|
GRW ScriptHook 0.11.0
Plugin API for Ghost Recon Wildlands
|
| Core | Errors, versioning and the shared types |
| Game state | The engine's GameFlow machine, tracked by the hook |
| Ground | Height through engine physics, near the player |
| Player | The local player, via the engine's own component |
| Entities | Enumeration by kind, via the net identity component |
| Engine calls | Queue your own finds onto the game thread |
| Vehicles | A spec per vehicle and a spawner the manager owns |
| World and entity calls from Domino | Recovered from the mission script operators; see the map-domino files in scripthook/spawnmaps |
| NPCs | Standalone NPCs by archetype, built like the engine's spawn director does (FINDINGS "NPC SPAWN WORKS") |
| Physics rays | Every cast the engine makes passes through the hook |
| Combat events | Shots and impacts from the projectile hook |
| Visibility | Render node visible bits, applied on the game thread |
| Menu | One root owned by the API; every plugin adds a submenu |
| HUD | Drawn by the engine's own UI; slots pack per corner |
| Camera | Per field ownership, so plugins compose |
| Motion | Push things rather than teleporting them |
| Havok diagnostics | For debugging the mapping rather than for mods |
| Input | Blocked at the game's own import slots, since it polls |
| Crash reports | Faults land in scripthook_crash.log, annotated |
| Stats and ammo | Health, resources, skill points, stealth and ammo |
| Weather and time | The environment object, via the engine's transition |
| Reflected objects | The engine's own method tables, callable by name |
| Native UI | Engine widgets in scenes of our own; see docs/ui.md |
| The engine's widget tree | Every widget the engine has, ours and the game's own, by its engine handle |