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Simple Trainer for GTAV

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zanesix
  • zanesix

    Stupid Malaka

  • Members
  • Joined: 02 May 2015
  • United-States

#3391

Posted A week ago

i already done game 100% 7 times include all random events (simeon yeteran) , i have all gold medals

Okay, so then why does it matter? You've clearly already done it. Also, since you're already cheating on the first mission, why not just airbreak to the very end of the mission?

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MightyMax
  • MightyMax

    Playa

  • Members
  • Joined: 22 Jun 2013
  • Italy

#3392

Posted A week ago

 

i already done game 100% 7 times include all random events (simeon yeteran) , i have all gold medals

Okay, so then why does it matter? You've clearly already done it. Also, since you're already cheating on the first mission, why not just airbreak to the very end of the mission?

 

how can do airbreak with keyboard shortcut?


Daines001
  • Daines001

    Modding god

  • Members
  • Joined: 27 Apr 2014
  • None

#3393

Posted A week ago

 

 

i already done game 100% 7 times include all random events (simeon yeteran) , i have all gold medals

Okay, so then why does it matter? You've clearly already done it. Also, since you're already cheating on the first mission, why not just airbreak to the very end of the mission?

 

how can do airbreak with keyboard shortcut?

 

G plus Numpad6 above keys


sjaak327
  • sjaak327

    Boss

  • Feroci
  • Joined: 01 Dec 2008
  • None
  • Modding Contribution Award

#3394

Posted A week ago

Changes from 6.6
-Added 40 save clothes slots for Player and 40 for Bodyguards/Peds
-Ability to add or remove Crew Emblems to Vehicles, thanks to Mafins for providing me with the offsets. The emblems are also saved when you save the vehicle.
Be aware not all cars are definied, The offsets for the Emblem are taken from the Car mod shop script, and R has definied a total of 302 vehicles there, all the others get
the emblem applied on a default spot, which might not at all be visible. Furthermore R apparently made 4 mistakes, as the Surfer, Surfer2, Avenger and Autarch don't display the emblem.
-Again thanks to Mafins who pointed out a single native, I now have separated controller and keyboard support, this means for instance
that enabling controller support, will not suddenly enable the arrow keys working in the menu.
-Ability to change the office text, font and color for the four offices. And to save these plus the selected IPL to ini.
-Ability to change the Biker Clubhouses text, font and color for the two Clubhouses. And to save these to ini.
-Various elements for the player facility:
-The Table of the Orbital Cannon can be enabled, if enabled the table will cycle through different map positions every 7 seconds.
-The screens of the Orbital Cannon can be switched on.
-Big screen can be enabled (which will disable the Boot screen) and you can select which image it will display.
-Boot screen can be enabled (which will disable the Big screen), it will cycle through the boot screen and a black screen.

No ini Changes

sjaak327
  • sjaak327

    Boss

  • Feroci
  • Joined: 01 Dec 2008
  • None
  • Modding Contribution Award

#3395

Posted 4 days ago

6.8 Released. That will be the last one until a patch will drop:

Changes from 6.7
-added 280 additional added Vehicles slots, allowing 600 in total. However you don't need to define them in the ini anymore, with help
from IKT, I have code running that will detect add on vehicles, the first 600 of them will be added to the added vehicles menu
automatically sorted by Displayname (including the make name). The added cars section in the ini can therefore be deleted, it will not do anything anymore.
-ability to disable vehicle weapons, in weapons menu, will be saved if save all settings has been used.
-The Livery option in Benny's Mod menu has been moved to the Livery Menu directly off the Vehicle Options Menu 1.
-The Vehicle Components Menu has been moved as an additional category in the Vehicle Mod Menu.
-If you set a timecycle, it wills stay active until you clear it again in the timecycle modifier menu.

Ini Changes:

Deleted added cars section, for existing inis, you can either delete it as well or leave it, it does not really matter.

LeeC2202
  • LeeC2202

    Mark Chump

  • Members
  • Joined: 24 Oct 2015
  • United-Kingdom

#3396

Posted 4 days ago

6.8 Released. That will be the last one until a patch will drop:

Changes from 6.7
-added 280 additional added Vehicles slots, allowing 600 in total. However you don't need to define them in the ini anymore, with help
from IKT, I have code running that will detect add on vehicles, the first 600 of them will be added to the added vehicles menu
automatically sorted by Displayname (including the make name). The added cars section in the ini can therefore be deleted, it will not do anything anymore.
-ability to disable vehicle weapons, in weapons menu, will be saved if save all settings has been used.
-The Livery option in Benny's Mod menu has been moved to the Livery Menu directly off the Vehicle Options Menu 1.
-The Vehicle Components Menu has been moved as an additional category in the Vehicle Mod Menu.
-If you set a timecycle, it wills stay active until you clear it again in the timecycle modifier menu.

Ini Changes:

Deleted added cars section, for existing inis, you can either delete it as well or leave it, it does not really matter.

Is this automatic vehicle adding an option that can be disabled? I already use my own vehicle spawn menu and given the inability for many vehicle modders to actually enter the correct data in vehicles.meta, I'd rather it generate no names than a bunch of potentially wrong ones. If not it's not a problem, earlier versions are still perfect for my needs.

 

I had a car just a day or so back that had Audi in one section, enzo in another part and the car was neither of those things.... then again it also had it's headlights 20 feet underground, so the modder clearly has bigger problems than meta files.


sjaak327
  • sjaak327

    Boss

  • Feroci
  • Joined: 01 Dec 2008
  • None
  • Modding Contribution Award

#3397

Posted 4 days ago

 

6.8 Released. That will be the last one until a patch will drop:

Changes from 6.7
-added 280 additional added Vehicles slots, allowing 600 in total. However you don't need to define them in the ini anymore, with help
from IKT, I have code running that will detect add on vehicles, the first 600 of them will be added to the added vehicles menu
automatically sorted by Displayname (including the make name). The added cars section in the ini can therefore be deleted, it will not do anything anymore.
-ability to disable vehicle weapons, in weapons menu, will be saved if save all settings has been used.
-The Livery option in Benny's Mod menu has been moved to the Livery Menu directly off the Vehicle Options Menu 1.
-The Vehicle Components Menu has been moved as an additional category in the Vehicle Mod Menu.
-If you set a timecycle, it wills stay active until you clear it again in the timecycle modifier menu.

Ini Changes:

Deleted added cars section, for existing inis, you can either delete it as well or leave it, it does not really matter.

Is this automatic vehicle adding an option that can be disabled? I already use my own vehicle spawn menu and given the inability for many vehicle modders to actually enter the correct data in vehicles.meta, I'd rather it generate no names than a bunch of potentially wrong ones. If not it's not a problem, earlier versions are still perfect for my needs.

 

I had a car just a day or so back that had Audi in one section, enzo in another part and the car was neither of those things.... then again it also had it's headlights 20 feet underground, so the modder clearly has bigger problems than meta files.

 

For now it is not an option, however I could re-introduce the old way as an option.

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