![]() Added new MinimumApiVersionAttribute class for developers to restrict their plugins to a certain version of RAGE Plugin Hook.When a fiber is blocking, a stack trace for the fiber causing the block is now logged.Fixed external console window showing when developer mode is not enabled.Removed model restriction checks on Prop constructors for now, as it was preventing certain objects from being spawned.Peds spawned by plugins now neither grant nor remove honor when killed.Added a bunch of bones to PedBoneId enum.Renamed GrappleType.FromBack to GrappleType.FaceToBack.Renamed GrappleType.FromFront to GrappleType.FaceToFace.Renamed GrappleType.Ground to GrappleType.Mounted.Game.DisplaySubtitle() no longer waits for previous subtitles to finish.Added Game.DisplayNotification() taking an icon to show.Fixed setter for Blip.Scale not working.Added Blip.Styles collection which can be used to apply or remove styles to blips.Blip.Sprite no longer updates the Blip's name.Added constructor for Blip() for creating rectangular/elliptical areas.Added constructor for Blip() taking just a BlipStyle.RAGE Plugin Hook now patches a bug in the game code that prevented reloading and proper movement when using non-player models for the player character.Fixed the launcher not launching the Steam version correctly ('app configuration unavailable' error).at () in C:\projects\spotlight\Source\Plugin. at () in C:\projects\spotlight\Source\Plugin.cs:line 142 at (Vehicle vehicle) in C:\projects\spotlight\Source\Plugin.cs:line 222 at (Vehicle vehicle) in C:\projects\spotlight\Source\VehicleSpotlight.cs:line 105 at () in C:\projects\spotlight\Source\VehicleSpotlight.cs:line 129 Spotlight: at .GetName() in C:\projects\spotlight\Source\Core\Memory\GameStructs.cs:line 148 This is often an indication that other memory is corrupt. ![]() Spotlight: Exception message: Attempted to read or write protected memory. Spotlight: Exception type: System.AccessViolationException For moving it hold down the left control key and move your mouse.Īnd to open the in-game editor press F11.Ĭheck General.ini file to change which keys/buttons should be used, or if any controls should be disabled. You can change this to the right stick or the DPad in the General.ini file. For toggling the spotlight press LB X. For tracking peds or vehicles press NumPad3. For moving it use the NumPad (NumPad4, NumPad6, NumPad8 and NumPad2). Drop the "Spotlight.dll" file and "Spotlight Resources" folder into the "Plugins" folder in your game directory. Current settings: Color, CastShadows, OuterAngle, InnerAngle, Intensity, Range, Falloff, VolumeIntensity, VolumeSize, CoronaIntensity, CoronaSize, Volume, Corona, Specular and MovementSpeed. Splitted settings file into "General.ini", "Offsets.ini" and "VisualSettings.xml", inside "Plugins\Spotlight Resources" folder. By default, the toggle key is 'Decimal' in the numpad, can be changed with the 'SearchModeKey' setting in 'General.ini'. Added "search mode" in which the spotlight rotates left-right automatically. ![]() Now each input method (keyboard, controller or mouse) has its own 'Speed' setting in degrees per second. Moved 'MovementSpeed' setting from 'VisualSettings.xml' to 'General.ini'. By default, hold Left Control and aim with the camera. Now mouse controls rotate the spotlight toward the direction the camera is looking at. These notifications can be disabled with the 'TrackingNotificationsEnabled' setting in 'General.ini'. Added notification when tracking starts or stops: with vehicles it shows their model, license plate and distance and with pedestrians it shows their headshot and distance. ![]() By default, NumPad3, can be changed with the 'ToggleTrackingKey' setting in 'General.ini' Now tracking uses a single key, for both pedestrians and vehicles. Now tracking chooses the pedestrian or vehicle closest to where the spotlight is aiming. If the vehicle does not have a turret, it will fallback to using 'Offsets.ini', like previous versions. The turret detection can be disabled for specific models by specifying 'DisableTurret = true' in the entry for that model in 'Offsets.ini'. The extralight_* component chosen can be overriden for specific models by specifying 'SpotlightExtraLight = 1/2/3/4' in the entry for that model in 'Offsets.ini'. Additionally, if the vehicle model has an extralight_* component as a child of one of the turret components, it will be turn on when the spotlight turns on.Ī new setting, 'ExtraLightEmissive', has been added to 'VisualSettings.xml' which controls the intensity of the extralight_*. The vehicle must have a working VEHICLE_WEAPON_SEARCHLIGHT. Working turrets: now spotlight turrets are detected and used instead of the offset specified in 'Offsets.ini'.
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