Releases: BuilderDemo7/DPL.MOSS
Releases · BuilderDemo7/DPL.MOSS
Alpha Version 6.5
New Samples
Alpha Version 6
Alpha Version 5.5
GetVehicleInstances()andGetCharacterInstances(...)functions added for instancesGetCameraPosition(),GetCameraForwardVector()andGetCameraRightVector()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
- Added
Character:Walk(...) - Added
Camera:SetPosition(...)andCamera:SetRotation(...)(for custom cameras support) - Added
FindClosestVehicleForEntry(...)(for passenger sample) - Added
GetVehicleInstances(...)(not the same asGetLifeInstances()!) - Added work in progress function:
DrawText(...)(do NOT use) - Added
GetCameraPosition()GetCameraForwardVector()GetCameraRightVector()
New Samples
Alpha Version 4.5
- Added
GetLifeInstances(...)function - Fixed
Vehicle:SetColor(...)andVehicle:GetColor()function
New Samples
Alpha Version 4.0
- 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
Alpha Version 3.5
Vehicleremained as a legacy vehicle from previous versions and now used inVehicle_Actor->Vehicle_LifeInstance, use CreateVehicleInstance(...) if you want to create aVehicleinstead of aVehicle_Actor- Added
Character_Actorwhere 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_Actorhaving more AI functions- Add better and functional objective icons using
CLifeActorclasses
New samples:
AI_wanderer.lua
Alpha Version 3
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
Added some patches/fixes for the functions
Alpha Version 2
alpha-ver-2 CreateProp() should be fine now