

Some scaleforms also allow the use of certain html elements, such as and. In normal Flash you can simply load an image into MovieClip (see MovieClipLoader class in AS2 docs) using its (http) url, however in-game you need the img protocol.Įxample of correct image url: img://mpcarhud/albany, where mpcarhud is the name of a texture dictionary and albany is the texture name in said TXD. This masking has no antialising, it doesn't perform “smooth” masking, if a particular pixel of masking gfx is not fully transparent, then the underlying pixel will be fully shown.


You can draw scaleform using one of these comamnds, red, green, blue, alpha and unk parameters can be omitted as they don't affect anything: > Call END_SCALEFORM_MOVIE_METHOD to finish function call. A pair of BEGIN_TEXT_COMMAND_SCALEFORM_STRING, ADD_TEXT_COMPONENT_SUBSTRING_PLAYER_NAME, and END_TEXT_COMMAND_SCALEFORM_STRING for normal strings._PUSH_SCALEFORM_MOVIE_METHOD_PARAMETER_STRING (only use for short strings like texture names).> Define arguments, using one of the following functions depending on what type of argument you want to pass: > Call BEGIN_SCALEFORM_MOVIE_METHOD to initialize the function call, pass it the handle of the GFx, and a function name string, which should be a member of the global TIMELINE variable in ActionScript. Please note that this is a low-level api, the C# runtime has an easy-to-use high-level abstraction and even if you don't know C# you can use it as a reference usage of function calling natives. Use HAS_SCALEFORM_MOVIE_LOADED in a loop, to prevent using a non-loaded Scaleform asset.Use REQUEST_SCALEFORM_MOVIE with the name of the desired gfx (without file extension), for example mp_car_stats.
#SCALEFORM GFX EDITOR GTA V HOW TO#
It'd be pretty time consuming to explain in details how to bootstrap your first gfx thing, so instead please use the boilerplate: This variable serves as a kind of public API of the. gfx to have a TIMELINE variable in the global scope.
