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Releases: BuilderDemo7/DPL.MOSS

Alpha Version 6.5

24 May 18:43

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Alpha Version 6.5 Pre-release
Pre-release

Alpha Version 6

12 May 04:55

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Alpha Version 5.5

30 Apr 01:04

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Alpha Version 5.5 Pre-release
Pre-release
  • GetVehicleInstances() and GetCharacterInstances(...) functions added for instances
  • GetCameraPosition(), GetCameraForwardVector() and GetCameraRightVector() functions added for camera matrix stuff

New Samples/Mods

2p_mode.lua (2-players co-op mode)
gadget_viewer.lua (made for debugging/viewing props)

Alpha Version 5

25 Apr 04:21

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Alpha Version 5 Pre-release
Pre-release
  • Added Character:Walk(...)
  • Added Camera:SetPosition(...) and Camera:SetRotation(...) (for custom cameras support)
  • Added FindClosestVehicleForEntry(...) (for passenger sample)
  • Added GetVehicleInstances(...) (not the same as GetLifeInstances()!)
  • Added work in progress function: DrawText(...) (do NOT use)
  • Added GetCameraPosition() GetCameraForwardVector() GetCameraRightVector()

New Samples

car_repair.lua
passenger_feature.lua
spinning_camera.lua

Alpha Version 4.5

22 Apr 02:50

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Alpha Version 4.5 Pre-release
Pre-release
  • Added GetLifeInstances(...) function
  • Fixed Vehicle:SetColor(...) and Vehicle:GetColor() function

New Samples

rainbowEffect.lua

Alpha Version 4.0

20 Apr 03:14

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Alpha Version 4.0 Pre-release
Pre-release
  • Added free camera (from the game's code)
  • Added custom cameras for cinematic stuff (CreateCamera(...) & CreateCameraSelect(...))
  • Added toggle IGCS (in-game cutscenes) function
  • Added test volumes and point actors (CreateTestVolume(...) & CreatePoint(...)

New Samples

freecam.lua

Alpha Version 3.5

13 Apr 04:23

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Alpha Version 3.5 Pre-release
Pre-release
  • Vehicle remained as a legacy vehicle from previous versions and now used in Vehicle_Actor -> Vehicle_LifeInstance, use CreateVehicleInstance(...) if you want to create a Vehicle instead of a Vehicle_Actor
  • Added Character_Actor where you can have most of the control of it (like AI, skin, health, spool in, etc.), as well a function to be able to make the character wander around the city as a civilian or reckless driver

Future Plans:

  • Character_Actor having more AI functions
  • Add better and functional objective icons using CLifeActor classes

New samples:
AI_wanderer.lua

Alpha Version 3

07 Apr 03:38

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Alpha Version 3 Pre-release
Pre-release

Functions added:

intptr_t memalloc(uint size)
void memfree(intptr_t blockPtr)

void SetEntityPriority(SpooledPackageType package, int entityID, ESpoolPriority priority)
void RequestEntity(SpooledPackageType package, int entityID, ESpoolPriority priority) # WARNING: may take a longer time to load, try SetEntityPriority(...) instead

bool IsEntityLoaded(SpooledPackageType package, int entityID)
bool IsEntityPresent(SpooledPackageType package, int entityID)

void SetGameDifficulty(int difficultyLevel) # 0-3 (easiest to hardest)
int GetGameDifficulty()

Era GetEra()

void EnableCops(bool onOff)
void DeleteAllChaseEntities(AIFelonySystemPatrolCarTypeEnum patrolType = E_PATROLCARTYPE_COP)
void AddChaseCarWeaponType(EWeapons weapon, [ AIFelonySystemPatrolCarTypeEnum patrolType = E_PATROLCARTYPE_COP)
void AddChaseCarVehicleType(int vehicleType, bool isSecondaryVehicle, [ AIFelonySystemPatrolCarTypeEnum patrolType = E_PATROLCARTYPE_COP)
void RemoveChaseCarVehicleType(int vehicleType, bool isSecondaryVehicle, [ AIFelonySystemPatrolCarTypeEnum patrolType = E_PATROLCARTYPE_COP)
void AddChaseCarCharacterType(int skinID, [ AIFelonySystemPatrolCarTypeEnum patrolType = E_PATROLCARTYPE_COP)
void RemoveChaseCarCharacterType(int skinID, [ AIFelonySystemPatrolCarTypeEnum patrolType = E_PATROLCARTYPE_COP)
void SetChaseCarPatrolDensity(float density, [ AIFelonySystemPatrolCarTypeEnum patrolType = E_PATROLCARTYPE_COP)

Alpha Version 2.5

28 Mar 23:31

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Alpha Version 2.5 Pre-release
Pre-release

Added some patches/fixes for the functions

Alpha Version 2

28 Mar 17:40

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Alpha Version 2 Pre-release
Pre-release
alpha-ver-2

CreateProp() should be fine now