![]() So really, all this is more pointing out a direction for how it's demonstrated/applied than actually what to do with it.īut whatever you do with it, nice to see another example of an application of an uncommonly thought of and highly overlooked resource out there. You'd then be giving a good idea of a use for the menu, by it's proof of principle application as a trainer, doing it a little differently on two levels on how it's delivered, and assuming you open the code to it - giving a further educational resource where people can see how the menu system works, and how you cleverly applied uncommon approaches by integrating lots of commonly used single functions. So you could pick, as a simple example, a handful of common trainer functions all commonly used together, give them a group name (for single menu entry purposes per 'group') and selecting the 'group' by it's menu entry enables all in the group or none - giving a bit of hotkey simplicity to pre-selecting a lot of commonly grouped functions. So maybe think along the lines of cumulative purpose-related group features as menu entries?Īn example of that, which you could use for reference, is stuff like the 'i' series mods and the ones that came before them - where each was enabling a specific set of related functions highly focused to the theme of the mod as a modular or standalone thing. It's all well and good 'reinventing the wheel' by adding common trainer features to the menu (and i respect there is value to it for educational reasons without a doubt), but doing it a bit differently would make it stand out as both another decent example of RageHook use (of which the few really decent ones wouldn't use all the fingers on one hand - and i don't need to quote the good ones). There may also be certain console commands that don’t work at all, or error out for now.Since this is deeply a development rather than a ready mod, if you are going to consider 'trainer' features to demo the menu with - try thinking laterally :) and a temporary API class called TempApi which contains a bunch of properties and methods to make things a little easier, until we can get the proper API up and running. ![]() We’ve had a massive API and backend that’s been so far tailored to GTA V, and it’s taken time to make this release possible, as unlike when making a piece of software like RPH from scratch for one new game, we’ve had to comment out and modify a lot of the backend code just to get it running for a game it wasn’t originally intended for.Īs such, the initial release is a simple native invocation hook (script hook, if you will), but with a few extras, like the vector classes, MathHelper class, etc. It’s not been a “from scratch” kind of thing. It’s been a lot of work making support for multiple games for RAGE Plugin Hook, and we actually started working on multi game support before Red Dead Redemption 2 was even announced for the PC. If you’re not a developer, you can stop reading now, unless you’re interested in technical and development stuff. NOTE: There’s currently an issue where the game will crash if you attempt to load a save. NOTE: If you plan on using the console or developing, we recommend running the game in borderless mode! Use the LoadPlugin command to load plugins. Here you can type various commands, like SetTimeOfDay, SetWeather, TeleportToPosition, TeleportToWaypoint, etc. Once the game has fully loaded with RAGE Plugin Hook, you can press F5 (by default) to open the console. On the first run, you can choose whether to load all plugins, specific plugins, or none. Plugins are installed into the “C#Plugins” folder. Using RAGE Plugin Hook for non-developers ![]() ![]() We also have some stuff to announce about Max Payne 3 at some point in the future □ Well, that time has now come, and a preliminary version of RAGE Plugin Hook is now available for Red Dead Redemption 2. And at the time, we decided to scrap the Max Payne 3 part, and focus on just GTA V, with the hopes that in the future, we’d be able to support multiple games as originally intended. We started working on RAGE Plugin Hook before GTA V was released, and the original internal hook was made for Max Payne 3 as it was the closest thing we had to GTA V to prepare.īut when GTA V came out, the engine had changed quite a lot, and more importantly, GTA V was 64-bit, while Max Payne 3 was 32-bit. That was the original idea behind the name. RAGE Plugin Hook, as the name suggests, hooks into RAGE engine (Rockstar Advanced Game Engine) based games and allows developers to write plugins for the games in C#, VB.NET or any other. Develop modifications for Red Dead Redemption 2 in your favorite. ![]()
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