i KNOW this isn’t “the way” it should be done (with a ‘huge ass list’, which was a lot of work indeed), but atleast it’s better than depending on hashcodes in your code an actually being able to use GetHashKey(‘objectname’) instead of “hopeing” that the hash numbers will remain okay (after updates or so for example).
I’ve also noticed that Natrium was talking about a global hash list which would needed to be ‘exposed’ or handled through a native but unfortunately i only receveived the ‘non-helpful’ “… egh, no, this is not how this should be done at all.” and got no reply’s at all when I asked about information about if he knew ways to obtain that data properly.
As long as there isn’t a correct way of doing it i will try to maintain this list and update it with important objects which are or might be of significance to interface, interact and map with
Model Hashes don’t change after updates… That’d also mean that the actual filenames/modelnames would change every update, which they don’t. Only native hashes change.
PERFECT thank you for confirming! i was quite suspicious about this, and already thought so, but remember I had found some old (dated late 2016 / early 2017) about someone mentioning that some mod’s caused crashes since they used ‘old model hashes’.
Unfortunately I can’t find it now anymore but although I already thought it was strange,
I guess you can understand why this raised some concerns for me haha
And this didn’t contributed greatly to that suspicion either: “doesn’t handle custom assets or R* updates at all.” Although i SUSPECTED he meant when new objects are added, but that wasn’t 100% clear to me either haha
Yeah same here, but this was the ‘best solution so far’ i could figure out, since i still haven’t found any natives yet.
One of the elements has said in comments there is a way to ‘look up’ the names/hashes and said why it would be better, but once i asked how its done (since they do have the information to that data and how to find it (atleast that’s what i figured from his comment(s)), he didn’t responded at all any more
I (now) know that it’s part of the train station indeed, will need to update the train script when i have time for modding games again, only its way to busy at the office last few months with big development projects to do any private programming unfortunately
hello guys i am not getting this resource to work in the F8 menu i need only one door here is the hash for it -519068795/3775898501/0xE10FA385 maybe i am doing it wrong in F8 menu how do i type it in the console ?
Hash and then the number or what ?
nvm i got it i just added the file to VS code and i did a search for it in the Hashtoname.lua
and found the door {HashIs = -519068795, ModNam = ‘v_ilev_cd_entrydoor’},
Reason for this is that i’ve decided to fully stop developing GTA V/FiveM mods.
Now and then i will TRY to reply and help a bit where possible (without having my own server running or even the files of it).
But i will (most likely) not return to GTA V/FiveM Mod Development anymore, sorry.
If someone want to update the list, i’m willing to update the github though with the updated version, but i CAN NOT confirm that it’s correct then anymore (because is literally deleted my whole server, own framework (not ESX etc) and even the whole database).
UPDATE (07-2021):
I decided to give it another go now with a new server ,
However i THINK i might not update this list to much anymore, due to lots of tools being available where you can also get most of the model names now (like CodeWalker) which often work just as fast.
IF there are randomized objects that are really needed to be added to the list i MIGHT consider it, but at this point there are no plans (yet) to update the list