Your Own Storyline 1.8.5
4 001
94
4 001
94
Your Own storyline
If you've always wanted to write your own storyline for GTA V, then this ASI plugin is for you.
It allows you to remake the entire game with custom missions, and - contrary to ScriptHookV dotnet and similar scripting environments - !! it can save and reload !! your script, it supports world persistence and player persistence, and it can effectively replace the un-editable YSC script files.
It has its own well-dcomented scripting interface, along with a clever compiler, and a simpler one too.
This plugin can even be used - in conjunction with the Empty Map mod - to make Total Conversion mods.
NOTE, that any mod that's stick to the original storyline scripts (eg. mission packs, achievement tweaker tools) will not work correctly with this mod.
Package contents
- The ASI plugin itself, along with its required database files
- v2 (Advanced) and v1 (Simple) copmiler, along with documentation
- Readme files: Full documentation about using the mod, with binary interface doc, and various examples
- Game menu refurbisher
Requirements
- ASI Loader
- ScriptHookV
- OpenIV (if you wanna install the menu refurbisher)
Controls
This mod uses its own menu instead of the original GTA menu. The menu uses the following controls:
- Interaction menu ('M' by default): Show/Hide Load game menu
- Forward (Accelerate) ('W' by default): Up
- Backward (Decelarate) ('S' by default): Down
- Enter vehicle ('F' by default): Select/Execute
Mouse also works in menu!
CHANGE LOG
'Ancient' (outdated) versions (1.0-1.8.1) can be downloaded as one ZIP, packed to an 'Ancient Versions' ZIP.
1.0: first version
1.0.1:
- fixed 0026 opcode
- new opcode (0048)
1.0.2:
- police restarts are now loaded back from saved game (a code line was missing)
- money stats added stats database file
1.1:
- added: feature check and feature enable opocdes (2 new opcodes)
- added feature: automatic radar blip handling (5 new opcodes)
1.1.1:
- blip handler can set radius-type blip's alpha now (1 new opcode)
- improved documentation about 'feature handling'
1.2: new feature: pickup handler (3 new opcodes, 1 new feature ID - see opcode 004B)
1.3:
- new feature: object handler (6 new opcodes), map file handler (2 new opcodes)
- new feature ID (see opcode 004B)
- Complete restructured help files
1.3.1: object handler object duplication and deletion bugs fixed
1.3.2:
- menu: instructional controls are now shown
- menu: restructured code (faster)
1.3.3: fixed crash when loading savegame with non-Michael player model
1.3.4: fixed object duplication bug, when reloading game with global-var objects
1.4:
- Object location setter opcode (1 new opcode)
- 1 new feature ("Multiplayer persistence"), 4 new powerful opcodes
- Code restructuring to cut off most minor bugs
1.5:
- 1 new feature: saving cars in garages (cubes), 3 new opcodes
- Minor bug fixes
1.5.1: 2 new math opcodes (int to float, random float)
1.6: MAJOR BUGFIX: Floating-point native result getter (0020:) will return correct results from natives!
1.6.1: World reset bugfix (vehicles are now deleted), wasted-busted thread bugfix
1.7:
- 1 new opcode for multi-protagonist persistence
- New feature: string lists (5 new opcodes)
- Debug print opcode
- Compiler intrinsic opcodes (2)
- Updated weapons' and weapon components' database files
1.7.1.:
- 2 new string list opcodes
- Menu can now use mouse
- Published the YOS script binary format(!!!)
1.7.1 [NC]:
- Menu uses GXT instead of hardcoded text
- NEW COMPILER is ready. Works like charm. Much easier to script in it, than before!
1.7.2:
- 3 new opcodes
- Memory leak fix
- Auto blip removal upon session change
1.7.3:
- Compiler bug fix. Properties now work correctly.
1.7.4:
- Compiler bug fix. Strings are now initialized properly.
- Script Engine thread duplication bug fixed.
1.7.5:
- Compiler bug fix. The "not" keyword works correctly.
1.7.6:
- Compiler database bug fixes
- Compiler code generation bug fixes
- Compiler "Search" feature implemented (find native/function/text easily)
1.8:
- Compiler bufgix. Method calls are compiled correctly.
- Compiler database bufgix.
- Script Engine: Customizable menu layout and strings via the layout database file.
- GTA V pause menu refurbisher (a.k.a. Menu Disabler): remove dangerous & unnecessary stuff from game's pause menu.
1.8.1:
- Compiler bugfix: 'Object' typename keyword works. It was misspelled.
- Compiler: new keyword to be used exclusively with some natives as null pointer string
- Garage handler bugfix, session change bugfix. Not 'real' bugs, but vulnerable, unsafe bugs.
1.8.2:
- Cars' liveries are now saved/reloaded. (Livery is the pattern that covers a car, if any.)
1.8.3:
- Code restructuring (faster and simpler), cleaning up some messy details
1.8.4:
- New opcode (support for Custom ScriptHookV drawable textures (see 'drawTexture' function from ScriptHookV))
1.8.5:
- Compiler syntax highlighted word list updated
- Minor bug fixes in cross-session unregistered radar marker handling View topic on GTA5-Mods.com Forums »
If you've always wanted to write your own storyline for GTA V, then this ASI plugin is for you.
It allows you to remake the entire game with custom missions, and - contrary to ScriptHookV dotnet and similar scripting environments - !! it can save and reload !! your script, it supports world persistence and player persistence, and it can effectively replace the un-editable YSC script files.
It has its own well-dcomented scripting interface, along with a clever compiler, and a simpler one too.
This plugin can even be used - in conjunction with the Empty Map mod - to make Total Conversion mods.
NOTE, that any mod that's stick to the original storyline scripts (eg. mission packs, achievement tweaker tools) will not work correctly with this mod.
Package contents
- The ASI plugin itself, along with its required database files
- v2 (Advanced) and v1 (Simple) copmiler, along with documentation
- Readme files: Full documentation about using the mod, with binary interface doc, and various examples
- Game menu refurbisher
Requirements
- ASI Loader
- ScriptHookV
- OpenIV (if you wanna install the menu refurbisher)
Controls
This mod uses its own menu instead of the original GTA menu. The menu uses the following controls:
- Interaction menu ('M' by default): Show/Hide Load game menu
- Forward (Accelerate) ('W' by default): Up
- Backward (Decelarate) ('S' by default): Down
- Enter vehicle ('F' by default): Select/Execute
Mouse also works in menu!
CHANGE LOG
'Ancient' (outdated) versions (1.0-1.8.1) can be downloaded as one ZIP, packed to an 'Ancient Versions' ZIP.
1.0: first version
1.0.1:
- fixed 0026 opcode
- new opcode (0048)
1.0.2:
- police restarts are now loaded back from saved game (a code line was missing)
- money stats added stats database file
1.1:
- added: feature check and feature enable opocdes (2 new opcodes)
- added feature: automatic radar blip handling (5 new opcodes)
1.1.1:
- blip handler can set radius-type blip's alpha now (1 new opcode)
- improved documentation about 'feature handling'
1.2: new feature: pickup handler (3 new opcodes, 1 new feature ID - see opcode 004B)
1.3:
- new feature: object handler (6 new opcodes), map file handler (2 new opcodes)
- new feature ID (see opcode 004B)
- Complete restructured help files
1.3.1: object handler object duplication and deletion bugs fixed
1.3.2:
- menu: instructional controls are now shown
- menu: restructured code (faster)
1.3.3: fixed crash when loading savegame with non-Michael player model
1.3.4: fixed object duplication bug, when reloading game with global-var objects
1.4:
- Object location setter opcode (1 new opcode)
- 1 new feature ("Multiplayer persistence"), 4 new powerful opcodes
- Code restructuring to cut off most minor bugs
1.5:
- 1 new feature: saving cars in garages (cubes), 3 new opcodes
- Minor bug fixes
1.5.1: 2 new math opcodes (int to float, random float)
1.6: MAJOR BUGFIX: Floating-point native result getter (0020:) will return correct results from natives!
1.6.1: World reset bugfix (vehicles are now deleted), wasted-busted thread bugfix
1.7:
- 1 new opcode for multi-protagonist persistence
- New feature: string lists (5 new opcodes)
- Debug print opcode
- Compiler intrinsic opcodes (2)
- Updated weapons' and weapon components' database files
1.7.1.:
- 2 new string list opcodes
- Menu can now use mouse
- Published the YOS script binary format(!!!)
1.7.1 [NC]:
- Menu uses GXT instead of hardcoded text
- NEW COMPILER is ready. Works like charm. Much easier to script in it, than before!
1.7.2:
- 3 new opcodes
- Memory leak fix
- Auto blip removal upon session change
1.7.3:
- Compiler bug fix. Properties now work correctly.
1.7.4:
- Compiler bug fix. Strings are now initialized properly.
- Script Engine thread duplication bug fixed.
1.7.5:
- Compiler bug fix. The "not" keyword works correctly.
1.7.6:
- Compiler database bug fixes
- Compiler code generation bug fixes
- Compiler "Search" feature implemented (find native/function/text easily)
1.8:
- Compiler bufgix. Method calls are compiled correctly.
- Compiler database bufgix.
- Script Engine: Customizable menu layout and strings via the layout database file.
- GTA V pause menu refurbisher (a.k.a. Menu Disabler): remove dangerous & unnecessary stuff from game's pause menu.
1.8.1:
- Compiler bugfix: 'Object' typename keyword works. It was misspelled.
- Compiler: new keyword to be used exclusively with some natives as null pointer string
- Garage handler bugfix, session change bugfix. Not 'real' bugs, but vulnerable, unsafe bugs.
1.8.2:
- Cars' liveries are now saved/reloaded. (Livery is the pattern that covers a car, if any.)
1.8.3:
- Code restructuring (faster and simpler), cleaning up some messy details
1.8.4:
- New opcode (support for Custom ScriptHookV drawable textures (see 'drawTexture' function from ScriptHookV))
1.8.5:
- Compiler syntax highlighted word list updated
- Minor bug fixes in cross-session unregistered radar marker handling View topic on GTA5-Mods.com Forums »
Перше завантаження: 27 Січня 2020
Останнє оновлення 26 Липня 2020
Last Downloaded: 3 hours ago
55 коментаря
More mods by Jupiter Kasparov:

- Map Model
5.0
1 777
37
1.0h [1.0.1868.0]
Your Own storyline
If you've always wanted to write your own storyline for GTA V, then this ASI plugin is for you.
It allows you to remake the entire game with custom missions, and - contrary to ScriptHookV dotnet and similar scripting environments - !! it can save and reload !! your script, it supports world persistence and player persistence, and it can effectively replace the un-editable YSC script files.
It has its own well-dcomented scripting interface, along with a clever compiler, and a simpler one too.
This plugin can even be used - in conjunction with the Empty Map mod - to make Total Conversion mods.
NOTE, that any mod that's stick to the original storyline scripts (eg. mission packs, achievement tweaker tools) will not work correctly with this mod.
Package contents
- The ASI plugin itself, along with its required database files
- v2 (Advanced) and v1 (Simple) copmiler, along with documentation
- Readme files: Full documentation about using the mod, with binary interface doc, and various examples
- Game menu refurbisher
Requirements
- ASI Loader
- ScriptHookV
- OpenIV (if you wanna install the menu refurbisher)
Controls
This mod uses its own menu instead of the original GTA menu. The menu uses the following controls:
- Interaction menu ('M' by default): Show/Hide Load game menu
- Forward (Accelerate) ('W' by default): Up
- Backward (Decelarate) ('S' by default): Down
- Enter vehicle ('F' by default): Select/Execute
Mouse also works in menu!
CHANGE LOG
'Ancient' (outdated) versions (1.0-1.8.1) can be downloaded as one ZIP, packed to an 'Ancient Versions' ZIP.
1.0: first version
1.0.1:
- fixed 0026 opcode
- new opcode (0048)
1.0.2:
- police restarts are now loaded back from saved game (a code line was missing)
- money stats added stats database file
1.1:
- added: feature check and feature enable opocdes (2 new opcodes)
- added feature: automatic radar blip handling (5 new opcodes)
1.1.1:
- blip handler can set radius-type blip's alpha now (1 new opcode)
- improved documentation about 'feature handling'
1.2: new feature: pickup handler (3 new opcodes, 1 new feature ID - see opcode 004B)
1.3:
- new feature: object handler (6 new opcodes), map file handler (2 new opcodes)
- new feature ID (see opcode 004B)
- Complete restructured help files
1.3.1: object handler object duplication and deletion bugs fixed
1.3.2:
- menu: instructional controls are now shown
- menu: restructured code (faster)
1.3.3: fixed crash when loading savegame with non-Michael player model
1.3.4: fixed object duplication bug, when reloading game with global-var objects
1.4:
- Object location setter opcode (1 new opcode)
- 1 new feature ("Multiplayer persistence"), 4 new powerful opcodes
- Code restructuring to cut off most minor bugs
1.5:
- 1 new feature: saving cars in garages (cubes), 3 new opcodes
- Minor bug fixes
1.5.1: 2 new math opcodes (int to float, random float)
1.6: MAJOR BUGFIX: Floating-point native result getter (0020:) will return correct results from natives!
1.6.1: World reset bugfix (vehicles are now deleted), wasted-busted thread bugfix
1.7:
- 1 new opcode for multi-protagonist persistence
- New feature: string lists (5 new opcodes)
- Debug print opcode
- Compiler intrinsic opcodes (2)
- Updated weapons' and weapon components' database files
1.7.1.:
- 2 new string list opcodes
- Menu can now use mouse
- Published the YOS script binary format(!!!)
1.7.1 [NC]:
- Menu uses GXT instead of hardcoded text
- NEW COMPILER is ready. Works like charm. Much easier to script in it, than before!
1.7.2:
- 3 new opcodes
- Memory leak fix
- Auto blip removal upon session change
1.7.3:
- Compiler bug fix. Properties now work correctly.
1.7.4:
- Compiler bug fix. Strings are now initialized properly.
- Script Engine thread duplication bug fixed.
1.7.5:
- Compiler bug fix. The "not" keyword works correctly.
1.7.6:
- Compiler database bug fixes
- Compiler code generation bug fixes
- Compiler "Search" feature implemented (find native/function/text easily)
1.8:
- Compiler bufgix. Method calls are compiled correctly.
- Compiler database bufgix.
- Script Engine: Customizable menu layout and strings via the layout database file.
- GTA V pause menu refurbisher (a.k.a. Menu Disabler): remove dangerous & unnecessary stuff from game's pause menu.
1.8.1:
- Compiler bugfix: 'Object' typename keyword works. It was misspelled.
- Compiler: new keyword to be used exclusively with some natives as null pointer string
- Garage handler bugfix, session change bugfix. Not 'real' bugs, but vulnerable, unsafe bugs.
1.8.2:
- Cars' liveries are now saved/reloaded. (Livery is the pattern that covers a car, if any.)
1.8.3:
- Code restructuring (faster and simpler), cleaning up some messy details
1.8.4:
- New opcode (support for Custom ScriptHookV drawable textures (see 'drawTexture' function from ScriptHookV))
1.8.5:
- Compiler syntax highlighted word list updated
- Minor bug fixes in cross-session unregistered radar marker handling View topic on GTA5-Mods.com Forums »
If you've always wanted to write your own storyline for GTA V, then this ASI plugin is for you.
It allows you to remake the entire game with custom missions, and - contrary to ScriptHookV dotnet and similar scripting environments - !! it can save and reload !! your script, it supports world persistence and player persistence, and it can effectively replace the un-editable YSC script files.
It has its own well-dcomented scripting interface, along with a clever compiler, and a simpler one too.
This plugin can even be used - in conjunction with the Empty Map mod - to make Total Conversion mods.
NOTE, that any mod that's stick to the original storyline scripts (eg. mission packs, achievement tweaker tools) will not work correctly with this mod.
Package contents
- The ASI plugin itself, along with its required database files
- v2 (Advanced) and v1 (Simple) copmiler, along with documentation
- Readme files: Full documentation about using the mod, with binary interface doc, and various examples
- Game menu refurbisher
Requirements
- ASI Loader
- ScriptHookV
- OpenIV (if you wanna install the menu refurbisher)
Controls
This mod uses its own menu instead of the original GTA menu. The menu uses the following controls:
- Interaction menu ('M' by default): Show/Hide Load game menu
- Forward (Accelerate) ('W' by default): Up
- Backward (Decelarate) ('S' by default): Down
- Enter vehicle ('F' by default): Select/Execute
Mouse also works in menu!
CHANGE LOG
'Ancient' (outdated) versions (1.0-1.8.1) can be downloaded as one ZIP, packed to an 'Ancient Versions' ZIP.
1.0: first version
1.0.1:
- fixed 0026 opcode
- new opcode (0048)
1.0.2:
- police restarts are now loaded back from saved game (a code line was missing)
- money stats added stats database file
1.1:
- added: feature check and feature enable opocdes (2 new opcodes)
- added feature: automatic radar blip handling (5 new opcodes)
1.1.1:
- blip handler can set radius-type blip's alpha now (1 new opcode)
- improved documentation about 'feature handling'
1.2: new feature: pickup handler (3 new opcodes, 1 new feature ID - see opcode 004B)
1.3:
- new feature: object handler (6 new opcodes), map file handler (2 new opcodes)
- new feature ID (see opcode 004B)
- Complete restructured help files
1.3.1: object handler object duplication and deletion bugs fixed
1.3.2:
- menu: instructional controls are now shown
- menu: restructured code (faster)
1.3.3: fixed crash when loading savegame with non-Michael player model
1.3.4: fixed object duplication bug, when reloading game with global-var objects
1.4:
- Object location setter opcode (1 new opcode)
- 1 new feature ("Multiplayer persistence"), 4 new powerful opcodes
- Code restructuring to cut off most minor bugs
1.5:
- 1 new feature: saving cars in garages (cubes), 3 new opcodes
- Minor bug fixes
1.5.1: 2 new math opcodes (int to float, random float)
1.6: MAJOR BUGFIX: Floating-point native result getter (0020:) will return correct results from natives!
1.6.1: World reset bugfix (vehicles are now deleted), wasted-busted thread bugfix
1.7:
- 1 new opcode for multi-protagonist persistence
- New feature: string lists (5 new opcodes)
- Debug print opcode
- Compiler intrinsic opcodes (2)
- Updated weapons' and weapon components' database files
1.7.1.:
- 2 new string list opcodes
- Menu can now use mouse
- Published the YOS script binary format(!!!)
1.7.1 [NC]:
- Menu uses GXT instead of hardcoded text
- NEW COMPILER is ready. Works like charm. Much easier to script in it, than before!
1.7.2:
- 3 new opcodes
- Memory leak fix
- Auto blip removal upon session change
1.7.3:
- Compiler bug fix. Properties now work correctly.
1.7.4:
- Compiler bug fix. Strings are now initialized properly.
- Script Engine thread duplication bug fixed.
1.7.5:
- Compiler bug fix. The "not" keyword works correctly.
1.7.6:
- Compiler database bug fixes
- Compiler code generation bug fixes
- Compiler "Search" feature implemented (find native/function/text easily)
1.8:
- Compiler bufgix. Method calls are compiled correctly.
- Compiler database bufgix.
- Script Engine: Customizable menu layout and strings via the layout database file.
- GTA V pause menu refurbisher (a.k.a. Menu Disabler): remove dangerous & unnecessary stuff from game's pause menu.
1.8.1:
- Compiler bugfix: 'Object' typename keyword works. It was misspelled.
- Compiler: new keyword to be used exclusively with some natives as null pointer string
- Garage handler bugfix, session change bugfix. Not 'real' bugs, but vulnerable, unsafe bugs.
1.8.2:
- Cars' liveries are now saved/reloaded. (Livery is the pattern that covers a car, if any.)
1.8.3:
- Code restructuring (faster and simpler), cleaning up some messy details
1.8.4:
- New opcode (support for Custom ScriptHookV drawable textures (see 'drawTexture' function from ScriptHookV))
1.8.5:
- Compiler syntax highlighted word list updated
- Minor bug fixes in cross-session unregistered radar marker handling View topic on GTA5-Mods.com Forums »
Перше завантаження: 27 Січня 2020
Останнє оновлення 26 Липня 2020
Last Downloaded: 3 hours ago
New, compiler v2 scripts at:
http://urhajozas.rf.gd/content/others/yos_doc.html
@Ilikeeditingpolice01 Using this script, you can program similarly to 3D-era games. Complete replacement of the whole mission script, not just pitch-patching the original one with C# scripts.
I've read forum posts back from 2015, that some people wanted to do TC mods since the very beginning, but most of them couldn't find any tool to modify or disable the original script (though there exists a compiler, but its author will not release it for PC, probably until GTA 6(!) is released...)
I hope that this script engine, along with the Oil rig test map (it is just a test, I won't upload it here!) will prompt some more advanced-level modders to start to make their own storyline (see the name), maybe a TC map mod.
I'll upload a TC map mod within 2-3 months.
Cheers ;)
PS.:
I've laughed on your 9 year-olds, who flood this site with menyoo and dotnet mission packs and map editor maps, and their all-graphically-made missions - they could probably write better missions, than mine, if they wanted to.
@Jupiter Kasparov also they don't put "detailed descriptions" on the dotnet missions too, when im searching for a Mission Maker missions to play, i mostly come across missions that don't tell you what the story is or just don't put enough information on the contents of the mission. Even tho, i mostly prefer actual scripted missions like The Vangelico Heist or stuff like that. Those have are more detailed.
@Jupiter Kasparov A total conversation would be awesome, I didn´t imagine this is ever possible for this game, cause no one did it in the last 7 years. What will be the content of your TC ?? Any Info or Preview content?? It´s so sad I don´t know anything about scripting or coding, but why are there not more of the famous GTA V modders using or trying your script/mod? Is it so much difficult to learn or to use for People with advanced modding/scripting abilities? Last question: Do you release the TC here or do you making a Patreon thing of it? Just interesting in? :-)
@xcaps It'll be a Sims 4 look-alike world. Based on photos from the original game, but with lots of imagination, it will be 20-40% similar.
Answering your question: the current compiler will not help you any way, cannot handle names, and because of this, and the nature of both GTA 5 scripting complexity and the YOS differences, it is not *very hard*, but not easy either to write a correctly working script. If someone (most scripters) used to script the GTA in dotnet, it will be harder than if you were used to program the game in C. Btw, it requires you to partially adapt to the obsolete SCM scripting.
The new compiler aims to help you with using named variables (instead of merely numbered ones), named functions (instead of having to know the opcode and/or native hash), when it will be ready.
I hope this *little* information does not scare you...
And I'll upload the mod here, the gta5 mods site.
Cheers ;)
No this Info didn´t scare me. I have a good imagination what are you talking about, because I read descriptions and Infos, so I try to understand what sounds interesting to me. But yeah, to do "this" is written on another paper. :-))
Anyway much appreciate your little lesson and of course the Info in which direction your TC goes. Sounds really interesting, I will check your Profile/site from time to time till the release. Good luck for it!
Empty map update soon?
@jogbot500 Empty map version specifies the Minimum version of the game required. So it can be used with the newest game too.
If you have stray collisions or models present, just tell me the coordinates.
sir can we make storyline like most of the youtubers show that michael family kidnapped or michael's business of car showroom and other mission like stealing cars from a celebrity and other such missions
@jedihacker2002 You can mak it, BUT not as it had to be done earlier. This mod offers a total mission script replacement, so besides the mission itself, you have to implement all of the remaining functionality, like phone, game save, and such scripted things. I will slowly upload more code samples to my website...
"Then you need to get a 'main.yos' (binary) file from someone" ?:D WHere?:D "compile it yourself"?:D How?:D Maybe this is a good mode. But the installing guide is .... No comment. So this mod is not working. Thanks.
@Endzsi Hello. There's a high-level and low-level compiler included. If you can program, you will know how to use them, following the instructions, and script code snippets. The compilers will produce the 'yos' file for you.
If you are not the scripter, just a plain user, then you need to get that binary file from someone, who wrote their own script, and compiled it to binary.
@Jupiter Kasparov dude i have no one to give me that binary file where can i get it?
@trevorisdead You have to write your own mission script, then compile it. The compilers are included in the package. These compilers produce you the binary file.
About the scripting: look at the code snippets about how to write a YOS script. If you're a beginner scripter, you should look at other GTA 5 scripts too, about how to load models, etc.
but we know what's gonna happen in future right? or can it be some possiblities also ....?
@trevorisdead What's gonna happen in the future?
If you plan on writing a new story in GTA5, your only efficient choice is, to use this mod (YOS). But, this requires you to rewrite every aspect of scripted gameplay, like phone, garages, vehicle customs, etc. The most significant breakthrough with this mod is the ability to save your gameplay status, like global/local variables, script states, player persistence, etc., using only a single opcode. But this mod also cancels the original storyline, so you do not have to manually delete all dynamic objects, and hide North Yankton. Read the help files for more details.
The other choice to have total control over game is, to modify the YSC files. I've read, that the author of that compiler will not release a working YSC compiler until GTA 5/Online is maintained, so until GTA 6 is released!!!!!!!!
The last choice is, to directly use SHV (ScriptHookV), SHVDN, GTALUA. These cannot save like my mod, but can be used instead, to write small plugins in them. Larger plugins are very hard to create. Note, that my mod is directly based on SHV, and is a very complex mod.
So, as the last sentence, I advise you to start YOS scripting. Use the compilers from the package to compile yourself a binary file. Write your own story script. This is the easiest way to do it right now.
Best wishes.
thanks but i was asking can it work by its own ? like if i kill any mafia can it happen in possiblities like if i kill him then that particular mafia will be died and his story will end but if don't andni forgive him then in future will he kill me? and i have no idea regarding this script writing can uh say how to write or how to start ? im youtuber too hope h get it bro and sry for mah bad english thanks for the wishes
@trevorisdead Hi. That story is entirely possible. As I wrote, this plugin can execute any properly written YOS script, so your mafia story is entirely possible. It's all about the scripting - it depends on you, how you write your script, it works that way you wrote it! A "possibility" is just an execution path - your script just jumps to the 'MafiaNotKilled' label instead of the 'MafiaKilled' in this case, after a conditional check.
And yes, it works on its own. Like, it automatically runs your script, no need to manually "load" anything, because it is literally a scripting engine. It only requires ScriptHookV to be installed.
If you know the story, you only need to script it. Carefully read the help files! I wish very much luck for scripting, you'll need it ;)
@Jupiter Kasparov your YOS links r dead. I can't access em.
How can i make the Mod work with my Rockstar editor, Like if i use the Mod i cant record videos with my rockstar editor