Indigenous Development Environment 1.0.0

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Description


Indigenous Development Environment

Native Workbench v1.0.0 Native Workbench enables writing code and instantly viewing results within the game. It combines native lookup, conversion of native to C# syntax code generation, highlight and run functionality, and real-time variable monitoring all within a single application. Installation Extract both NativeWorkbench.dll and NativeWorkbench.ini into the scripts folder. ScriptHookVDotNet.asi is required in the game folder. ScriptHookVDotNet.dll is necessary if you are building from the source project. Launching Since Native Workbench operates in a separate window, Alt-tabbing between it and the game is essential. For smooth transitions: * Go to game SETTINGS -> Graphics -> Screen Type and select "Windowed Borderless". * Set "Pause Game On Focus Lost" to Off. * Under Audio, set Mute Audio On Focus Loss -> Off This prevents video and audio context switching, allowing you to focus on the Native Workbench window while keeping the game running. Once launched, click back to the game; Native Workbench will remain active. It automatically launches but can be minimized/restored. Closing the window requires pressing the Insert key to reload it. Ensure the "ontick" checkbox is checked initially for the window to stay on top. Features Key features are demonstrated in the introductory video. Ten slots are available for each data type: bool, int, string, Model, Entity, Ped, Vehicle, Camera, float, long, Prop, Vector3. Refer to the part II video for usage instructions. Ped, ped, Player, and player are predefined for your convenience. Other features include: * Clear Area - Removes all pedestrians and vehicles. * Clear Map - Unloads all IDLs (potentially unsettling). * Fly Mode - Enables flying using mouse and standard movement keys, allowing clipping to any point. Source code The source code is provided as a buildable VS 2013 .net project, assuring a malware-free environment. Code used in tutorials and more is included in Snippets.cs. For crashes or hangs, please email [email protected] directly. Credits Guadmaz deserves thanks for the clever use of the gameplay camera as a quick method to move characters to any point without clipping. Special appreciation goes to Alexander Blade and the OpenIV team for enabling these capabilities.
First Upload: November 11, 2024 Last Updated: November 11, 2024


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