaping back and forth, I meant the game would record player stats like positions, or record car colors and extras, or what a ped was wearing and which hairstyle with the game generating the code - RTC - ready to compile code!
They said it couldn't be done. Well that's what I was told when I started modding and didn't know any better. Who was I to question the experts? Fast forward to today and I come to realize this is actually much simpler than it seems and is entirely doable. In fact it's done and now uploaded.
The Tools
The download contains two customizable tools in the form of C# source code:
1. A simple LemonUI Menu Script with pre-defined standard functions but non-functional as is.
2. The second tool is the Creator Script which ofc creates the script.
In our demo this is a simple LemonUI Mod for teleports, but it is created while in game. Yes, while in game. The Creator script captures input by the dev (or user) and appends it to the Menu Script. Of course you will need to recompile the Menu script as code is appended directly to it, in the background while you are in game. The code is appended by the Creator Script. After the recompile you will need to refresh SHVDN.
Installation
None required. Source codes needs to be compiled with VS or other compiler. File paths need to be updated to reflect user's directories/folders rather than mine. Requirements are the usual: SH5 and latest build of SHVDN and LemonUI. You might need nightly build of SHVDN.
Configuration
You can change whatever you want since you have the source code. Keep in mind the comments that start with \\ INSERT are used by the Creator code so caution if you play with these. Also, a Counter.txt file is also saved to keep track of how many locations (in this demo) you have created as the items are incremented. Also note that the items in the LemonUI menu must start at 0, so start with a clean counter text file. If necessary, delete the file. It will be recreated. Also good practice to close the Menu Script while in game.
N.B. The Counter.txt allows you to create locations, shutdown, restart, and have the counter properly reflect where you are.
Primeiro envio: 29 de Agosto de 2024
Último envio: 30 de Agosto de 2024
Último download: há 24 horas atrás
Created a new video which hopefully will answer some questions as to how this tool works although it really is meant for intermediate to advance scripters - not to magically create scripts, but rather how to save hours of manual coding by doing the code creation directly in game. When we say hours, we mean for mods that repeat similar functions such as saving locations and creating teleport code from those locations. The other major benefit is in game compilation and recompilation.
https://www.youtube.com/watch?v=ijLgkw6c9To
dayuuum levelling up once again awesome!
just to clarify and apologies if this is a retard question. does creation include editing and fixing existing scripts?
for example in game could the hot coffee script be tweaked to also be hot latte or could the Koenigsegg door script be calibrated to whatever existing version of SHVDN the user is using?
disclaimer. i limit my scripts to the bare essentials so hot coffee is not one i use, the koenigsegg door script is one i want to use but currently cant.
@JohnFromGWN one last question can add sound and animation mod with this script?
@dihan546 I'll try and clarify this for you. There are 2 parts to the script.
1. The code creator captures user input, appends the input to the target script (point 2), and with version 2 compiles the target script. It can contain anything you want, peds, vehicles, animations, missions, whatever you want. The demo is for teleportation. This is the input.
2. The Target Script. This is the output. It will contain some code but most of the code will be in your Code Creator.
So getting back to the demo. Creator gets the name of the location from the user, the coordinates are from the game. It appends this to the Target Script (in this demo it just happens to be a Menu), and in Version 2 it compiles the script. You then restart SHVDN. The Target Script (Menu in demo) had some code as a framework which is completed by the Code Creator.
2
@gtavjamal thanks!
New video added that shows how easy it is to automatically compile the target script, the menu mod, directly from the game - while in GTA V. This is innovation!
@jrchaves Thank you, that's very kind and appreciated. This mod of course is niche, but I hope it can help. For example, if someone had the inclination, that could quickly code a menu that has all the interiors from the Open or Enable Interiors script or whatever it's called (I don't use it personally).
@gtavjamal No this is definitely not an editor, it will not fix broken code. With respect to Hot Coffee I wrote a version for myself, as a learning experience, which is a hundred times better than the ones found here. Why? Because it is 100% immersive, no menus, no stupid ringing notifications, and the partner doesn't walk away when finished. With respect to the door script, what is the issue? I can teach you how to decompile for personal use with free tools - but it's not a fun process when you get obfuscated crap or decimals instead of native functions - much better if you learn how to script yourself.
where to put these downloaded files ?there is no dll files.most of the files are visual studio files.
how to chat with you where is your discoed?
@dihan546 All the files are Visual Studio files, that's correct. This is why this mod is in the tools section and not the scripts section. What you have here is the source code for a menu and a code creator. Each can be customized. If you want dlls the code creater will create the menu mod and you will find it in your bin folder. If you want the dll to compile directly to your scripts folder you will need to go under Projects and look at the post build event. I'm sorry I'm not writing any tutorials on Visual Studio but you will find quite a few with Google or your fav search engine.
@dihan546 One thing I forgot to add. The reason I didn't package these as dlls, in addition to the source code, is that the paths are hard coded. My VS paths are on an M drive/partition and my output (scripts folder) is on a P drive. It would be one helluva of coincidence if other users had the same paths. In order to get this to work, you need to go in the source code, change the paths to reflect your drives and/or partitions and folders and subfolders.
@JohnFromGWN you are too kind thank you all the same but it's way over my head i know my limits lol. . one of my older bros is the programmer in the family but he is a serious mofo who hates games. btw nice latest goodies over at LL.
@JohnFromGWN sir please stop texting😥. make a vedio where you showed making a proper dll script to work this mod.i be learned making script from hkh19 but that is basic....your one is loking great.but small mistake will destroy scrippts.so we need vedio so that we can watch everytime and make this mod working.
@dihan546 There are 2 videos. What else do you want me to add? As I wrote before, the mod templates is just an example to create a mod menu. Anything else has to be customized yourself. Similarly, the code creator has 2 functions. 1. It appends code (which you need to customize unless you want a mod menu) and 2. It compiles the mod template so you don't alt tab out of GTA V. You will need to restart SHVDN however and that definitely should be on demand only.
@JohnFromGWN hey dude im trying to run some very outdated mods that i cant get to run right on newest versions. Would you happen to know how i could get my files back to like 2 maybe 3 years ago?
@scarredface1017 If you're on Steam read these:
https://gta5modhelp.blogspot.com/2023/03/legal-download-of-steam-gta-5-files.html
https://gta5modhelp.blogspot.com/2022/12/avoiding-gta-5-update-headaches_27.html
If you're not on Steam then try to get copies of GTA5.exe from friends you trust. It's the only file required to revert. I don't recommend downloading these files from unknown or pirate sites as they may contain undetectable malware.
@gtavjamal I know you play reverted, so if you're having trouble with BattlEye, you can read this. It's based on the official Rockstar notes + additional info for reverting. I just got on today and fixed this in 5 minutes.
https://gta5modhelp.blogspot.com/2024/09/removing-battleye-for-reverted-games.html
@JohnFromGWN Thank you kindly!
@gtavjamal Hey Bro, can you possibly make a script that would actually stop & reset all actively running mods (SHVDN), after a user/modder makes changes to any one of the existing mod scripts.
And I'm not talking using that light-weight reset option on SHVDN, I mean something that actually works as intended.
As a causal modder, this is an issue I face all too much, having to go back & forth in gtaV, & restarting mods to test out the selected modified/edited changes made for that developing mod script.
@nj5050 Great idea but I got no clue about all that scripting stuff sorry.