<?xml version="1.0"?>
<rss version="2.0"><channel><title>Documentation Latest Topics</title><link>https://gtaforums.com/forum/371-documentation/</link><description>Documentation Latest Topics</description><language>en</language><item><title>Timecycle Documentation ( work in progress )( 2022 )</title><link>https://gtaforums.com/topic/985359-timecycle-documentation-work-in-progress-2022/</link><description><![CDATA[<pre class="ipsCode prettyprint lang-html prettyprinted"><span class="pln">                      </span><span class="com">&lt;!-- 0      5      6      7      8      9     13     17     18     19     20     21     22  --&gt;</span><span class="pln"> //TIME
      </span><span class="tag">&lt;light_dir_col_r&gt;</span><span class="pln"> 0.2289 0.5313 0.9800 1.0000 0.9683 1.0000 1.0000 1.0000 0.9800 0.9600 1.0000 0.2725 0.2289</span><span class="tag">&lt;/light_dir_col_r&gt;</span><span class="pln">// THIS IS R VALUE DIVIDED BY 255 
      </span><span class="tag">&lt;light_dir_col_g&gt;</span><span class="pln"> 0.4451 0.7349 0.5396 0.0000 0.8936 0.8062 0.7554 0.7554 0.5562 0.2450 0.3843 0.4917 0.4451</span><span class="tag">&lt;/light_dir_col_g&gt;</span><span class="pln">// THIS IS G VALUE DIVIDED BY 255 
      </span><span class="tag">&lt;light_dir_col_b&gt;</span><span class="pln"> 1.0000 1.0020 0.4312 0.0000 0.6768 0.3660 0.3416 0.3416 0.2935 0.1353 0.1608 1.0020 1.0000</span><span class="tag">&lt;/light_dir_col_b&gt;</span><span class="pln">// THIS IS B VALUE DIVIDED BY 255 
      </span><span class="tag">&lt;light_dir_mult&gt;</span><span class="pln">  0.0900 0.0000 5.0000 50.0000 32.0000 54.0000 46.0000 46.0000 22.0000 10.0000 5.0000 0.0500 0.0900</span><span class="tag">&lt;/light_dir_mult&gt;</span><span class="pln">// THIS CONTROLS THE INTENSITY OF THE LIGHT ^ABOVE^ THE HIGHER VALUE THE MORE INTENSITY
	  
	  //at 07:00 am the color of the light will change to red since i changed the value
	  //at 07:00 am you can see the R value is 1.0000 which corresponds to 255 .
	  //at 07:00 am you can see the G value is 0.0000 which corresponds to 0 .
	  //at 07:00 am you can see the b value is 0.0000 which corresponds to 0 .
	  // the rgb value ( color of light ) at 08:00 am is 255,0,0 ( which corresponds to red color )
	  //the result - https://imgur.com/a/7FH9rMg
	  
	  
	  //this changes the color at parts of maps where sun light doesnt hit directly
	                              </span><span class="com">&lt;!-- 0      5      6      7      8      9     13     17     18     19     20     21     22  --&gt;</span><span class="pln"> //TIME
	  </span><span class="tag">&lt;light_directional_amb_col_r&gt;</span><span class="pln"> 0.0260 0.3611 1.0020 0.3975 0.9688 1.0000 1.0000 1.0000 0.9771 1.0020 0.9810 0.5386 0.0260</span><span class="tag">&lt;/light_directional_amb_col_r&gt;</span><span class="pln">// THIS IS R VALUE DIVIDED BY 255 
      </span><span class="tag">&lt;light_directional_amb_col_g&gt;</span><span class="pln"> 0.2610 0.5059 0.9063 0.5430 0.8936 0.0000 0.7554 0.7554 0.5562 0.0412 0.2920 0.5386 0.2610</span><span class="tag">&lt;/light_directional_amb_col_g&gt;</span><span class="pln">// THIS IS R VALUE DIVIDED BY 255 
      </span><span class="tag">&lt;light_directional_amb_col_b&gt;</span><span class="pln"> 1.0000 0.9600 0.6016 0.6880 0.6763 0.0000 0.3416 0.3416 0.2952 0.0412 0.2173 0.8770 1.0000</span><span class="tag">&lt;/light_directional_amb_col_b&gt;</span><span class="pln">// THIS IS R VALUE DIVIDED BY 255 
      </span><span class="tag">&lt;light_directional_amb_intensity&gt;</span><span class="pln"> 0.0100 0.0500 0.2996 0.3892 1.5000 60.0000 2.0000 2.0000 0.5000 0.2494 0.2000 0.0200 0.0100</span><span class="tag">&lt;/light_directional_amb_intensity&gt;</span><span class="pln">// THIS CONTROLS THE INTENSITY OF THE LIGHT ^ABOVE^ THE HIGHER VALUE THE MORE INTENSITY
	  
	  
	  //at 09:00 am the color of the light will change to red since i changed the value
	  //at 09:00 am you can see the R value is 1.0000 which corresponds to 255 .
	  //at 09:00 am you can see the G value is 0.0000 which corresponds to 0 .
	  //at 09:00 am you can see the b value is 0.0000 which corresponds to 0 .
	  // the rgb value ( color of light ) at 08:00 am is 255,0,0 ( which corresponds to red color )
	  //the result - https://imgur.com/a/vrqYoDD</span></pre>

<p>
	 
</p>

<p>
	i will explain almost every section in timecycle ..
</p>
]]></description><guid isPermaLink="false">985359</guid><pubDate>Sun, 11 Sep 2022 17:29:30 +0000</pubDate></item><item><title>Apply Forces and Momentums to Entity/Object</title><link>https://gtaforums.com/topic/887362-apply-forces-and-momentums-to-entityobject/</link><description><![CDATA[
<p>I recently looked at the existing documentations and descriptions about these natives: (15.05.17)<br /><br /><a href="http://www.dev-c.com/nativedb/func/info/18ff00fc7eff559e" rel="external nofollow">http://www.dev-c.com/nativedb/func/info/18ff00fc7eff559e</a></p>
<p>known as <strong>APPLY_FORCE_TO_ENTITY_CENTER_OF_MASS</strong></p>
<p>// 0x18FF00FC7EFF559E 0x28924E98<br /><br /><a href="http://www.dev-c.com/nativedb/func/info/c5f68be9613e2d18" rel="external nofollow">http://www.dev-c.com/nativedb/func/info/c5f68be9613e2d18</a></p>
<p>known as <strong>APPLY_FORCE_TO_ENTITY</strong></p>
<p>// 0xC5F68BE9613E2D18 0xC1C0855A<br /><br /><a href="https://github.com/crosire/scripthookvdotnet/blob/dev_v3/source/scripting/Entity.cs" rel="external nofollow">https://github.com/crosire/scripthookvdotnet/blob/dev_v3/source/scripting/Entity.cs</a></p>
<p>(ScriptHookVDotNet)<br /><br />There are some mistakes and the descriptions are confusing.<br /><br /><u>As far as I know this is right:</u><br /><br /><strong>APPLY_FORCE_TO_ENTITY_CENTER_OF_MASS(Entity entity, int forceFlags, float x, float y, float z, BOOL p5, BOOL isDirectionRel, BOOL isAmountRel, BOOL p8)</strong><br />{ invoke&lt;Void&gt;(0x18FF00FC7EFF559E, entity, forceType, x, y, z, p5, isDirectionRel, isAmountRel, p8); }<br /><br /><strong>APPLY_FORCE_TO_ENTITY(Entity entity, int forceFlags, float x, float y, float z, float offsetX, float offsetY, float offsetZ, int boneIndex, BOOL isDirectionRel, BOOL ignoreUpVec, BOOL isAmountRel, BOOL p12, BOOL p13)</strong><br />{ invoke&lt;Void&gt;(0xC5F68BE9613E2D18, entity, forceFlags, x, y, z, offsetX, offsetY, offsetZ, boneIndex, isDirectionRel, ignoreUpVec, isAmountRel, p12, p13); }<br /><br /><strong>forceFlags</strong><br />the only "documentation" about this is from ScriptHookVDotNet<br /><strike>public enum ForceType<br />{<br />        MinForce,<br />        MaxForceRot,<br />        MinForce2,<br />        MaxForceRot2,<br />        ForceNoRot,<br />        ForceRotPlusForce<br />}</strike><br /><br />Imo it doesn't make any sense because these are <u>bitflags</u>.<br />Only the three lowest bits work, if higher bits are set to 1 my script didn't apply any forces.<br /><br />First bit (lowest): Strong force Flag, seems to be a simple multiplier<br />Second bit: Unkown Flag (Didn't see a difference, but didn't stop working compared to higher bits)<br />Third bit: Momentum Flag=1 (the vector (x,y,z) is a momentum and not a force anymore)</p>
<p> </p>
<p><strong>offsetX, offsetY, offsetZ</strong><br />These parameters are frequently found as xRot, yRot, zRot but are the offset of the force attack point.<br />For solid bodies there's no such thing like a attack point for momentums (called free momentum in german) so the offset is needless then.<br /><br /><strong>isDirectionRel</strong> determines if the direction of the force vector is in global/world coordinates or in relative coordinates (e.g. the thrust from a jet engine is body fixed)<br /><br /><strong>ignoreUpVec</strong> could someone explain this one for me, any code I've found sets this TRUE-<br /><br /><strong>isAmountRel </strong>enables mass multiplier</p>
<p>In other words if this is set to FALSE, the force has a constant value (Newton) for all objects. A heavy object will accelerate slower than a light object.</p>
<p>If this is set to TRUE the force will be multiplied with the mass, so as a result the acceleration is a constant value for all objects.<br /><br /><strong>p8</strong> (Center of mass function) whenever I set this to TRUE my scripts stops running. -&gt; Always false (at least for me)<br /><br /><strong>p5</strong> (Center of mass function) didn't see a difference if set to TRUE or FALSE, (didn't check for complex entity like peds with mutliple bones)<br /><br /><strong>p12</strong> is always set to FALSE, didn't test it.<br /><br /><strong>p13</strong> is always set to TRUE, didn't test it as well.</p>
<p> </p>
<p>Please share your knowledge! (Imo these are very important methods for many modders)</p>
]]></description><guid isPermaLink="false">887362</guid><pubDate>Mon, 15 May 2017 13:19:44 +0000</pubDate></item><item><title>i found 2 game changelogs  one from 2010 and one from 2012</title><link>https://gtaforums.com/topic/984602-i-found-2-game-changelogs-one-from-2010-and-one-from-2012/</link><description><![CDATA[<p>
	i found these file i cant say were i got them because of legal reasons (you need open iv to open these)
</p>

<p>
	here is a google drive link with all of the files
</p>

<p>
	<a href="https://drive.google.com/drive/folders/1-aBovFpA4biPj4_HxFj-O8QxdETLkhka?usp=sharing" rel="external nofollow">https://drive.google.com/drive/folders/1-aBovFpA4biPj4_HxFj-O8QxdETLkhka?usp=sharing</a>
</p>
]]></description><guid isPermaLink="false">984602</guid><pubDate>Tue, 09 Aug 2022 05:43:06 +0000</pubDate></item><item><title>[RDR-CELL-XENON|RAGE-V]Red Dead Redemption knowledge base</title><link>https://gtaforums.com/topic/906830-rdr-cell-xenonrage-vred-dead-redemption-knowledge-base/</link><description><![CDATA[
<p style="text-align:center;"><span style="font-size:48px;"><span style="font-family:'lucida sans unicode', 'lucida grande', sans-serif;"><span style="color:#800000;">RDR knowledge base - Path to Rage(n)lightment</span></span></span></p>
<p style="text-align:center;"> </p>
<p style="text-align:center;"> </p>
<p style="text-align:center;"><span style="font-size:24px;"><span style="font-family:'lucida sans unicode', 'lucida grande', sans-serif;">Who am i ?</span></span></p>
<p style="text-align:center;"> </p>
<p style="text-align:center;">Hello i identify myself with the nickname "Mr Leisurewear" (from the nickname that Trevor gave Steve haines in one of the mission),</p>
<p style="text-align:center;">and in my spare time i hold myself busy with graphics programming and game programming , as this is also my profession it interests me a lot.</p>
<p style="text-align:center;">3 years ago i started to look into the file formats from Red Dead Redemption, because i have little time available it took me some time to gather enough info about the game.</p>
<p style="text-align:center;">Soon a small group of people gathered around me and we started converting the whole map of RDR inside V PC which you may have known from the hyped "high profile mod Red Dead Redemption V"</p>
<p style="text-align:center;"> </p>
<p style="text-align:center;"><span style="font-size:24px;"><a href="" rel="">Link to the forum thread</a></span></p>
<p style="text-align:center;"> </p>
<p style="text-align:center;">Shortly after i was contacted by Take Two to cease my activities , as to why you can look that up in the thread.</p>
<p style="text-align:center;">So one year goes by and nothing changed on RDR's front , and we are nearing 1 year after the alleged C&amp;D of our project so i decided to share my knowledge to the gta community.</p>
<p style="text-align:center;"> </p>
<p style="text-align:center;">What the community does with this info is entirely up to them, i hope by dropping this quite large knowledge it creates some momentum towards more Redemption stuff <img src="https://gtaforums.com/applications/core/interface/js/spacer.png" alt=":)" data-src=""></p>
<p style="text-align:center;"> </p>
<p style="text-align:center;">I will be dividing the info up into sections of interest like -&gt; META (Text , xml , tune , etc...), GFX (Graphics), SYSTEMS (Anims , sound, cutscene etc...)</p>
<p style="text-align:center;"> </p>
<p style="text-align:center;">I will be adding info more and more by the day as i continue to find more stuff as i'm constantly researching RDR expect more to come.</p>
<p style="text-align:center;">I can only do some pieces per day because of time limitations so if it seems a little bit too little of information please wait a few days <img src="https://gtaforums.com/applications/core/interface/js/spacer.png" alt=":p" data-src=""></p>
<p style="text-align:center;"> </p>
<p style="text-align:center;">You can always hit me up on PM for more info !</p>
<p style="text-align:center;"> </p>
<p style="text-align:center;"><span style="font-size:24px;"><span style="font-family:'lucida sans unicode', 'lucida grande', sans-serif;">All of this info will aply to both platforms , CELL and XENON are mostly interchangeable</span></span></p>
<p style="text-align:center;"> </p>
<p><span style="font-family:'lucida sans unicode', 'lucida grande', sans-serif;"><span style="font-size:10px;"><span style="font-size:18px;">- Standard information</span></span></span></p>
<p><span style="color:rgb(131,148,150);font-family:Menlo, Consolas, Monaco, monospace;font-size:14px;font-style:normal;font-weight:normal;background-color:rgb(47,49,54);"></span></p>
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<p> </p>
<p> </p>
<p><span style="font-family:'lucida sans unicode', 'lucida grande', sans-serif;"><span style="font-size:18px;"><span style="font-size:14px;">-Rage Package Files [xenon, cell] .RPF</span></span></span></p>
<p> </p>
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<ul><li>Version 6</li>
<li>Big Endian</li>
<li>Encryption: for the Table Of Contents : AES Rijndael16 , key is inside the XEX or ELF executables of each platform , which is 32 bytes long, sometimes key of certain paltform is interchangeable with other platform</li>
<li>Encryption: Blocksize = 128</li>
<li>Encryption: Key size = 256</li>
<li>Encryption: Ciphermode = ECB , no padding</li>
<li>Get the Table of Contents data block size by doing -&gt; Rpf6Header::entryCount * 20</li>
<li>Directory and filenames are Hashed using the Jenkins One At A time (JOAAT) Hashing algorithm</li>
<li>The name table containing the names of each directory and file (hash) is located inside the TOC after all the entries</li>
</ul><pre class="ipsCode prettyprint">Header: (size = 0x10)	magic 		: int32 : 4b	entrycount	: int32 : 4b	unknown		: int32 : 4b	encrypted	: int32 : 4bToc: (starts right behind header block) (tocentry size = 0x20)Direntry:	nameoffset	: int32 : 4b	flags		: int32 : 4b	contententryindex	: uint32 : 4b	contententrycount	: uint32 : 4bFilentry:	nameoffset	: int32	: 4b	size		: int32 : 4b	offset		: unt24 : 3b	Resource Type	: byte  : 1b	flags		: uint32 : 4bData block</pre>
<p> </p>
</div>
</div>
<p> </p>
<p><span style="font-family:'lucida sans unicode', 'lucida grande', sans-serif;"><span style="font-size:18px;"><span style="font-size:14px;">-Rage Package Files [cell] .RPF inside an .SDAT file</span></span></span></p>
<p><span style="font-family:'lucida sans unicode', 'lucida grande', sans-serif;"><span style="font-size:18px;"><span style="font-size:14px;"></span></span></span></p>
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<ul><li><span style="font-family:'lucida sans unicode', 'lucida grande', sans-serif;"><span style="font-size:18px;"><span style="font-size:14px;">On the PS3 the game downloads a certain amount of files inside the blu ray rpf to the internal hdd , these files are again packaged into an rpf but contained inside a Secure Data pack file (.sdat) , the file is entirely encrypted and can be decrypted using the "make_npdata" tool (google is your friend). Simply feeding this file inside the command line tool will give you the RPF and can be opened with the information above.</span></span></span></li></ul><p><span style="font-family:'lucida sans unicode', 'lucida grande', sans-serif;"><span style="font-size:18px;"><span style="font-size:14px;"></span></span></span></p>
</div>
</div>
<p> </p>
<p><span style="font-family:'lucida sans unicode', 'lucida grande', sans-serif;"><span style="font-size:18px;"><span style="font-size:14px;">-Reading RPF files (Pseudo code)</span></span></span></p>
<p><span style="font-family:'lucida sans unicode', 'lucida grande', sans-serif;"><span style="font-size:18px;"><span style="font-size:14px;"></span></span></span></p>
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<ul><li><span style="font-family:'lucida sans unicode', 'lucida grande', sans-serif;"><span style="font-size:18px;"><span style="font-size:14px;">coming in the next edits</span></span></span></li></ul><p><span style="font-family:'lucida sans unicode', 'lucida grande', sans-serif;"><span style="font-size:18px;"><span style="font-size:14px;"></span></span></span></p>
</div>
</div>
<p> </p>
<p> </p>
<p><span style="font-family:Menlo, Consolas, Monaco, monospace;font-size:14px;font-style:normal;font-weight:normal;background-color:rgb(47,49,54);"></span></p>
</div>
</div>
<p> </p>
<p> </p>
<p><span style="font-family:'lucida sans unicode', 'lucida grande', sans-serif;"><span style="font-size:18px;">-Magnificent streaming AKA RSC's (ReSource Container files)</span></span></p>
<p> </p>
<div class="ipsSpoiler" data-ipsspoiler="">
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<p><span style="font-family:'lucida sans unicode', 'lucida grande', sans-serif;"><span style="font-size:14px;">-Before you read everything else !</span></span></p>
<ul><li><span style="font-family:'comic sans ms', cursive;"><span style="font-family:'lucida sans unicode', 'lucida grande', sans-serif;">In order to accomodate the insanely (by today's standards) small memory sizes of both the 360 and ps3 Rockstar decided to make everything streamable from a certain device. If a certain resource isn't needed anymore it can be unloaded from both the system and graphics memory. </span></span></li>
<li><span style="font-family:'comic sans ms', cursive;"><span style="font-family:'lucida sans unicode', 'lucida grande', sans-serif;">PS3 uses 2 seperate memory pools , the system memory which is accessible by the cell processor and the graphics memory which is accessible by the RSX graphics processor. Both are 256MB large.</span></span></li>
<li><span style="font-family:'comic sans ms', cursive;"><span style="font-family:'lucida sans unicode', 'lucida grande', sans-serif;">The 360 does it differently it uses a unified memory environment of 512MB large which both the cpu and the gpu can access.</span></span></li>
<li><span style="font-family:'comic sans ms', cursive;"><span style="font-family:'lucida sans unicode', 'lucida grande', sans-serif;">Therefore the RSC exists; which is a streamable file who's internal format is divided up into memory pages which can be easily relocated to find a suitable place inside the ram to fill up every piece of memory available efficiently.</span></span></li>
</ul><p><span style="font-family:'comic sans ms', cursive;"><span style="font-family:'lucida sans unicode', 'lucida grande', sans-serif;">-Dissecting a Resource container</span></span></p>
<p> </p>
<ul><li>The real RSC data is contained inside the 16 byte size header (0x10)</li>
<li><pre class="ipsCode prettyprint">Resource Container example&gt;The header of an RSC (size = 0x10) (not always !!)	magic		: int32 : 4b	version 	: uint32: 4b	SysBitfield	: uint32: 4b	GfxBitfield	: uint32: 4b</pre></li>
<li>Not all the RSC's used in the game contain two bitfields however all of the RSC's use at least the Sys bitfield , the Gfx bitfield is only added if the RSC also contains a Graphics segment more on that later.</li>
<li><img src="https://gtaforums.com/applications/core/interface/js/spacer.png" alt="Ebq1wN1.png" data-src="https://i.imgur.com/Ebq1wN1.png"></li>
<li>Notice that the magic "RSC" is actualy backwards ? , this is because both system's processors work in the Big endian order which is the least signifcant byte is first , in V / IV / Payne this will be RSC on the pc versions because intel chips use Little Endian. Therefore in C# tools you need to have a adapted Bianry reader that swaps the bytes on the fly in the stream.</li>
<li>After these 16 bytes the actual file begins where the game data is stored.</li>
</ul><p><span style="font-family:'lucida sans unicode', 'lucida grande', sans-serif;">-What kind of gibberish is underneath there ?</span></p>
<ul><li><span style="font-family:'lucida sans unicode', 'lucida grande', sans-serif;">To save space on certain media devices these RSC files are compressed.</span></li>
<li><span style="font-family:'lucida sans unicode', 'lucida grande', sans-serif;">Xenon rsc's use the proprietary LZX compression method which is exposed as a framework inside the Xbox development kit which only licensee's can get.</span></li>
<li><span style="font-family:'lucida sans unicode', 'lucida grande', sans-serif;">Unfortunatly the method is entirely known and i will post info about that too.</span></li>
<li><span style="font-family:'lucida sans unicode', 'lucida grande', sans-serif;">Cell rsc's are much simpler , just like the PC streamables for every other rage game they use the commonly used ZLIB Deflate algorithm</span></li>
<li><span style="font-family:'lucida sans unicode', 'lucida grande', sans-serif;">You can identify ZLIB compressed files by this ZLIB header bytes</span></li>
<li><span style="font-family:'lucida sans unicode', 'lucida grande', sans-serif;"><img src="https://gtaforums.com/applications/core/interface/js/spacer.png" alt="iG9MpEE.png" data-src="https://i.imgur.com/iG9MpEE.png"></span></li>
<li><span style="font-family:'lucida sans unicode', 'lucida grande', sans-serif;">ZLIB has multiple compression types which generate slightly different header each time , but rockstar uses only compression type which is the BEST COMPRESSION type </span></li>
<li><span style="font-family:'lucida sans unicode', 'lucida grande', sans-serif;">Identifying an LZX header</span></li>
<li><span style="font-family:'lucida sans unicode', 'lucida grande', sans-serif;"><img src="https://gtaforums.com/applications/core/interface/js/spacer.png" alt="6qcraNV.png" data-src="https://i.imgur.com/6qcraNV.png"></span></li>
<li><span style="font-family:'lucida sans unicode', 'lucida grande', sans-serif;">LZX header actually has some 2 byte header trailer , which can vary based on the file.</span></li>
<li><span style="font-family:'lucida sans unicode', 'lucida grande', sans-serif;">After these headers the file begins.</span></li>
</ul><p><span style="font-family:'lucida sans unicode', 'lucida grande', sans-serif;">-Decompressing both platform RSC's</span></p>
<p><span style="font-family:'lucida sans unicode', 'lucida grande', sans-serif;">Coming in next edits</span></p>
<p> </p>
<p> </p>
</div>
</div>
<p> </p>
<p> </p>
<p><span style="font-family:'lucida sans unicode', 'lucida grande', sans-serif;"><span style="font-size:18px;">-GFX</span></span></p>
<p> </p>
<div class="ipsSpoiler" data-ipsspoiler="">
<div class="ipsSpoiler_header"><span></span></div>
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<ul><li>Coming in the next edits !</li></ul><p> </p>
</div>
</div>
<p> </p>
<p> </p>
<p style="text-align:center;"><span style="font-size:36px;"><span style="font-family:'lucida sans unicode', 'lucida grande', sans-serif;"><span style="color:rgb(128,0,0);">Loading more data....</span></span></span></p>
]]></description><guid isPermaLink="false">906830</guid><pubDate>Sun, 11 Mar 2018 21:06:36 +0000</pubDate></item><item><title>[V] Timecycle Documentation</title><link>https://gtaforums.com/topic/830567-v-timecycle-documentation/</link><description><![CDATA[
<p>Hello! I noticed that there's no topic about timecyc research on any gta forum. It took a few hours to understand how it works.</p>
<p> </p>
<p>There's no tools to edit gta 5 timecyc files, so we will do it manually.</p>
<p> </p>
<p>Let's begin!</p>
<p> </p>
<p>All timecycle files are placed in GTAV/common.rpf/data/timecycle/ w_[string].</p>
<pre class="ipsCode"></pre>
<p>I decided to edit w_neutral.xml file. I can see many parameters like color data and others.</p>
<p> </p>
<p>For this documentation, I took data from &lt;sky_azimuth_east_col&gt; sections</p>
<pre class="ipsCode prettyprint">  &lt;sky_azimuth_east_col_r&gt;0.0823 1.0020 1.0020 1.0020 0.0020 0.2527 0.0020 0.0020 0.0020 0.0020 1.0020 0.0412 0.5000&lt;/sky_azimuth_east_col_r&gt;  &lt;sky_azimuth_east_col_g&gt;0.1487 1.0020 1.0020 1.0020 1.0020 0.2725 1.0020 1.0020 1.0020 1.0020 1.0020 0.1078 0.5000&lt;/sky_azimuth_east_col_g&gt;  &lt;sky_azimuth_east_col_b&gt;0.2588 1.0020 1.0020 1.0020 0.0529 0.2920 0.0529 0.0529 0.0529 0.0529 1.0020 0.1902 0.5000&lt;/sky_azimuth_east_col_b&gt;</pre>
<p>Every entry is color data for define time period. They're separated by space.</p>
<p>I described time period and definition in Excel file:</p>
<p><img src="https://gtaforums.com/applications/core/interface/js/spacer.png" alt="MN6fEax.jpg" data-src="http://i.imgur.com/MN6fEax.jpg"></p>
<p>(Ignore 10.020 it's a negative. The positive false is 1.0200)</p>
<p>Let's look on the first entry of every color data:<br>&lt;sky_azimuth_east_col_r&gt; <u>0.0823</u> - Red Data color in float</p>
<p>&lt;sky_azimuth_east_col_g&gt; <u>0.1487</u> - Green Data color in float</p>
<p>&lt;sky_azimuth_east_col_b&gt; <u>0.2588</u> - Blue data color in float</p>
<p> </p>
<p>As you know, the range of RGB is [0 to 255]. We need convert such range to the float value. </p>
<p>I picked up this color:</p>
<p><img src="https://gtaforums.com/applications/core/interface/js/spacer.png" alt="YTJsOI7.jpg" data-src="http://i.imgur.com/YTJsOI7.jpg"></p>
<p>You can use paint for that.</p>
<p> </p>
<p>The next step is conversion. You can take any value and divide it by 255 (like 178 / 255 = 0.6978) or do it automatically. Open this website <a href="http://www.corecoding.com/utilities/rgb-or-hex-to-float.php" title="External link" rel="external nofollow">http://www.corecoding.com/utilities/rgb-or-hex-to-float.php</a> (not an adverstisment) and put RGB Values such we got in paint editor</p>
<p> </p>
<p>We got this code.</p>
<p><img src="https://gtaforums.com/applications/core/interface/js/spacer.png" alt="iX6WLX8.jpg" data-src="http://i.imgur.com/iX6WLX8.jpg"></p>
<p>Your code will be different.</p>
<p>We don't have the last character but it's not a problem. You can add any value like [0,1..9]</p>
<p>So when we got the code we need to replace this value:</p>
<pre class="ipsCode prettyprint">0.9450</pre>
<p>After this string</p>
<pre class="ipsCode prettyprint">&lt;sky_azimuth_east_col_r&gt;</pre>
<p>Do the same operation for &lt;sky_azimuth_east_col_g&gt; and &lt;sky_azimuth_east_col_b&gt; (in my case I need to put 0.7690 to<span style="color:rgb(0,0,0);font-family:Verdana, Arial, Helvetica, sans-serif;font-size:11px;"> </span>sky_azimuth_east_col_g and 0.0470 to<span style="color:rgb(0,0,0);font-family:Verdana, Arial, Helvetica, sans-serif;font-size:11px;"> the </span>sky_azimuth_east_col_b)</p>
<p> </p>
<p>What we'll get:</p>
<pre class="ipsCode prettyprint">&lt;sky_azimuth_east_col_r&gt;0.9450 1.0020 1.0020 1.0020 0.0020 0.2527 0.0020 0.0020 0.0020 0.0020 1.0020 0.0412 0.5000&lt;/sky_azimuth_east_col_r&gt;  &lt;sky_azimuth_east_col_g&gt;0.7690 1.0020 1.0020 1.0020 1.0020 0.2725 1.0020 1.0020 1.0020 1.0020 1.0020 0.1078 0.5000&lt;/sky_azimuth_east_col_g&gt;  &lt;sky_azimuth_east_col_b&gt;0.0470 1.0020 1.0020 1.0020 0.0529 0.2920 0.0529 0.0529 0.0529 0.0529 1.0020 0.1902 0.5000&lt;/sky_azimuth_east_col_b&gt;</pre>
<p>I made some videos. You can watch results here (include original timecyc video) (no sound)</p>
<p> </p>
<div class="ipsEmbeddedVideo"><div><iframe width="459" height="344" src="https://gtaforums.com/applications/core/interface/index.html" frameborder="0" allowfullscreen="true" data-embed-src="https://www.youtube.com/embed/5t7QazvtRc4?feature=oembed"></iframe></div></div>
<p> </p>
<p>below you can watch this timecyc without changes:</p>
<p> </p>
<div class="ipsEmbeddedVideo"><div><iframe width="459" height="344" src="https://gtaforums.com/applications/core/interface/index.html" frameborder="0" allowfullscreen="true" data-embed-src="https://www.youtube.com/embed/8crwQ4eZbtw?feature=oembed"></iframe></div></div>
<p> </p>
<p>P.S If you want to do Timecyc Editor I can help you with GUI Design.</p>
<p>P.P.S. Section and SkySphere descriptions will come later</p>
]]></description><guid isPermaLink="false">830567</guid><pubDate>Tue, 24 Nov 2015 15:59:28 +0000</pubDate></item><item><title>CORE.YPT documentation on particles in GTA 5</title><link>https://gtaforums.com/topic/982790-coreypt-documentation-on-particles-in-gta-5/</link><description><![CDATA[<div style="background-color:#ffffff;color:#202124;font-size:medium;">
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<p>
	<img alt="unknown.png" class="ipsImage" data-ratio="75.08" height="750" style="height:auto;" width="666" data-src="https://cdn.discordapp.com/attachments/674222312182251545/694170881483866212/unknown.png" src="https://gtaforums.com/applications/core/interface/js/spacer.png" /><br />
	 
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<div style="background-color:#ffffff;color:#202124;font-size:medium;">
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								<pre dir="ltr" style="background-color:transparent;border:none;font-size:28px;padding:2px 0.14em 2px 0px;text-align:left;"><span style="font-size:20px;"><span lang="en" xml:lang="en">This topic is very interesting because you can do very interesting things with the help of the program.
CodeWalker and core.ypt file</span></span></pre>
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]]></description><guid isPermaLink="false">982790</guid><pubDate>Tue, 24 May 2022 16:35:09 +0000</pubDate></item><item><title>[V] Script/Native Documentation and Research</title><link>https://gtaforums.com/topic/717612-v-scriptnative-documentation-and-research/</link><description><![CDATA[
<p style="text-align:center;"><a href="http://dev-c.com/nativedb/" rel="external nofollow"><strong><span style="font-size:18px;">NATIVE DB</span></strong></a></p>
<p style="text-align:center;"><strong><span style="font-size:18px;">Script/Native Documentation and Research</span></strong></p>
<p style="text-align:center;"> </p>
<p>Describing and researching what actually GTA V scripts do<em> </em>as well as describing native <span style="font-size:12px;"><em>(i.e. script api functions)</em></span> names, parameters and giving them a description.</p>
<p> </p>
<p>This topic is related to the <a href="http://dev-c.com/nativedb/" rel="external nofollow">NATIVE DB</a> project, which is aimed to gather every piece of information about script native functions that we have, think of it as of native wiki where anyone who wants to contribute can do so and everyone who needs the latest script documentation or the header with natives for ScriptHook can get it in one click!</p>
<p> </p>
<p><strong>#SCRIPTS</strong></p>
<p> </p>
<div class="ipsSpoiler" data-ipsspoiler="">
<div class="ipsSpoiler_header"><span></span></div>
<div class="ipsSpoiler_contents">
<p> </p>
<p>GTA V has around 700 scripts which are involved almost in every aspect of the game, understanding the scripts is a key to understand the whole thing. All this scripts decompiled to a C-like code are published below, in order to view them we mostly use Notepad++, if you are going to use it then don't forget to select C syntax highlighter. Archive with decompiled scripts can be found below.</p>
<p> </p>
<p><a href="https://dl.dropboxusercontent.com/u/1237747/games.gta/gtav.ysc.decompiled.7z" rel="external nofollow">Decompiled PC scripts</a>, build 372, 393, 463, 505, 573, 617, 678 Mar 2016</p>
<p> </p>
</div>
</div>
<p> </p>
<p> </p>
<p><strong><span style="font-size:14px;">#NATIVES</span></strong></p>
<p> </p>
<div class="ipsSpoiler" data-ipsspoiler="">
<div class="ipsSpoiler_header"><span></span></div>
<div class="ipsSpoiler_contents">
<p> </p>
<p>GTA V features ~5200 natives and almost all of these functions are in use in the original game scripts, this means that while building game's main executable only the natives required by the scripts are included (IV had ~3000 natives and the scripts were using only 2/3 of them). There is no original native name list in GTA V, name hashes were used instead, however during initial research we were managed to recover ~2600 native names using bruteforce and manual checking afterwards. The good thing is that we know for sure how many parameters and results each one of these natives has (because when script calls native it uses this values and all natives are in use), so we need to name their params and types here as well. In order to put more understanding in whatever natives do they were grouped the way original developers grouped them, it makes code more readable and when you see an unknown native you already know which group it belongs to. If you want to make large description for some native/group of natves or publish some enum list then you need to post it on gtaforums/gtamodding and put the link into corresponding native description here.</p>
<p>GTA V PC version has native hashes replaced with random 64 bit values, which may differ between patches, however NATIVE DB runs on original PC hashes (call it hashes anyway) as well as ScriptHookV and accompanying tools which are performing native hash translation for natives from patches. Actual native name hash check is perfomed using real hashes from x360 version.</p>
<p><span style="font-size:12px;"><span style="font-size:14px;"><span style="font-size:12px;"><span style="font-size:14px;"></span></span></span></span></p>
</div>
</div>
<p> </p>
<p> </p>
<p><strong><span style="font-size:18px;"><span style="font-size:14px;">#NAMING NATIVES </span></span></strong></p>
<p> </p>
<div class="ipsSpoiler" data-ipsspoiler="">
<div class="ipsSpoiler_header"><span></span></div>
<div class="ipsSpoiler_contents">
<p> </p>
<p><span style="font-size:12px;"><span style="font-size:14px;"><span style="font-size:12px;"><span style="font-size:14px;">Since we are using native groups (namespaces) and a lot of natives require to be named we must stick to the simple <u><em>native naming convention</em></u>, which should be </span></span></span></span><span style="font-size:12px;"><span style="font-size:14px;"><span style="font-size:12px;"><span style="font-size:14px;">applied </span></span></span></span><span style="font-size:12px;"><span style="font-size:14px;"><span style="font-size:12px;"><span style="font-size:14px;">to </span></span></span></span><span style="font-size:12px;"><span style="font-size:14px;"><span style="font-size:12px;"><span style="font-size:14px;">any tool that uses natives in a way seen to a user.</span></span></span></span></p>
<p> </p>
<p><u>Native naming convention</u></p>
<p><span style="font-size:12px;"><span style="font-size:14px;"><span style="font-size:12px;"><span style="font-size:14px;">Template: <strong>GROUP<span style="font-size:8px;"> </span>::</strong><span style="font-size:8px;"> </span>(<strong>_</strong>)<strong>NAME</strong></span></span> <strong>// 0xHASH</strong></span></span></p>
<p><span style="font-size:12px;"><span style="font-size:14px;"><span style="font-size:12px;"><span style="font-size:14px;">1. </span></span></span></span>All UPPERCASE letters</p>
<p>2. Starts with a GROUP name followed by <strong>::</strong></p>
<p>3. Custom named natives (name does not match hash) must have _ prefix before the NAME</p>
<p>4. Hash must present when custom name is used, it's optional for real names</p>
<p> </p>
<p>Examples:</p>
<p><em>PLAYER::GET_PLAYER_PED</em> -- native with real name</p>
<p><em>PLAYER::PLAYER_ID</em> -- native with real name as well</p>
<p><em>PLAYER::_PLAYER_ID // 0x8DD5B838</em> -- native with custom which does the same as <em>PLAYER::PLAYER_ID</em></p>
<p> </p>
<p><u><span style="font-size:12px;"><span style="font-size:14px;"><span style="font-size:12px;"><span style="font-size:14px;">How to choose custom native name</span></span></span></span></u></p>
<p>1. Always start with _ prefix</p>
<p>2. Look at declarations of the known natives around yours (included file #5)</p>
<p>3. Make it simple and avoid long names</p>
<p> </p>
<p>When you are mentioning custom natives please always specify the hash, because custom native names could be changed.</p>
<p> </p>
<p><u>Name bruteforcing</u></p>
<p>In order to find the names we are using well optimized template based native name bruteforce with multithread support. Description is in the readme.</p>
<p> </p>
<p><a href="https://dl.dropboxusercontent.com/u/1237747/games.gta/nativebrute.optimized.zip" rel="external nofollow"><span style="font-size:12px;"><span style="font-size:14px;"><span style="font-size:12px;"><span style="font-size:14px;">Multithreaded native bruteforce</span></span></span></span></a></p>
<p> </p>
</div>
</div>
<p> </p>
]]></description><guid isPermaLink="false">717612</guid><pubDate>Fri, 20 Jun 2014 23:32:48 +0000</pubDate></item><item><title>GTA V mods in the licensed version</title><link>https://gtaforums.com/topic/980998-gta-v-mods-in-the-licensed-version/</link><description><![CDATA[<p>
	I have a legit bought version of GTA V and I'm not able to run mods on it. How do I do this?
</p>
]]></description><guid isPermaLink="false">980998</guid><pubDate>Thu, 10 Mar 2022 11:32:56 +0000</pubDate></item><item><title>[V / GUIDE] Fixed an issue where applying a wheel would cause some add-on car mods to crash</title><link>https://gtaforums.com/topic/979242-v-guide-fixed-an-issue-where-applying-a-wheel-would-cause-some-add-on-car-mods-to-crash/</link><description><![CDATA[<p>
	Hello everyone!<br />
	Here, I will write a method to solve the problem that some Add-On type Car Mods crash when trying to change the wheel using a trainer or the like.
</p>

<p>
	First, the reason why the wheel doesn't apply is that some Car Mods that aren't intended to be customized don't have a file that controls custom items to avoid unnecessary ID conflicts.
</p>

<p>
	 
</p>

<p>
	They are
</p>

<p>
	// update / × 64 / dlcpacks / (Mod Name) /dlc.rpf/common/data (common may not exist)
</p>

<p>
	The files are "carvariations.meta" and "carcols.meta".<br />
	The mod that caused the problem to me didn't have "carcols.meta".
</p>

<p>
	And write down here how I dealt with it.
</p>

<p>
	 
</p>

<p>
	①<br />
	In "carvariations.meta", paste the following after &lt;/ colors&gt;<br />
	――――<br />
	&lt;kits&gt;<br />
	        &lt;Item&gt; 0_default_modkit &lt;/ Item&gt;<br />
	      &lt;/ kits&gt;<br />
	――――
</p>

<p>
	 
</p>

<p>
	②<br />
	Paste the following in "carcols.meta" (copy or create if it's not there)
</p>

<p>
	――――<br />
	&lt;CVehicleModelInfoVarGlobal&gt;<br />
	  &lt;Kits&gt;<br />
	.<br />
	  &lt;/ Kits&gt;<br />
	  &lt;Lights&gt;<br />
	.<br />
	  &lt;/ Lights&gt;<br />
	&lt;/ CVehicleModelInfoVarGlobal&gt;<br />
	――――
</p>

<p>
	 
</p>

<p>
	that's all.
</p>

<p>
	<br />
	I'm not a Modder, so there may be incorrect information.<br />
	I hope it helps people who have the same problem.<br />
	(Because it uses Google Translate, it may be a strange English department)
</p>
]]></description><guid isPermaLink="false">979242</guid><pubDate>Fri, 31 Dec 2021 10:13:50 +0000</pubDate></item><item><title>All GTAO Face IDs + PED::SET_PED_HEAD_BLEND_DATA explained</title><link>https://gtaforums.com/topic/858970-all-gtao-face-ids-pedset_ped_head_blend_data-explained/</link><description><![CDATA[
<p>It may be confusing at first, but It's important to note that it doesn't matter if the model is female or male, faceblend allows any of these faces ID to be merged together, and each of them have their own skin tone.</p>
<p> </p>
<p>Using SET_PED_HEAD_BLEND_DATA</p>
<p> </p>
<p><strong>Shape / Skin First ID:</strong> "Mother"</p>
<p><strong>Shape / Skin Second ID:</strong> "Father"</p>
<p> </p>
<p>Again all faces belong to any gender, so technically speaking Mother + Mother works. You can create characters that are not possible in GTAO since Men / Woman are separated in UIs.</p>
<p> </p>
<p><strong>Shape / Skin Mix:</strong> Float values ranging from 0.0f ("Mother") to 1.0f ("Father").</p>
<p> </p>
<p><strong>Third ID:</strong> If you feel like another ID should be mixed in. Personally I leave 3rd IDs to 0 and 0.0f mix. Basically they appear to relate to the parent / legacy character customization in GTAO.</p>
<p><strong>IsParent:</strong> I'm assuming SET_PED_HEAD_BLEND_DATA can be called again to reference this character as a parent. Or if you like headaches.</p>
<pre class="ipsCode prettyprint">SET_PED_HEAD_BLEND_DATA(Ped ped, int shapeFirstID, int shapeSecondID,  int shapeThirdID, int skinFirstID, int skinSecondID,  int skinThirdID, float shapeMix, float skinMix, float thirdMix,  BOOL isParent)</pre>
<p>Here's all the <strong>UNTOUCHED</strong> faces ID's for Freemode characters.</p>
<pre></pre>
<p><img src="https://gtaforums.com/applications/core/interface/js/spacer.png" alt="JE3gAn6.jpg" data-src="http://i.imgur.com/JE3gAn6.jpg"></p>
]]></description><guid isPermaLink="false">858970</guid><pubDate>Sun, 19 Jun 2016 16:27:23 +0000</pubDate></item><item><title>Gta</title><link>https://gtaforums.com/topic/978852-gta/</link><description><![CDATA[<p>
	You can
</p>
]]></description><guid isPermaLink="false">978852</guid><pubDate>Tue, 21 Dec 2021 04:08:33 +0000</pubDate></item><item><title>[V-PC] Vehicles Files List</title><link>https://gtaforums.com/topic/788114-v-pc-vehicles-files-list/</link><description><![CDATA[<p style="font-size:16px;">
	[B]Game Status: Dicember, 15 - 2021[/B]<br />
	[img]https://i.postimg.cc/15j383kF/List-File-GTAV.gif[/img]<br />
	<a href="https://postimg.cc/7fSkcwYP" rel="external nofollow">https://postimg.cc/7fSkcwYP</a><br />
	-<br />
	[V-PC] Vehicles Files List<br />
	-<br />
	3D file format: .yft (.ydr)<br />
	Texture file format: .ytd<br />
	-<br />
	*GTA V/x64e.rpf (_hi.yft/ytd)*<br />
	[spoiler]<br />
	adder<br />
	airbus<br />
	airtug<br />
	akuma<br />
	ambulance<br />
	annihilator<br />
	armytanker<br />
	armytrailer<br />
	aseat<br />
	asea2<br />
	asterope<br />
	bagger<br />
	baletrailer<br />
	baller<br />
	baller2<br />
	banshee<br />
	barracks<br />
	barracks2<br />
	bati<br />
	bati2<br />
	benson<br />
	bfinjection<br />
	biff<br />
	bison<br />
	bison2<br />
	bison3<br />
	bjxl<br />
	blazer<br />
	blazer2<br />
	blazer3<br />
	blimp<br />
	blista<br />
	bmx<br />
	boattrailer<br />
	bobcatxl<br />
	bodhi2<br />
	boxville<br />
	boxville2<br />
	boxville3<br />
	buccaner<br />
	buffalo<br />
	buffalo2<br />
	bulldozer<br />
	bullet<br />
	burrito<br />
	burrito2<br />
	burrito3<br />
	burrito4<br />
	burrito5<br />
	bus<br />
	buzzard<br />
	buzzard2<br />
	cablecar<br />
	caddy<br />
	caddy2<br />
	camper<br />
	carbonizzare<br />
	carbonrs<br />
	cargobob<br />
	cargobob2<br />
	cargobob3<br />
	cargoplane<br />
	cavalcade<br />
	cavalcade2<br />
	cheetah<br />
	coach<br />
	cogcabrio<br />
	comet2<br />
	coquette<br />
	cruiser<br />
	crusader<br />
	cuban800<br />
	cutter<br />
	daemon<br />
	dilettante<br />
	dilettante2<br />
	dinghy<br />
	dinghy2<br />
	dloader<br />
	docktrailer<br />
	docktug<br />
	dominator<br />
	double<br />
	dubsta<br />
	dubsta2<br />
	dump<br />
	dune<br />
	dune2<br />
	duster<br />
	elegy2<br />
	emperor<br />
	emperor2<br />
	emperor3<br />
	entityxf<br />
	exemplar<br />
	f620<br />
	faggio2<br />
	fbi<br />
	fbi2<br />
	felon<br />
	felon2<br />
	feltzer2<br />
	firetruk<br />
	fixter<br />
	flatbed<br />
	forklift<br />
	fq2<br />
	freight<br />
	freightcar<br />
	freightcont1<br />
	freightcont2<br />
	freightgrain<br />
	freighttrailer<br />
	frogger<br />
	frogger2<br />
	fugitive<br />
	fusilade<br />
	futo<br />
	gauntlet<br />
	gburrito<br />
	graintrailer<br />
	granger<br />
	gresley<br />
	habanero<br />
	handler<br />
	hauler<br />
	hexer<br />
	hotknife<br />
	infernus<br />
	ingot<br />
	intruder<br />
	issi2<br />
	jackal<br />
	jb700<br />
	jet<br />
	jetmax<br />
	journey<br />
	khamelion<br />
	landstalker<br />
	lazer<br />
	lguard<br />
	luxor<br />
	mammatus<br />
	manana<br />
	marquis<br />
	maverick<br />
	mesa<br />
	mesa2<br />
	mesa3<br />
	metrotrain<br />
	minivan<br />
	mixer<br />
	mixer2<br />
	monroe<br />
	mower<br />
	mule<br />
	mule2<br />
	nemesis<br />
	ninef (9F)<br />
	ninef2<br />
	oracle<br />
	oracle2<br />
	packer<br />
	patriot<br />
	pbus<br />
	pcj<br />
	penumbra<br />
	peyote<br />
	phantom<br />
	phoenix<br />
	picador<br />
	police<br />
	police2<br />
	police3<br />
	police4<br />
	policeb<br />
	policeold1<br />
	policeold2<br />
	policet<br />
	polmav<br />
	pony<br />
	pony2<br />
	pounder<br />
	praire<br />
	pranger<br />
	predator<br />
	premier<br />
	primo<br />
	proptrailer<br />
	radi<br />
	raketrailer<br />
	rancherxl<br />
	rancherxl2<br />
	rapidgt<br />
	rapidgt2<br />
	ratloader<br />
	rebel<br />
	rebel2<br />
	regina<br />
	rentalbus<br />
	rhino<br />
	riot<br />
	ripley<br />
	rocoto<br />
	romero<br />
	rubble<br />
	ruffian<br />
	ruiner<br />
	rumpo<br />
	rumpo2<br />
	sabregt<br />
	sadler<br />
	sadler2<br />
	sanchez<br />
	sanchez2<br />
	sandking<br />
	sandking2<br />
	schafter<br />
	schafter2<br />
	schwarzer<br />
	scorcher<br />
	scrap<br />
	seashark<br />
	seashark2<br />
	seminole<br />
	sentinel<br />
	sentinel2<br />
	serrano<br />
	shamal<br />
	sheriff<br />
	sheriff2<br />
	skylift<br />
	speedo<br />
	speedo2<br />
	squalo<br />
	stanier<br />
	stinger<br />
	stingergt<br />
	stockade<br />
	stockade3<br />
	stratum<br />
	stretch<br />
	stunt<br />
	submersible<br />
	sultan<br />
	suntrap<br />
	superd<br />
	surano<br />
	surfer<br />
	surfer2<br />
	surge<br />
	taco<br />
	tailgater<br />
	tanker<br />
	tankercar<br />
	taxi<br />
	tiptruck<br />
	tiptruck2<br />
	titan<br />
	tornado<br />
	tornado2<br />
	tornado3<br />
	tornado4<br />
	tourbus<br />
	towtruck<br />
	towtruck2<br />
	tr2<br />
	tr3<br />
	tr4<br />
	tractor<br />
	tractor2<br />
	tractor3<br />
	trailerlogs<br />
	trailers<br />
	trailers2<br />
	trailers3<br />
	trailersmall<br />
	trash<br />
	trflat<br />
	tribike<br />
	tribike2<br />
	tribike3<br />
	tropic<br />
	tvtrailer<br />
	utillitruck<br />
	utillitruck2<br />
	utillitruck3<br />
	vacca<br />
	vader<br />
	|<br />
	vehicles_(various)_interior.ytd<br />
	vehicles_worn_army_flyer_interior.ytd<br />
	vehicles_worn_interior.ytd<br />
	vehicles_worn_van.ytd<br />
	vehlshare.ytd<br />
	vehlshare_army.ytd<br />
	vehlshare_truck.ytd<br />
	vehlshare_worn.ytd<br />
	|<br />
	velum<br />
	vigero<br />
	voltic<br />
	voodoo2<br />
	washington<br />
	youga<br />
	zion<br />
	zion2<br />
	ztype<br />
	[/spoiler]<br />
	-<br />
	*GTA V/x64i.rpf/(...)vehiclemods (_mods.rpf)*<br />
	[spoiler]<br />
	akuma<br />
	asea<br />
	bagger<br />
	baller<br />
	banshee<br />
	barbarian<br />
	bjxl<br />
	blista<br />
	bodhi2<br />
	buccaner<br />
	buffalo2<br />
	carbonizzare<br />
	cavalcade<br />
	cheetah<br />
	comet2<br />
	coquette<br />
	daemon<br />
	detonator<br />
	double<br />
	dubsta<br />
	dubsta2<br />
	elegy2<br />
	entityxf<br />
	felon<br />
	feltzer2<br />
	feroci<br />
	fusilade<br />
	futo<br />
	gresley<br />
	hotknife<br />
	infernus<br />
	issi2<br />
	jackal<br />
	khamelion<br />
	landstalker<br />
	manana<br />
	ninef<br />
	ninef2<br />
	oracle2<br />
	pcj<br />
	penumbra<br />
	peyote<br />
	phoenix<br />
	police3<br />
	praire<br />
	premier<br />
	primo<br />
	rapidgt<br />
	rapidgt2<br />
	ratloader<br />
	rebel<br />
	ruffian<br />
	ruiner<br />
	sabregt<br />
	sandking<br />
	sandking2<br />
	schafter2<br />
	schwarzer<br />
	sentinel2<br />
	sentinel<br />
	serrano<br />
	serrano2<br />
	speedo2<br />
	sultan<br />
	surano<br />
	surge<br />
	tailgater<br />
	tampa ???<br />
	tornado<br />
	tornado2<br />
	vacca<br />
	voltic<br />
	wheels (in .ydr format)<br />
	youga<br />
	zio2n<br />
	zion<br />
	ztype<br />
	[/spoiler]<br />
	-<br />
	*GTA V/x64w.rpf/dlcpacks (_hi.yft/ytd)*<br />
	/mpbeach    Beach Bum<br />
	[spoiler]<br />
	bifta<br />
	kalahari<br />
	paradise<br />
	speeder<br />
	|<br />
	vehicles_(various)_interior.ytd<br />
	vehicles_worn_army_flyer_interior.ytd<br />
	vehicles_worn_interior.ytd<br />
	vehicles_worn_van.ytd<br />
	vehlshare.ytd<br />
	vehlshare_army.ytd<br />
	vehlshare_truck.ytd<br />
	vehlshare_worn.ytd<br />
	[/spoiler]<br />
	-<br />
	/mpbusiness    The Business<br />
	[spoiler]<br />
	alpha<br />
	jester<br />
	turismor<br />
	vestra<br />
	[/spoiler]<br />
	-<br />
	/mpbusiness2    The High Life<br />
	[spoiler]<br />
	huntley<br />
	massacro<br />
	thrust<br />
	zentorno<br />
	[/spoiler]<br />
	-<br />
	/mpchristmas    Festive Surprise (no vehicles)<br />
	-<br />
	/mphipster    "I'm Not a Hipster"<br />
	[spoiler]<br />
	blade<br />
	dubsta3<br />
	glendale<br />
	panto<br />
	pigalle<br />
	rhapsody<br />
	warrener<br />
	[/spoiler]<br />
	-<br />
	/mpindipendence    Indipendence Day<br />
	[spoiler]<br />
	monster<br />
	sovereign<br />
	[/spoiler]<br />
	-<br />
	/mplts        Last Team Standing<br />
	[spoiler]<br />
	furoregt<br />
	hakuchou<br />
	innovation<br />
	|<br />
	(upgradevehicles.rpf)<br />
	hakuchou<br />
	innovation<br />
	[/spoiler]<br />
	-<br />
	/mppilot    The San Andreas Flight School<br />
	[spoiler]<br />
	besra<br />
	coquette2<br />
	miljet<br />
	swift<br />
	[/spoiler]<br />
	-<br />
	/mpvalentines    The Valentine Day Massacre<br />
	[spoiler]<br />
	btype (roosevelt)<br />
	[/spoiler]<br />
	-<br />
	/spupgrade    XB1-PS4-PC<br />
	[spoiler]<br />
	blimp2<br />
	blista2<br />
	blista3<br />
	buffalo3<br />
	dodo<br />
	dominator2<br />
	dukes<br />
	dukes2<br />
	gauntlet2<br />
	marshall<br />
	stallion<br />
	stallion2<br />
	submersible2<br />
	[/spoiler]<br />
	-<br />
	-<br />
	-<br />
	*GTA V/update (_hi.yft/ytd)*<br />
	/update/update.rpf    (no vehicles)<br />
	-<br />
	-<br />
	-<br />
	*GTA V/update/x64/dlcpacks (_hi.yft/ytd)*<br />
	mpairraces    Air Races (no vehicles)<br />
	-<br />
	/mpapartment    Executives and other Criminals<br />
	[spoiler]<br />
	baller3 (LE)<br />
	baller4 (LE LWB)<br />
	baller5 (LE Armoder)<br />
	baller6 (LE LWB Armored)<br />
	cargobob4<br />
	cog55<br />
	cog552 (Armored)<br />
	cognoscenti (L)<br />
	cognoscenti2 (L Armored)<br />
	dinghy4<br />
	limo2 (Stretch E Turreted)<br />
	mamba<br />
	nightshade<br />
	schafter3 (V12)<br />
	schafter4 (LWB)<br />
	schafter5 (V12 Armored)<br />
	schafter6 (LWB Armored)<br />
	seashark3<br />
	speeder2<br />
	supervolito<br />
	supervolito2 (Carbon)<br />
	toro2<br />
	tropic2<br />
	valkyrie2<br />
	verlierer2<br />
	[/spoiler]<br />
	-<br />
	/mpassault    Southern San Andreas Super Sport Series<br />
	[spoiler]<br />
	caracara<br />
	cheburek<br />
	dominator3<br />
	ellie<br />
	entity2<br />
	fagaloa<br />
	flashgt<br />
	gb200<br />
	hotring<br />
	issi3<br />
	jester3<br />
	michelli<br />
	seasparrow<br />
	taipan<br />
	tezeract<br />
	tyrant<br />
	[/spoiler]<br />
	-<br />
	/mpbattle/dlc1.rpf     After Hours<br />
	[spoiler]<br />
	blimp3<br />
	freecrawler<br />
	menacer<br />
	mule4<br />
	oppressor2<br />
	patriot (customized)<br />
	patriot2 (stretch)<br />
	pbus2<br />
	pounder<br />
	scramjet (Mach 5)<br />
	speeedo4 (custom)<br />
	stafford<br />
	strikeforce<br />
	swinger<br />
	terbyte<br />
	-<br />
	/vehiclemods<br />
	patriot (custom)<br />
	-<br />
	/vehiclemods/vehlivery    Vehicles Textured<br />
	Invetero Coquette Classic HT &amp; TL [Flight School]<br />
	Karin Futo<br />
	Dinka Jester Classic [SSSSS]<br />
	Declasse Mamba [E&amp;/C]<br />
	Maibatsu Penumbra<br />
	Bollokan Prairie <br />
	Imponte Ruiner <br />
	[/spoiler]<br />
	-<br />
	/mpbiker    Bikers<br />
	[spoiler]<br />
	avarus<br />
	blazer4<br />
	chimera<br />
	daemon2<br />
	defiler<br />
	esskey<br />
	faggio<br />
	faggio3<br />
	hakuchou2<br />
	manchez<br />
	nightblade<br />
	raptor<br />
	ratbike<br />
	sanctus<br />
	shotaro<br />
	tornado6<br />
	vortex<br />
	wolfsbane<br />
	youga2<br />
	zombiea<br />
	zombieb<br />
	[/spoiler]<br />
	-<br />
	/mpchristmas2    Festive Surprise<br />
	[spoiler]<br />
	jester2<br />
	massacro2<br />
	ratloader2<br />
	slamvan<br />
	[/spoiler]<br />
	-<br />
	/mpchristmas2017    The Doomsday Heist<br />
	[spoiler]<br />
	akula<br />
	autarch<br />
	avenger<br />
	avenger2<br />
	barrage<br />
	chernobog<br />
	comet4<br />
	comet5<br />
	deluxo<br />
	gt500<br />
	hermes<br />
	hustler<br />
	kamacho<br />
	khanjali<br />
	neon<br />
	pariah<br />
	raiden<br />
	revolter<br />
	riata<br />
	riot2<br />
	savestra<br />
	sc1<br />
	sentinel3<br />
	streiter<br />
	stromberg<br />
	thruster<br />
	viseris<br />
	volatol<br />
	yosemite<br />
	z190<br />
	[/spoiler]<br />
	-<br />
	/mpchristmas2018    Arena War<br />
	[spoiler]<br />
	bruiser<br />
	bruiser2<br />
	bruiser3<br />
	brutus<br />
	brutus2<br />
	brutus3<br />
	cerberus<br />
	cerberus2<br />
	cerberus3<br />
	clique<br />
	deathbike<br />
	deathbike2<br />
	deathbike3<br />
	deveste<br />
	deviant<br />
	dominator4<br />
	dominator5<br />
	dominator6<br />
	impaler<br />
	impaler2<br />
	impaler3<br />
	impaler4<br />
	imperator<br />
	imperator2<br />
	imperator3<br />
	issi4<br />
	issi5<br />
	issi6<br />
	italigto<br />
	monster3<br />
	monster4<br />
	monster5<br />
	rcbandito<br />
	scarab<br />
	scarab2<br />
	scarab3<br />
	schlagen<br />
	slamvan4<br />
	slamvan5<br />
	slamvan6<br />
	toros<br />
	tulip<br />
	vamos<br />
	zr380<br />
	zr3802<br />
	zr3803<br />
	[/spoiler]<br />
	-<br />
	/mpexecutive    Further Adventures in Finance and Felony<br />
	[spoiler]<br />
	bestiagts<br />
	brickade<br />
	fmj<br />
	nimbus<br />
	pfister811<br />
	prototipo<br />
	reaper<br />
	rumpo3<br />
	seven70<br />
	tug<br />
	volatus<br />
	windsor2<br />
	xls<br />
	xls2<br />
	[/spoiler]<br />
	/mpgunrunning    Gun Running<br />
	-<br />
	[spoiler]<br />
	apc<br />
	ardent<br />
	caddy3<br />
	cheetah2 (Cheetah Classic)<br />
	dune3 (Dune FAV)<br />
	halftrack<br />
	hauler2<br />
	insurgent3<br />
	nightshark<br />
	oppressor<br />
	phantom3<br />
	tampa3 (Tampa Weaponized)<br />
	techinical3<br />
	torero<br />
	trailerlarge (Mobile Operations Center)<br />
	trailers4<br />
	trailersmall2 (Anti-Aircraft Trailer)<br />
	vagner<br />
	xa21<br />
	[/spoiler]<br />
	-<br />
	/mphalloween    Halloween<br />
	[spoiler]<br />
	btype2<br />
	lurcher<br />
	[/spoiler]<br />
	-<br />
	/mpheist    Heists<br />
	[spoiler]<br />
	barracks3<br />
	boxville4<br />
	casco<br />
	dinghy3<br />
	enduro<br />
	gburrito2<br />
	guardian<br />
	hydra<br />
	insurgent<br />
	insurgent2<br />
	kuruma<br />
	kuruma2<br />
	lectro<br />
	mule3<br />
	savage<br />
	slamvan2<br />
	tanker2<br />
	technical<br />
	trash2<br />
	valkyrie<br />
	velum2<br />
	[/spoiler]<br />
	-<br />
	/mpheist3    Casinò Heists<br />
	[spoiler]<br />
	asbo<br />
	everon<br />
	furmula<br />
	formula2<br />
	furia<br />
	imorgon<br />
	jb7002<br />
	kanjo<br />
	komoda<br />
	minitank<br />
	outlaw<br />
	rebla<br />
	retinue2<br />
	stryder<br />
	sugoi<br />
	sultan2<br />
	vagrant<br />
	vstr<br />
	yosemite2<br />
	zhaba<br />
	[/spolier]<br />
	-<br />
	/mpheist4    Cayo Perico Heist<br />
	[spolier]<br />
	alkonost<br />
	annihilator2<br />
	avisa<br />
	brioso2<br />
	dinghy5<br />
	italirsx<br />
	kosatka<br />
	longfin<br />
	manchez2<br />
	patrolboat<br />
	seasparrow2<br />
	seasparrow3<br />
	slamtruck<br />
	squaddie<br />
	toreador<br />
	verus<br />
	vetir<br />
	veto<br />
	veto2<br />
	weevil<br />
	winky<br />
	[/spolier]<br />
	-<br />
	/mpimportexport    Import-Export<br />
	[spoiler]<br />
	blazer5<br />
	boxville5<br />
	comet3<br />
	diablous<br />
	diablous2<br />
	dune4<br />
	dune5<br />
	elegy<br />
	fcr<br />
	fcr2<br />
	Italigtb<br />
	Italigtb2<br />
	nero<br />
	nero2<br />
	penetrator<br />
	phantom2<br />
	ruiner2<br />
	ruiner3<br />
	specter<br />
	specter2<br />
	technical2<br />
	tempesta<br />
	voltic2<br />
	wastelander<br />
	[/spoiler]<br />
	-<br />
	/mpjanuary2016    Drop Zone<br />
	[spoiler]<br />
	banshee2<br />
	sultanrs<br />
	[/spoiler]<br />
	-<br />
	/mplowrider    Lowrider<br />
	[spoiler]<br />
	buccaner2<br />
	chino2<br />
	faction<br />
	faction2<br />
	moonbeam<br />
	moonbeam2<br />
	primo2<br />
	voodoo<br />
	[/spoiler]<br />
	-<br />
	/mplowrider2    Lowrider Custom Classic<br />
	[spoiler]<br />
	faction3<br />
	minivan2<br />
	sabregt2<br />
	slamvan3<br />
	tornado5<br />
	virgo2<br />
	virgo3<br />
	[/spoiler]<br />
	-<br />
	/mpluxe        Ill Gotten Gains Part 1<br />
	[spoiler]<br />
	feltzer3 (Stirling GT)<br />
	luxor2<br />
	osiris<br />
	swift2<br />
	virgo<br />
	windsor<br />
	[/spoiler]<br />
	-<br />
	/mpluxe2    Ill Gotten Gains Part 2<br />
	[spoiler]<br />
	brawler<br />
	chino<br />
	coquette3 (BlackFin)<br />
	t20<br />
	toro<br />
	vindicator<br />
	[/spoiler]<br />
	-<br />
	/mpmuggler    Smuggler's Run<br />
	[spoiler]<br />
	alphaz1 <br />
	bombushka <br />
	cyclone <br />
	havok <br />
	howard <br />
	hunter <br />
	microlight <br />
	mogul <br />
	molotok<br />
	nokota <br />
	pyro <br />
	rapidgt3 <br />
	retinue <br />
	rogue <br />
	seabreeze <br />
	starling <br />
	tula <br />
	vigilante <br />
	visione<br />
	[/spoiler]<br />
	-<br />
	/mppatchesng    (no vehicles)<br />
	-<br />
	/mpreplay    Freemode Events (no vehicles)<br />
	-<br />
	/mpsecutity    The Contract<br />
	[spoiler]<br />
	astron<br />
	baller7<br />
	buffalo4 STX<br />
	champion<br />
	cinquemila<br />
	comet7<br />
	deity<br />
	granger2<br />
	ignus<br />
	iwagen<br />
	jubilee<br />
	mule5<br />
	patriot3<br />
	reever<br />
	shinobi<br />
	youga4<br />
	zeno<br />
	[/spoiler]<br />
	-<br />
	/mpspecialraces    Cunning Stunts: Special Races<br />
	[spoiler]<br />
	gp1<br />
	infernus2<br />
	ruston<br />
	turismo2<br />
	[/spoiler]<br />
	-<br />
	/mpstunt    Cunning Stunts<br />
	[spoiler]<br />
	bf400<br />
	brioso<br />
	cliffhanger<br />
	contender<br />
	gargoyle<br />
	le7b<br />
	lynx<br />
	omnis<br />
	rallytruck<br />
	sheava (Etri)<br />
	tampa2<br />
	trophytruck<br />
	trophytruck2 (Desert Raid)<br />
	tropos<br />
	tyrus<br />
	[/spoiler]<br />
	-<br />
	/mpsun        Los Santos Summer Special<br />
	[spoiler]<br />
	club<br />
	coquette4<br />
	dukes3<br />
	gauntlet5<br />
	glendale2<br />
	landstalker2<br />
	manana2<br />
	openwheel<br />
	openwheel2<br />
	penumbra2<br />
	peyote3<br />
	seminole2<br />
	tigon<br />
	yosemite3<br />
	youga3<br />
	[/spoiler]<br />
	-<br />
	/mptuner    Los Santos Tuners<br />
	[spoiler]<br />
	calico<br />
	comet6<br />
	cypher<br />
	dominator7<br />
	dominator8<br />
	euros<br />
	freightcar2<br />
	futo2<br />
	growler<br />
	jester4<br />
	previon<br />
	remus<br />
	rt3000<br />
	sultan3<br />
	tailgater2<br />
	vectre<br />
	warrener2<br />
	zr350<br />
	[/spoiler]<br />
	-<br />
	/mpvalentines2    The Valentine's Day 2<br />
	[spoiler]<br />
	btype3 (Roosevelt Valor)<br />
	[/spoiler]<br />
	-<br />
	/mpvinewood Casinò Diamond<br />
	[spoiler]<br />
	caracara2<br />
	drafter<br />
	dynasty<br />
	emerus<br />
	gauntlet3<br />
	gauntlet4<br />
	hellion<br />
	issi7<br />
	jugular<br />
	krieger<br />
	locust<br />
	nebula<br />
	neo<br />
	novak<br />
	paragon<br />
	paragon2<br />
	peyote2<br />
	rrocket<br />
	s80<br />
	thrax<br />
	zion3<br />
	zorrusso<br />
	[/spoiler]<br />
	-<br />
	/mpxmas_604490    Xmas Surprice<br />
	[spoiler]<br />
	tampa<br />
	[/spoiler]<br />
	-<br />
	-<br />
	-<br />
	/patchday1ng<br />
	[spoiler]<br />
	asea<br />
	banshee<br />
	barracks2<br />
	blista<br />
	btype<br />
	buccaner<br />
	buffalo3<br />
	burrito2<br />
	burrito5<br />
	carbonizzare<br />
	cargobob<br />
	cargobob2<br />
	cargobob3<br />
	cargoplane<br />
	daemon<br />
	dodo<br />
	fusilade<br />
	futo<br />
	gresley<br />
	lazer<br />
	mesa3<br />
	miljet<br />
	peyote<br />
	police2<br />
	policeb<br />
	primo<br />
	rapidgt<br />
	ruiner<br />
	sadler<br />
	sandking<br />
	sandking2<br />
	schwarzer<br />
	sheriff<br />
	submersible<br />
	submersible2<br />
	suntrap<br />
	surge<br />
	warrener<br />
	[/spoiler]<br />
	-<br />
	/patchday2bng    (no vehicles)<br />
	-<br />
	/patchday2ng<br />
	[spoiler]<br />
	benson<br />
	blista2<br />
	blista3<br />
	burrito3<br />
	double<br />
	fbi2<br />
	frogger<br />
	frogger2<br />
	gburrito<br />
	granger<br />
	huntley<br />
	infernus<br />
	ingot<br />
	kuruma<br />
	luxor<br />
	manana<br />
	massacro<br />
	massacro2<br />
	mesa<br />
	mesa3<br />
	monroe<br />
	mule<br />
	mule2<br />
	ninef<br />
	pbus<br />
	pcj<br />
	riot<br />
	ruiner<br />
	shamal<br />
	stallion2<br />
	stratum<br />
	tanker<br />
	titan<br />
	tourbus<br />
	velum<br />
	warraner<br />
	zentorno<br />
	[/spoiler]<br />
	-<br />
	/patchday3ng<br />
	[spoiler]<br />
	boxville<br />
	boxville2<br />
	boxville3<br />
	boxville4<br />
	buccaner<br />
	bullet<br />
	buzzard<br />
	cargobob<br />
	cargobob2<br />
	cogcabrio<br />
	dilettante<br />
	dinghy<br />
	dinghy2<br />
	dubsta<br />
	dump<br />
	emperor3<br />
	exemplar<br />
	felon<br />
	firetruk<br />
	fq2<br />
	fusilade<br />
	futo<br />
	gresley<br />
	habanero<br />
	hakuchou<br />
	hexer<br />
	issi2<br />
	jackal<br />
	jetmax<br />
	kalahari<br />
	lazer<br />
	manana<br />
	massacro2<br />
	mesa<br />
	mesa3<br />
	monroe<br />
	mule<br />
	pbus<br />
	pcj<br />
	peyote<br />
	phantom<br />
	phoenix<br />
	picador<br />
	police2<br />
	police3<br />
	polmav<br />
	predator<br />
	poptrailer<br />
	rancherxl2<br />
	regina<br />
	rentalbus<br />
	riot<br />
	romero<br />
	ruffian<br />
	rumpo<br />
	sadler<br />
	sanchez<br />
	sanchez2<br />
	sandking<br />
	sandking2<br />
	scrap<br />
	seakark<br />
	serrano<br />
	sheriff<br />
	sheriff2<br />
	skylift<br />
	sovereign<br />
	speedo2<br />
	stingergt<br />
	sultan<br />
	suntrap<br />
	superd<br />
	sufer2<br />
	thrust<br />
	tiptruck2<br />
	tornado<br />
	tornado2<br />
	tornado3<br />
	tornado4<br />
	tourbus<br />
	towtruck<br />
	tractor<br />
	tractor2<br />
	trailersmall<br />
	trash<br />
	voodoo2<br />
	washington<br />
	zentorno<br />
	zion<br />
	zion2<br />
	ztype<br />
	[/spoiler]<br />
	-<br />
	/patchday4ng<br />
	[spoiler]<br />
	cargobob<br />
	cargobob2<br />
	casco<br />
	dinghy<br />
	police3<br />
	rumpo<br />
	serrano<br />
	speeder<br />
	swift<br />
	voodoo2<br />
	[/spoiler]<br />
	-<br />
	/patchday5ng<br />
	[spoiler]<br />
	dinghy2<br />
	insurgent<br />
	rumpo<br />
	[/spoiler]<br />
	-<br />
	/patchday6ng    (no vehicles)<br />
	-<br />
	/patchday7ng<br />
	[spoiler]<br />
	dinghy2<br />
	dump<br />
	voodoo2<br />
	[/spoiler]<br />
	-<br />
	/patchday8ng<br />
	[spoiler]<br />
	buzzard2<br />
	lurcher<br />
	massacro<br />
	slamvan2<br />
	[/spoiler]<br />
	-<br />
	/patchday9ng<br />
	[spoiler]<br />
	banshee2<br />
	chino<br />
	rocoto<br />
	sultanrs<br />
	zentorno<br />
	[/spoiler]<br />
	-<br />
	/patchday10ng<br />
	[spoiler]<br />
	adder<br />
	cargobob4<br />
	cog55<br />
	cog552<br />
	cognoscenti<br />
	cognoscenti2<br />
	huntley<br />
	serrano<br />
	supervolito<br />
	supervolito2<br />
	[/spoiler]<br />
	-<br />
	/patchday11ng<br />
	[spoiler]<br />
	chino2<br />
	xls2<br />
	[/spoiler]<br />
	-<br />
	/patchday12ng<br />
	[spoiler]<br />
	btype2<br />
	cargobob2<br />
	dukes<br />
	dukes2<br />
	gargoyle<br />
	le7b<br />
	luxor<br />
	luxor2<br />
	omnis<br />
	sheava<br />
	titan<br />
	xls2<br />
	[/spoiler]<br />
	-<br />
	/patchday13ng<br />
	[spoiler]<br />
	banshee2<br />
	blazer4<br />
	chimera<br />
	chino2<br />
	comet2<br />
	defiler<br />
	faggio<br />
	fmj<br />
	hakuchou2<br />
	manchez<br />
	nightblade<br />
	raptor<br />
	reaper<br />
	vortex<br />
	[/spoiler]<br />
	-<br />
	/patchday14ng<br />
	[spoiler]<br />
	brickade<br />
	comet3<br />
	elegy<br />
	italigtb2<br />
	ruiner2<br />
	specter<br />
	specter2<br />
	tempesta<br />
	[/spoiler]<br />
	-<br />
	/patchday15ng<br />
	[spoiler]<br />
	brickade<br />
	turismo2<br />
	[/spoiler]<br />
	-<br />
	/patchday16ng<br />
	[spoiler]<br />
	dodo<br />
	technical2<br />
	[/spoiler]<br />
	-<br />
	/patchday17ng<br />
	[spoiler]<br />
	mixer<br />
	retinue<br />
	vagner<br />
	[/spoiler]<br />
	-<br />
	/patchday18ng<br />
	[spoiler]<br />
	tornado6<br />
	[/spoiler]<br />
	-<br />
	/patchday19ng<br />
	[spoiler]<br />
	akula<br />
	apc<br />
	ardent<br />
	barrage<br />
	cheburek<br />
	comet4<br />
	contender<br />
	coquette2<br />
	dominator3<br />
	entity2<br />
	flashgt<br />
	futo<br />
	gb200<br />
	hermes<br />
	hustler<br />
	jester3<br />
	kamacho<br />
	khanjali<br />
	mamba<br />
	molotok<br />
	nightshark<br />
	nimbus<br />
	patriot<br />
	penumbra<br />
	prairie<br />
	revolter<br />
	riata<br />
	riot2<br />
	ruiner<br />
	savestra<br />
	shamal<br />
	stockade<br />
	streiter<br />
	trailersmall2<br />
	visione<br />
	z190<br />
	[/spoiler]<br />
	-<br />
	/patchday20ng<br />
	[spoiler]<br />
	punder2<br />
	shamal<br />
	[/spoiler]<br />
	-<br />
	/patchday21ng<br />
	[spoiler]<br />
	bruiser3<br />
	brutus2<br />
	brutus3<br />
	cerberus2<br />
	cerberus3<br />
	deathbike<br />
	deathbike3<br />
	deviant<br />
	dominator4<br />
	dominator5<br />
	dominator6<br />
	futo<br />
	impaler<br />
	impaler2<br />
	issi4<br />
	issi6<br />
	monster3<br />
	monster4<br />
	monster5<br />
	rcbandito<br />
	scarab2<br />
	slamvan6<br />
	zr380<br />
	zr3802<br />
	zr3803<br />
	[/spoiler]<br />
	-<br />
	/patchday22ng<br />
	[spoiler]<br />
	blazer2<br />
	imperator<br />
	issi7<br />
	retinue<br />
	thrax<br />
	zorrusso<br />
	[/spoiler]<br />
	-<br />
	/patchday23ng<br />
	[spoiler]<br />
	faction<br />
	formula<br />
	imorgon<br />
	le7b<br />
	[/spoiler]<br />
	-<br />
	/patchday24ng<br />
	[spoiler]<br />
	coquette4<br />
	gauntlet5<br />
	peyote3<br />
	[/spoiler]<br />
	-<br />
	/patchday25ng<br />
	[spoiler]<br />
	banshee<br />
	kuruma<br />
	sultan2<br />
	weevil<br />
	[/spoiler]<br />
	-<br />
	/patchday26ng<br />
	[spoiler]<br />
	alkonost<br />
	avisa<br />
	brioso2<br />
	calico<br />
	comet6<br />
	dominator7<br />
	futo2<br />
	hakuchou2<br />
	jester4<br />
	kosatka<br />
	kuruma<br />
	longfin<br />
	miljet<br />
	remus<br />
	rt3000<br />
	sentinel<br />
	swift2<br />
	tailgater2<br />
	turismo2<br />
	veto2<br />
	volatus<br />
	warraner2<br />
	zr350<br />
	[/spoiler]
</p>
]]></description><guid isPermaLink="false">788114</guid><pubDate>Wed, 22 Apr 2015 10:56:43 +0000</pubDate></item><item><title>AI::TASK_PLANE_MISSION experiments</title><link>https://gtaforums.com/topic/806100-aitask_plane_mission-experiments/</link><description><![CDATA[
<p>I wanted to create jets to fly by and bomb a certain area - so I looked closely at the am_airstrike.c4 file. I really don't understand the rPtr and the wPtr and other stuff. I was able to pick apart some things though. What I did was I teleported to McKensie Airfield, I placed a marker on the map and spawned the aircraft. I set up a icon for friendly. Just wish I could set it as an aircraft so i know.</p>
<p> </p>
<p>However, messing around with the AI::TASK_PLANE_MISSION variables I noticed that some of the values control the flaps, rudder and other components of the plane. It takes off but usually crashes into something. When it does take off - it soars in the sky which is nice!</p>
<p> </p>
<p>What I've figured out so far is:</p>
<pre class="ipsCode prettyprint">AI::TASK_PLANE_MISSION(pedHandle, vehHandle, (???),pedHandle,x,y,z,4(whatever this is), 60.0f - speed, 15.0 - not sure what this is, -1.0f - not sure what this is, SYSTEM::CEIL(50.0 + 5.0), 20);</pre>
<p>some parts II'm able to understand the rest I'm not 100% sure. I know when you replace the 4 with the 8 does a roll.</p>
<p> </p>
<p>Has anyone else messed with this?</p>
]]></description><guid isPermaLink="false">806100</guid><pubDate>Mon, 06 Jul 2015 15:22:34 +0000</pubDate></item><item><title>vehicles.rpf and vehiclemods.rpf</title><link>https://gtaforums.com/topic/823555-vehiclesrpf-and-vehiclemodsrpf/</link><description><![CDATA[
<p>#1) I asked myself WHAT will happen if cars stored in folder x64e/..../.../...vehicles.rpf is removed? because of they are stored in another folder because of DLC vehicles.rpf</p>
<p>what will happen? game crash?</p>
<p> </p>
<p>#2) ALL cars of DLC packs extracted and added into one or two vehicles.rpf and store it in x64e/.../.../...as vehicles2.rpf and vehicles3.rpf etc... and remove all those another paths of DLCvehicles.rpf</p>
<p> </p>
<p>And same story but then for vehiclemods.rpf</p>
<p> </p>
<p>because it is a bit annoying to search to find right map whole time and example i want install 5 cars 3 of them need into another different vehicles.rpf (patchday2ng, patchday3ng and patchday4ng)</p>
]]></description><guid isPermaLink="false">823555</guid><pubDate>Sat, 10 Oct 2015 09:15:50 +0000</pubDate></item><item><title>List of over 100 Coordinates + More Comming</title><link>https://gtaforums.com/topic/792877-list-of-over-100-coordinates-more-comming/</link><description><![CDATA[
<p><span style="color:rgb(211,211,211);">GTA moders Rejoice i have come to full fill your teleporting fetishes.</span></p>
<p><span style="color:rgb(211,211,211);">remember this does not contain the places already in Native Trainer By Alexander Blade</span></p>
<p> </p>
<p> </p>
<p> </p>
<p> </p>
<p><span style="font-size:18px;">Indoors</span></p>
<p> </p>
<p><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">Strip Club DJ Booth X:</span><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">126.135 Y:</span><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">-1278.583 Z:</span><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">29.270</span><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></p>
<p><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">Blaine County Savings Bank X:-109.299 Y:6464.035 Z:31.627</span><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></p>
<p><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">Police Station X:436.491 Y: -982.172 Z:30.699</span><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></p>
<p><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">Humane Labs Entrance X:</span><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">3619.749 Y:2742.740 Z:28.690</span><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></p>
<p><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">Burnt FIB Building X:160.868 Y:</span><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">-745.831 Z:250.063</span></p>
<p><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">North Yankton Bank X:5309.519 Y:-5212.375 Z:83.522</span><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span><span style="color:rgb(0,0,255);"><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">IPL needed</span><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></span></p>
<p><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">10 Car Garage</span><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> Back Room X:223.193 Y:-967.322 Z:99.000</span><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></p>
<p><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">Humane Labs Tunnel X:</span><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">3525.495 Y:3705.301 Z:20.992</span></p>
<p><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"><span style="margin:0px;background-color:inherit;">Ammunation</span><span style="margin:0px;background-color:inherit;"> Office X:12.494 Y:-1110.130 Z: 29.797</span></span><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></p>
<p><span style="color:rgb(211,211,211);font-family:Calibri, sans-serif;font-size:15px;margin:0px;background-color:inherit;">Ammunation</span><span style="color:rgb(211,211,211);font-family:Calibri, sans-serif;font-size:15px;margin:0px;background-color:inherit;"> Gun Range X: 22.153 Y:-1072.854 Z:29.797</span></p>
<p><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">Trevor's Meth Lab X:1391.773 Y:3608.716 Z:38.942</span><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></p>
<p><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">Pacific Standard Bank Vault X:255.851 Y: 217.030 Z:101.683</span><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></p>
<p><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">Lester's House X:1273.898 Y:-1719.304 Z:54.771</span><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></p>
<p><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">Floyd's Apartment X:-1150.703 Y:-1520.713 Z:10.633</span><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></p>
<p><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">FIB Top Floor X:135.733 Y:-749.216 Z:258.152</span><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></p>
<div>
<span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">IAA Office X:117.220 Y:-620.938 Z:206.047</span><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span>
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<p><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">Pacific S</span><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">tandard B</span><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">ank X:235.046 Y:216.434 Z:106.287</span><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></p>
<p><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">Fort Zancu</span><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">do ATC ent</span><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">rance X:-2344.373 Y:3267.498 Z:32.811</span></p>
<p><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">Fort Zancu</span><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">do ATC </span><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">top floor X:-2358.132 Y:3249.754 Z:101.451</span><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></p>
<p><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;background-color:transparent;">Damaged H</span><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;background-color:transparent;">ospital X:356.822 Y:-590.151 Z:43.315</span><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;background-color:transparent;"> </span><span style="color:rgb(0,0,255);"><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;background-color:transparent;">IPL needed</span><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;background-color:transparent;"> </span></span></p>
<div style="margin:0px;color:rgb(0,0,0);font-family:'Segoe UI', Tahoma, Verdana, sans-serif;font-size:8px;"><p style="font-size:6pt;background-color:transparent;"><span style="color:rgb(211,211,211);"><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">Slaughterhouse X:-80.557 Y:6220.006 Z:31.090</span><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></span><span style="color:rgb(0,0,255);"><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">IPL needed </span></span></p></div>
<div style="margin:0px;color:rgb(0,0,0);font-family:'Segoe UI', Tahoma, Verdana, sans-serif;font-size:8px;"><p style="font-size:6pt;background-color:transparent;"><span style="color:rgb(211,211,211);"><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">Los Santos County Coroner</span><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> Office</span><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">/</span><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">Morgue X:243.351 Y:-1376.014 Z:39.534</span><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></span><span style="color:rgb(0,0,255);"><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">IPL needed </span></span></p></div>
<div style="margin:0px;color:rgb(0,0,0);font-family:'Segoe UI', Tahoma, Verdana, sans-serif;font-size:8px;"><p style="font-size:6pt;background-color:transparent;"><span style="color:rgb(211,211,211);"><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">Torture</span><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> Room X: 147.170 Y:-2201.804 Z:4.688</span><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></span></p></div>
<div style="margin:0px;color:rgb(0,0,0);font-family:'Segoe UI', Tahoma, Verdana, sans-serif;font-size:8px;"><p style="font-size:6pt;background-color:transparent;"><span style="color:rgb(211,211,211);"><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">O'nei</span><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">l Ranch X: 2441.216 Y:4968.585 Z:51.707</span><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></span><span style="color:rgb(0,0,255);"><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">IPL needed </span></span></p></div>
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<p> </p>
<p> </p>
<p> </p>
<p> </p>
<p><span style="font-size:18px;">Outdoors</span></p>
<p> </p>
<p> </p>
<p> </p>
<p> </p>
<p><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;background-color:transparent;">Main LS Customs X:</span><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;background-color:transparent;">-365.425 Y:</span><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;background-color:transparent;">-131.809 Z:37.873</span><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;background-color:transparent;"> </span></p>
<p><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">Yacht X:</span><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">-2023.661 Y:</span><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">-1038.038 Z:</span><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">5.577</span><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span><span style="color:rgb(0,0,255);"><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">IPL needed</span></span><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></p>
<p><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">Carrier (MP Only) X:3069.330 Y:-4704.220 Z:15.043</span><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span><span style="color:rgb(0,0,255);"><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">IPL needed</span><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></span></p>
<p><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">Fort Zankudo UFO X:2052.000 Y:3237.000 Z:1456.973</span><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span><span style="color:rgb(0,0,255);"><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">IPL needed</span></span></p>
<p><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">Very High Up X:-129.964 Y:8130.873 Z:6705.307</span><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></p>
<p><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">IAA Roof X:134.085 Y:-637.859 Z:262.851</span><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></p>
<p><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">FIB Roof X:150.126 Y:-754.591 Z:262.865</span><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></p>
<p><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">Maze Bank Roof X:-75.015 Y:-818.215 Z:326.176</span><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></p>
<p><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;background-color:transparent;"><span style="margin:0px;background-color:inherit;">Top of the Mt </span><span style="margin:0px;background-color:inherit;">Chilad</span><span style="margin:0px;background-color:inherit;"> X:450.718 Y:5566.614 Z:806.183</span></span><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;background-color:transparent;"> </span></p>
<p><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">Most Norther</span><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">ly</span><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> Point X:24.775 Y:7644.102 Z:19.055</span><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></p>
<p><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">Vinewood Bowl Stage X:686.245 Y:577.950 Z:130.461</span><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></p>
<p><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">Sisyphus Theater</span><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> Stage X:205.316 Y:1167.378 Z:227.005</span><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></p>
<p><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;background-color:transparent;">Director Mod Trailer X:-20.004 Y:-10.889 Z:500.602           </span><span style="color:rgb(255,0,0);"><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;background-color:transparent;"> Might Not W</span><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;background-color:transparent;">ork</span><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;background-color:transparent;"> </span></span></p>
<p><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">Galileo</span><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> Observatory R</span><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">oof X:-438.804 Y:1076.097 Z:352.411</span><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></p>
<p><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">Kortz Center X:-2243.810 Y:264.048 Z:174.615</span><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></p>
<p><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;background-color:transparent;">Chumash Historic Family Pier X:-3426.683 Y:967.738 Z:8.347</span><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;background-color:transparent;"> </span></p>
<p><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">Paleto</span><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> Bay </span><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">Pier X:-275.522 Y:6635.835 Z:7.425</span><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></p>
<p><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">God's</span><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> thumb X:-1006.402 Y:6272.383 Z:1.503</span><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></p>
<p><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">Calafia Train Bridge X:-517.869 Y:4425.284 Z:89.795</span><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></p>
<p><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">Altruist Cult Camp X:-1170.841 Y:4926.646 Z:224.295</span><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></p>
<p><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">Maze Bank Arena R</span><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">oof X:-324.300 Y:-1968.545 Z:67.002</span><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></p>
<p><span style="color:rgb(211,211,211);font-family:Calibri, sans-serif;font-size:15px;">Marlowe Vineyards X:-1868.971 Y:2095.674 Z:139.115</span></p>
<p><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">Hippy</span><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> C</span><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">amp X:2476.712 Y:3789.645 Z:41.226</span><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></p>
<p><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">Devin</span><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> W</span><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">eston's H</span><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">ouse X:-2639.872 Y:1866.812 Z:160.135</span><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></p>
<p><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">Abandon </span><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">Mine</span><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> X:-595.342 Y: 2086.008 Z:131.412</span><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></p>
<p><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">Weed Farm X:2208.777 Y:5578.235 Z:53.735</span><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></p>
<p><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">Stab City X: 126.975 Y:3714.419 Z:46.827</span><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></p>
<p><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">Airplane Graveyard Airplane Tail </span><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> X:2395.096 Y:3049.616 Z:60.053</span><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></p>
<div style="margin:0px;color:rgb(0,0,0);font-family:'Segoe UI', Tahoma, Verdana, sans-serif;font-size:8px;"><p style="font-size:6pt;background-color:transparent;"><span style="color:rgb(211,211,211);"><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">Satellite D</span><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">ish</span><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> Antenna X:2034.988 Y:29</span><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">53.105 Z:74.602</span><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></span></p></div>
<div style="margin:0px;color:rgb(0,0,0);font-family:'Segoe UI', Tahoma, Verdana, sans-serif;font-size:8px;"><p style="font-size:6pt;background-color:transparent;"><span style="color:rgb(211,211,211);"><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">Satellite Dishes X: 2062.123 Y:2942.055 Z:47.431</span><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></span></p></div>
<div style="margin:0px;color:rgb(0,0,0);font-family:'Segoe UI', Tahoma, Verdana, sans-serif;font-size:8px;"><p style="font-size:6pt;background-color:transparent;"><span style="color:rgb(211,211,211);"><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">Windmill Top X:2026.677 Y:1842.684 Z:133.313</span><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></span></p></div>
<div style="margin:0px;color:rgb(0,0,0);font-family:'Segoe UI', Tahoma, Verdana, sans-serif;font-size:8px;"><p style="font-size:6pt;background-color:transparent;"><span style="color:rgb(211,211,211);"><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">Sandy</span><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> S</span><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">hores B</span><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">uilding S</span><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">ite Crane X:1051.209 Y:2280.452 Z:89.727</span><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></span></p></div>
<div style="margin:0px;color:rgb(0,0,0);font-family:'Segoe UI', Tahoma, Verdana, sans-serif;font-size:8px;"><p style="font-size:6pt;background-color:transparent;"><span style="color:rgb(211,211,211);"><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">Rebel</span><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> R</span><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">adio X:736.153 Y:2583.143 Z:79.634</span><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></span></p></div>
<div style="margin:0px;color:rgb(0,0,0);font-family:'Segoe UI', Tahoma, Verdana, sans-serif;font-size:8px;"><p style="font-size:6pt;background-color:transparent;"><span style="color:rgb(211,211,211);"><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">Quarry X:2954.196 Y:2783.410 Z:41.004</span><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></span></p></div>
<div style="margin:0px;color:rgb(0,0,0);font-family:'Segoe UI', Tahoma, Verdana, sans-serif;font-size:8px;"><p style="font-size:6pt;background-color:transparent;"><span style="color:rgb(211,211,211);"><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">Palmer-Taylor Power Station C</span><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">himney X: 2732.931 Y: 1577.540 Z:83.671</span><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></span></p></div>
<div style="margin:0px;color:rgb(0,0,0);font-family:'Segoe UI', Tahoma, Verdana, sans-serif;font-size:8px;"><p style="font-size:6pt;background-color:transparent;"><span style="color:rgb(211,211,211);"><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">Merryweather</span><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> D</span><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">ock X: 486.417 Y:-3339.692 Z:6.070</span><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></span></p></div>
<div style="margin:0px;color:rgb(0,0,0);font-family:'Segoe UI', Tahoma, Verdana, sans-serif;font-size:8px;"><p style="font-size:6pt;background-color:transparent;"><span style="color:rgb(211,211,211);"><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">Cargo Ship X:899.678 Y:-2882.191 Z:19.013</span><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></span></p></div>
<div style="margin:0px;color:rgb(0,0,0);font-family:'Segoe UI', Tahoma, Verdana, sans-serif;font-size:8px;"><p style="font-size:6pt;background-color:transparent;"><span style="color:rgb(211,211,211);"><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">Del Perro Pier X:-1850.127 Y:-1231.751 Z:13.017</span><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></span></p></div>
<div style="margin:0px;color:rgb(0,0,0);font-family:'Segoe UI', Tahoma, Verdana, sans-serif;font-size:8px;"><p style="font-size:6pt;background-color:transparent;"><span style="color:rgb(211,211,211);"><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">Play Boy Mansion X:-1475.234 Y:167.088Z:55.841</span><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></span></p></div>
<div style="margin:0px;color:rgb(0,0,0);font-family:'Segoe UI', Tahoma, Verdana, sans-serif;font-size:8px;"><p style="font-size:6pt;background-color:transparent;"><span style="color:rgb(211,211,211);"><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">Jolene Cranley-Evans Ghost X:3059.620 Y:5564.246 Z:197.091</span><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></span></p></div>
<div style="margin:0px;color:rgb(0,0,0);font-family:'Segoe UI', Tahoma, Verdana, sans-serif;font-size:8px;"><p style="font-size:6pt;background-color:transparent;"><span style="color:rgb(211,211,211);"><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">NOOSE Headquarters X:2535.243 Y:-383.799 Z:92.993</span><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></span></p></div>
<div style="margin:0px;color:rgb(0,0,0);font-family:'Segoe UI', Tahoma, Verdana, sans-serif;font-size:8px;"><p style="font-size:6pt;background-color:transparent;"><span style="color:rgb(211,211,211);"><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">Snowman</span><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> X: 971.245 Y:-1620.993 Z:30.111</span><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></span></p></div>
<div style="margin:0px;color:rgb(0,0,0);font-family:'Segoe UI', Tahoma, Verdana, sans-serif;font-size:8px;"><p style="font-size:6pt;background-color:transparent;"><span style="color:rgb(211,211,211);"><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">Oriental </span><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">Theater X:293.089 Y:180.466 Z:104.301</span><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></span></p></div>
<div style="margin:0px;color:rgb(0,0,0);font-family:'Segoe UI', Tahoma, Verdana, sans-serif;font-size:8px;"><p style="font-size:6pt;background-color:transparent;"><span style="color:rgb(211,211,211);"><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">Beach Skatep</span><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">ark X:-13</span><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">74.881 Y:-1398.835 Z:6.141</span><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></span></p></div>
<div style="margin:0px;color:rgb(0,0,0);font-family:'Segoe UI', Tahoma, Verdana, sans-serif;font-size:8px;"><p style="font-size:6pt;background-color:transparent;"><span style="color:rgb(211,211,211);"><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">Underpass S</span><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">katepark X:718.341 Y:-1218.714 Z: 26.014</span><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></span></p></div>
<div style="margin:0px;color:rgb(0,0,0);font-family:'Segoe UI', Tahoma, Verdana, sans-serif;font-size:8px;"><p style="font-size:6pt;background-color:transparent;"><span style="color:rgb(211,211,211);"><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">Casi</span><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">no X:925.329 Y:46.152 Z:80.908</span><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></span></p></div>
<div style="margin:0px;color:rgb(0,0,0);font-family:'Segoe UI', Tahoma, Verdana, sans-serif;font-size:8px;"><p style="font-size:6pt;background-color:transparent;"><span style="color:rgb(211,211,211);"><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">University of San Andreas X:-1696.866 Y:142.747 Z:64.372</span><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></span></p></div>
<div style="margin:0px;color:rgb(0,0,0);font-family:'Segoe UI', Tahoma, Verdana, sans-serif;font-size:8px;"><p style="font-size:6pt;background-color:transparent;"><span style="color:rgb(211,211,211);"><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">La Puerta Freeway Bridge X: -543.932 Y:-2225.543 Z:122.366</span><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></span></p></div>
<div style="margin:0px;color:rgb(0,0,0);font-family:'Segoe UI', Tahoma, Verdana, sans-serif;font-size:8px;"><p style="font-size:6pt;background-color:transparent;"><span style="color:rgb(211,211,211);"><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">Land Act Dam X: 1660.369 Y:-12.013 Z:170.020</span><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></span></p></div>
<div style="margin:0px;color:rgb(0,0,0);font-family:'Segoe UI', Tahoma, Verdana, sans-serif;font-size:8px;"><p style="font-size:6pt;background-color:transparent;"><span style="color:rgb(211,211,211);"><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">Mount Gordo X: 2877.633 Y:5911.078 Z:369.624</span><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></span></p></div>
<div style="margin:0px;color:rgb(0,0,0);font-family:'Segoe UI', Tahoma, Verdana, sans-serif;font-size:8px;"><p style="font-size:6pt;background-color:transparent;"><span style="color:rgb(211,211,211);"><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">Little Seoul X:-889.655 Y:-853.499 Z:20.566</span><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></span></p></div>
<div style="margin:0px;color:rgb(0,0,0);font-family:'Segoe UI', Tahoma, Verdana, sans-serif;font-size:8px;"><p style="font-size:6pt;background-color:transparent;"><span style="color:rgb(211,211,211);"><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">Epsilon Building X:-695.025 Y:82.955 Z:55.855 Z:55.855</span><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></span></p></div>
<div style="margin:0px;color:rgb(0,0,0);font-family:'Segoe UI', Tahoma, Verdana, sans-serif;font-size:8px;"><p style="font-size:6pt;background-color:transparent;"><span style="color:rgb(211,211,211);"><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">The Richman Hotel X:-1330.911 Y:340.871 Z:64.078</span><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></span></p></div>
<div style="margin:0px;color:rgb(0,0,0);font-family:'Segoe UI', Tahoma, Verdana, sans-serif;font-size:8px;"><p style="font-size:6pt;background-color:transparent;"><span style="color:rgb(211,211,211);"><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">Vinewood sign X:711.362 Y:1198.134 Z:348.526</span><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></span></p></div>
<div style="margin:0px;color:rgb(0,0,0);font-family:'Segoe UI', Tahoma, Verdana, sans-serif;font-size:8px;"><p style="font-size:6pt;background-color:transparent;"><span style="color:rgb(211,211,211);"><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">Los Santos Golf Club</span><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> X:-1336.715 Y:59.051 Z:55.246</span><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></span></p></div>
<div style="margin:0px;color:rgb(0,0,0);font-family:'Segoe UI', Tahoma, Verdana, sans-serif;font-size:8px;"><p style="font-size:6pt;background-color:transparent;"><span style="color:rgb(211,211,211);"><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">Chicken </span><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">X:-31.010 Y:6316.830 Z:40.083</span><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></span></p></div>
<div style="margin:0px;color:rgb(0,0,0);font-family:'Segoe UI', Tahoma, Verdana, sans-serif;font-size:8px;"><p style="font-size:6pt;background-color:transparent;"><span style="color:rgb(211,211,211);"><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">Little Portola X:-635.463 Y:-242.402 Z:38.175</span><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></span></p></div>
<p><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">Pacific Bluffs Country Club X:-3022.222 Y:39.968 Z:13.611</span><span style="color:rgb(211,211,211);margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></p>
<div style="margin:0px;color:rgb(0,0,0);font-family:'Segoe UI', Tahoma, Verdana, sans-serif;font-size:8px;"><p style="font-size:6pt;background-color:transparent;"><span style="color:rgb(211,211,211);"><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">Vinewood Cemetery  X:-1659993 Y:-128.399 Z:59.954</span><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></span></p></div>
<div style="margin:0px;color:rgb(0,0,0);font-family:'Segoe UI', Tahoma, Verdana, sans-serif;font-size:8px;"><p style="font-size:6pt;background-color:transparent;"><span style="color:rgb(211,211,211);"><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"><span style="margin:0px;background-color:inherit;">Paleto</span><span style="margin:0px;background-color:inherit;"> Forest Sawmill Chimney X:-549.467 Y:5308.221 Z:114.146</span></span><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></span></p></div>
<div style="margin:0px;color:rgb(0,0,0);font-family:'Segoe UI', Tahoma, Verdana, sans-serif;font-size:8px;"><p style="font-size:6pt;background-color:transparent;"><span style="color:rgb(211,211,211);"><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">Mirror</span><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> P</span><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">ark X:1070.206 Y:-711.958 Z:58.483</span><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></span></p></div>
<div style="margin:0px;color:rgb(0,0,0);font-family:'Segoe UI', Tahoma, Verdana, sans-serif;font-size:8px;"><p style="font-size:6pt;background-color:transparent;"><span style="color:rgb(211,211,211);"><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">Rocket X:1608.698 Y:6438.096 Z:37.637</span><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></span></p></div>
<div style="margin:0px;color:rgb(0,0,0);font-family:'Segoe UI', Tahoma, Verdana, sans-serif;font-size:8px;"><p style="font-size:6pt;background-color:transparent;"><span style="color:rgb(211,211,211);"><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">El Gordo Lighthouse X:3430.155 Y:5174.196 Z:41.280</span><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></span></p></div>
<p> </p>
<div style="margin:0px;color:rgb(0,0,0);font-family:'Segoe UI', Tahoma, Verdana, sans-serif;font-size:8px;"><p style="font-size:6pt;background-color:transparent;"><span style="color:rgb(211,211,211);"><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">Mile High Club X:-144.274 Y:-946.813 Z:269.135</span><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></span></p></div>
<p> </p>
<p> </p>
<p> </p>
<p><span style="font-size:18px;">Underwater</span></p>
<p> </p>
<div style="margin:0px;color:rgb(0,0,0);font-family:'Segoe UI', Tahoma, Verdana, sans-serif;font-size:8px;"><p style="font-size:6pt;background-color:transparent;"><span style="color:rgb(211,211,211);"><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">Sunken Body X:-3161.078 Y:3001.998 Z:-37.974</span><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></span></p></div>
<div style="margin:0px;color:rgb(0,0,0);font-family:'Segoe UI', Tahoma, Verdana, sans-serif;font-size:8px;"><p style="font-size:6pt;background-color:transparent;"><span style="color:rgb(211,211,211);"><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">Underwater WW2 Tank X:4201.633 Y:3643.821 Z:-39.016</span><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></span></p></div>
<div style="margin:0px;color:rgb(0,0,0);font-family:'Segoe UI', Tahoma, Verdana, sans-serif;font-size:8px;"><p style="font-size:6pt;background-color:transparent;"><span style="color:rgb(211,211,211);"><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">Dead Sea Monster X:-3373.726 Y:504.714 Z:-24.656</span><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></span></p></div>
<div style="margin:0px;color:rgb(0,0,0);font-family:'Segoe UI', Tahoma, Verdana, sans-serif;font-size:8px;"><p style="font-size:6pt;background-color:transparent;"><span style="color:rgb(211,211,211);"><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">Underwate</span><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">r UFO X: 762.426 Y:</span><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">7380.371 Z:-111.377</span><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></span></p></div>
<div style="margin:0px;color:rgb(0,0,0);font-family:'Segoe UI', Tahoma, Verdana, sans-serif;font-size:8px;"><p style="font-size:6pt;background-color:transparent;"><span style="color:rgb(211,211,211);"><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">Underwater Hatch X: 4273.950 Y: 2975.714 </span><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">Z:-170.746</span><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></span></p></div>
<div style="margin:0px;color:rgb(0,0,0);font-family:'Segoe UI', Tahoma, Verdana, sans-serif;font-size:8px;"><p style="font-size:6pt;background-color:transparent;"><span style="color:rgb(211,211,211);"><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">Sunken Plane X: -942.350 Y:6608.752 Z:-20.912</span><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></span></p></div>
<div style="margin:0px;">
<p style="color:rgb(0,0,0);font-family:'Segoe UI', Tahoma, Verdana, sans-serif;font-size:6pt;background-color:transparent;"><span style="color:rgb(211,211,211);"><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;">Sunken Cargo Ship X:3199.748 Y:-379.018 Z:-22.500</span><span style="margin:0px;font-size:11pt;font-family:Calibri, sans-serif;"> </span></span></p>
<p style="color:rgb(0,0,0);font-family:'Segoe UI', Tahoma, Verdana, sans-serif;font-size:6pt;background-color:transparent;"> </p>
<p style="color:rgb(0,0,0);font-family:'Segoe UI', Tahoma, Verdana, sans-serif;font-size:6pt;background-color:transparent;"> </p>
<p style="color:rgb(0,0,0);font-family:'Segoe UI', Tahoma, Verdana, sans-serif;font-size:6pt;background-color:transparent;"><span style="font-size:24px;"><span style="color:rgb(211,211,211);"><span style="margin:0px;font-family:Calibri, sans-serif;">Things I still want to add</span></span></span></p>
<p style="color:rgb(0,0,0);font-family:'Segoe UI', Tahoma, Verdana, sans-serif;font-size:6pt;background-color:transparent;"> </p>
<p style="color:rgb(0,0,0);font-family:'Segoe UI', Tahoma, Verdana, sans-serif;font-size:6pt;background-color:transparent;"><span style="font-size:18px;"><span style="color:rgb(211,211,211);"><span style="margin:0px;font-family:Calibri, sans-serif;">Bahama Marmas</span></span></span></p>
<p style="background-color:transparent;"><span style="font-size:18px;"><span style="color:rgb(211,211,211);"><span style="margin:0px;">Solomon Richards </span>office</span></span></p>
<p style="background-color:transparent;"><span style="font-size:18px;"><span style="color:rgb(211,211,211);"><span style="margin:0px;">​cinema </span>inertia</span></span></p>
<p style="background-color:transparent;"><span style="font-size:18px;"><span style="color:rgb(211,211,211);">Diamond Store</span></span></p>
</div>
<p> </p>
<div style="margin:0px;color:rgb(0,0,0);font-family:'Segoe UI', Tahoma, Verdana, sans-serif;font-size:8px;">
<p style="font-size:6pt;background-color:transparent;"> </p>
<p style="font-size:6pt;background-color:transparent;"><span style="color:rgb(255,51,204);"><span style="font-size:18px;">if you likey pls check out my other post on what to add/improve to trainers in the future </span></span><span style="color:#00ffff;"><span style="font-size:18px;"><a href="" rel="">http://gtaforums.com/topic/792870-massive-trainer-enhancement-concept-with-concept-art/?p=1067437012</a></span></span></p>
</div>
<div style="margin:0px;color:rgb(0,0,0);font-family:'Segoe UI', Tahoma, Verdana, sans-serif;font-size:8px;">
<p style="font-size:6pt;background-color:transparent;"><span style="color:rgb(255,0,255);"><span style="font-size:18px;"><span style="margin:0px;font-family:Calibri, sans-serif;"> </span></span></span></p>
<div> </div>
</div>
<p> </p>
]]></description><guid isPermaLink="false">792877</guid><pubDate>Fri, 08 May 2015 20:56:19 +0000</pubDate></item><item><title>[Guide] Driving Styles</title><link>https://gtaforums.com/topic/822314-guide-driving-styles/</link><description><![CDATA[
<p>Based on the information shared in this <a href="" rel="">thread</a>.</p>
<p> </p>
<p> </p>
<p>Driving Styles work as a list of 32 bits converted to a decimal integer. Each bit acts as a flag, and enables or disables a function inside the driving abilities of the AI ped you're scripting.</p>
<p>You can translate these bits to integers (and viceversa) with a converter like <a href="http://www.mathsisfun.com/binary-decimal-hexadecimal-converter.html" rel="external nofollow">this one</a>.</p>
<p> </p>
<p>You apply the driving style to the ped like this:</p>
<pre class="ipsCode prettyprint">C# (ScriptHookVDotNet)ped.DrivingStyle=DrivingStyle.Rushed or GTA.Native.Function.Call(GTA.Native.Hash.SET_DRIVE_TASK_DRIVING_STYLE, ped, int);C++AI::SET_DRIVE_TASK_DRIVING_STYLE(ped,int)</pre>
<p>Here are all the flags, their corresponding integers and the known functionalities:</p>
<pre class="ipsCode prettyprint">FLAG ENABLED - CONVERTED INTEGER - DESCRIPTION00000000000000000000000000000001 - 1 - stop before vehicles00000000000000000000000000000010 - 2 - stop before peds00000000000000000000000000000100 - 4 - avoid vehicles00000000000000000000000000001000 - 8 - avoid empty vehicles00000000000000000000000000010000 - 16 - avoid peds00000000000000000000000000100000 - 32 - avoid objects	00000000000000000000000001000000 - 64 - ?00000000000000000000000010000000 - 128 - stop at traffic lights00000000000000000000000100000000 - 256 - use blinkers00000000000000000000001000000000 - 512 - allow going wrong way (only does it if the correct lane is full, will try to reach the correct lane again as soon as possible)00000000000000000000010000000000 - 1024 - go in reverse gear (backwards)00000000000000000000100000000000 - 2048 - ?00000000000000000001000000000000 - 4096 - ?00000000000000000010000000000000 - 8192 - ?00000000000000000100000000000000 - 16384 - ?00000000000000001000000000000000 - 32768 - ?00000000000000010000000000000000 - 65536 - ?00000000000000100000000000000000 - 131072 - ?00000000000001000000000000000000 - 262144 - Take shortest path (Removes most pathing limits, the driver even goes on dirtroads)00000000000010000000000000000000 - 524288 - Probably avoid offroad?00000000000100000000000000000000 - 1048576 - ?00000000001000000000000000000000 - 2097152 - ?00000000010000000000000000000000 - 4194304 - Ignore roads (Uses local pathing, only works within 200~ meters around the player)00000000100000000000000000000000 - 8388608 - ?00000001000000000000000000000000 - 16777216 - Ignore all pathing (Goes straight to destination)00000010000000000000000000000000 - 33554432 - ?00000100000000000000000000000000 - 67108864 - ?00001000000000000000000000000000 - 134217728 - ?00010000000000000000000000000000 - 268435456 - ?00100000000000000000000000000000 - 536870912 - avoid highways when possible (will use the highway if there is no other way to get to the destination)01000000000000000000000000000000 - 1073741824 - ?</pre>
<p>Here are some examples of Driving Styles, gotten from ScriptHookVDotNet:</p>
<pre class="ipsCode prettyprint">FLAGS - CONVERTED INTEGER - NAME/DESC OF THE DRIVING STYLE01000000000011000000000000100101 - 1074528293 -  "Rushed"00000000000011000000000000100100 - 786468 - "Avoid Traffic"00000000000000000000000000000110 - 6 - "Avoid Traffic Extremely"00000000000011000000000010101011 - 786603 - "Normal"00000000001011000000000000100101 - 2883621 - "Ignore Lights"00000000000000000000000000000101 - 5 -  "Sometimes Overtake Traffic"</pre>
<p>Now that we know some flags what they do, lets analyze these known Driving Styles, starting with the simpler ones.</p>
<p><span style="color:#ff0000;"><strong>NOTE: </strong></span>flags<strong> </strong>not highlighted (marked with ^ ) are ignored by this guide, as we don't know what they do yet.</p>
<p> </p>
<p> </p>
<p><span style="font-family:'courier new', courier, monospace;"><span style="font-size:18px;">6 - Avoid Traffic Extremely</span></span></p>
<pre class="ipsCode prettyprint">00000000000000000000000000000110                             ^^10 - 2 - Stop before peds100 - 4 - Avoid vehicles</pre>
<p>This driving style is the simpler of them all, as you see. The driver will only avoid vehicles, but stop before peds.</p>
<p> </p>
<p> </p>
<p><span style="font-size:18px;"><span style="font-family:'courier new', courier, monospace;">5 - Sometimes Overtake Traffic</span></span></p>
<pre class="ipsCode prettyprint">00000000000000000000000000000101                             ^ ^1 - 1 - Stop before vehicles100 - 4 - Avoid vehicles</pre>
<p>This one, although simple, its also interesting. The driver will both stop before a vehicle and avoid it! How?</p>
<p>This is not a paradox or anything, it simply means the driver can stop before a vehicle or avoid it, probably at random.</p>
<p> </p>
<p><span style="font-family:'courier new', courier, monospace;"><span style="font-size:18px;">1074528293 - Rushed</span></span>, probably more used, works the same way:</p>
<pre class="ipsCode prettyprint">01000000000011000000000000100101                          ^  ^ ^                          1 - 1 - Stop before vehicles100 - 4 - Avoid vehicles100000 - 32 - Avoid Objects</pre>
<p>We all know what this one does, it's used in a lot of scripts. The driver will brake when a vehicle is nearby, but sometime after, he will end up passing the vehicle. It will avoid vehicles that are completely stopped, too.</p>
<p>That, added to the fact that it also avoids objects too, makes this driving style a somwehat careful one.</p>
<p> </p>
<p> </p>
<p><span style="font-family:'courier new', courier, monospace;"><span style="font-size:18px;">786603 - Normal</span></span></p>
<pre class="ipsCode prettyprint">00000000000011000000000010101011                        ^     ^^1 - 1 - Stop before vehicles10 - 2 - Stop before peds10000000 - 128 - Stop at Traffic Lights</pre>
<p>This seems to be the default style drivers use. Makes sense.</p>
<p> </p>
<p> </p>
<p><span style="font-size:18px;"><span style="font-family:'courier new', courier, monospace;">2883621 - Ignore Lights</span></span></p>
<pre class="ipsCode prettyprint">00000000001011000000000000100101                        ^ ^  ^ ^1 - 1 - Stop before vehicles100 - 4 - Avoid vehicles100000 - 32 - Avoid Objects10000000 - 128 - Stop at Traffic Lights [OFF]</pre>
<p>I've highlighted the bit that would make it stop at traffic lights. You can see it is off this time.</p>
<p> </p>
<p> </p>
<p><span style="font-size:18px;"><span style="font-family:'courier new', courier, monospace;">786468 - Avoid Traffic</span></span></p>
<pre class="ipsCode prettyprint">00000000000011000000000000100100                          ^  ^100 - 4 - Avoid vehicles100000 - 32 - Avoid Objects</pre>
<p>Another simple one, with only 4 flags on.</p>
<p> </p>
<p> </p>
<p> </p>
<p> </p>
<p>Having understood all of this, you can now create your own driving styles by setting ON any flags you need to.</p>
<p> </p>
<p><span style="font-size:18px;"><span style="font-family:'courier new', courier, monospace;">1076 - Example</span></span></p>
<pre class="ipsCode prettyprint">00000000000000000000010000110100                     ^    ^^ ^100 - 4 - Avoid vehicles10000 - 16 - Avoid peds100000 - 32 - Avoid Objects10000000000 -  Reverse only</pre>
<p>This driving style would be a pretty crazy one. the driver would avoid peds, vehicles and objects, all while going in reverse!</p>
<p> </p>
<p><span style="font-size:18px;"><span style="font-family:'courier new', courier, monospace;">8388614 -  Example2</span></span></p>
<pre class="ipsCode prettyprint">00000000100000000000000000010110        ^                  ^ ^^1 - 1 - Stop before vehicles10 - 2 - Stop before peds100000 - 32 - Avoid Objects100000000000000000000000 - 4194304 - Ignore roads</pre>
<p>This one would be fitting for any precise driving task. Careful, stopping at anything that moves, avoiding objects, and ignoring roads so the driver gets the vehicle exactly where you want.</p>
<p> </p>
<p> </p>
<p> </p>
<p style="text-align:center;"><strong><span style="font-size:24px;">Other natives that set the Driving Style</span></strong></p>
<p> </p>
<p>There are other natives that seem to override the Driving Style, you can set the Driving Style from there too.</p>
<p> </p>
<p>Here's a list of the ones confirmed to set a Driving Style:</p>
<p> </p>
<blockquote data-ipsquote="" class="ipsQuote"><div>AI::TASK_VEHICLE_DRIVE_TO_COORD<br />AI::TASK_VEHICLE_DRIVE_TO_COORD_LONGRANGE<br />AI::TASK_VEHICLE_DRIVE_WANDER<br />AI::TASK_VEHICLE_ESCORT<br />AI::_TASK_VEHICLE_FOLLOW</div></blockquote>
<p> </p>
<p> </p>
<p> </p>
<p> </p>
<p style="text-align:center;"><strong><span style="font-size:24px;">Driver Ability</span></strong></p>
<p> </p>
<p> </p>
<p>You can set the driver ability with <a href="http://www.dev-c.com/nativedb/func/info/b195ffa8042fc5c3" rel="external nofollow">PED:SET_DRIVING_ABILITY</a>. While I am not sure if the max ability is 100f or 10f, I know that 100f works.</p>
<p>An higher value means that the AI reaction times and avoiding ability are better.</p>
<p> </p>
<p>__________________<br /><br /><br />The lists above will be updated as more flags/natives are discovered, so stay tuned.</p>
<p> </p>
<p><em>Remember that you pass the translated integer to the DrivingStyle native, not the binary presentation.</em></p>
]]></description><guid isPermaLink="false">822314</guid><pubDate>Wed, 30 Sep 2015 13:55:29 +0000</pubDate></item><item><title>Get Offset From Entity Given World Coords (general calculation)</title><link>https://gtaforums.com/topic/907705-get-offset-from-entity-given-world-coords-general-calculation/</link><description><![CDATA[
<p>Hi all, </p>
<p> <br />I just wanted to share a general equation for implementing relative distance or offset from entity given world coords (hash: 0x2274BC1C4885E333). I thought it was as straight forward as the difference of two vectors but it's not. I put in a bunch of numbers on my screen and realized it was using a dot product of directions. <br /><br />Here is my implementation:</p>
<p> </p>
<div class="ipsSpoiler" data-ipsspoiler="">
<div class="ipsSpoiler_header"><span></span></div>
<div class="ipsSpoiler_contents">
<p> </p>
<pre class="ipsCode prettyprint">public Vector3 RelativeDistance(Vector3 Origin, Vector3 Rotation, Vector3 Position){    Vector3 RightVector = RelativeRightVector(Rotation);    Vector3 ForwardVector = RotationToDirection(Rotation);    return new Vector3(-1 * Vector3.Dot(RightVector, (Origin - Position)), -1 * Vector3.Dot(ForwardVector, (Origin - Position)), Position.Z - Origin.Z);}public Vector3 RelativeRightVector(Vector3 Rotation)//source is from scripthookdotnet{   double num = Math.Cos(Rotation.Y * (Math.PI / 180.0));   return new Vector3((float)(Math.Cos(-Rotation.Z * (Math.PI / 180.0)) * num), (float)(Math.Sin(Rotation.Z * (Math.PI / 180.0)) * num), (float)Math.Sin(-Rotation.Y * (Math.PI / 180.0)));}public Vector3 RotationToDirection(Vector3 Rotation)//I forgot where I got this from, I had it for a long time{   float z = Rotation.Z;   float num = z * 0.0174532924f;   float x = Rotation.X;   float num2 = x * 0.0174532924f;   float num3 = Math.Abs((float)Math.Cos((double)num2));   return new Vector3   {     X = (-(float)Math.Sin(num)) * num3,     Y = (float)Math.Cos(num) * num3,     Z = (float)Math.Sin(num2)   };} </pre>
<p> </p>
</div>
</div>
<p> </p>
]]></description><guid isPermaLink="false">907705</guid><pubDate>Sun, 01 Apr 2018 23:42:44 +0000</pubDate></item><item><title>Code Snippets</title><link>https://gtaforums.com/topic/831590-code-snippets/</link><description><![CDATA[
<p>Menu Beeps</p>
<pre class="ipsCode prettyprint">void menu_beep_cancel() { AUDIO::PLAY_SOUND_FRONTEND(-1, "CANCEL", "HUD_FRONTEND_DEFAULT_SOUNDSET", 1); }void menu_beep_up_down() { AUDIO::PLAY_SOUND_FRONTEND(-1, "NAV_UP_DOWN", "HUD_FRONTEND_DEFAULT_SOUNDSET", 1); }void menu_beep_select() { AUDIO::PLAY_SOUND_FRONTEND(-1, "SELECT", "HUD_FRONTEND_DEFAULT_SOUNDSET", 1); }</pre>
<p>Status Text Above Map</p>
<pre class="ipsCode prettyprint">std::string statusText;DWORD statusTextDrawTicksMax;bool statusTextGxtEntry;void update_status_text(){	if (GetTickCount() &lt; statusTextDrawTicksMax)	{		if (statusTextGxtEntry)		{			UI::_SET_NOTIFICATION_TEXT_ENTRY((char *)statusText.c_str());		}		else		{			UI::_SET_NOTIFICATION_TEXT_ENTRY("STRING");			UI::_ADD_TEXT_COMPONENT_STRING((char *)statusText.c_str());		}		UI::_DRAW_NOTIFICATION(FALSE, FALSE);	}}void set_status_text(std::string str, DWORD time = 250, bool isGxtEntry = FALSE){	statusText = str;	statusTextDrawTicksMax = GetTickCount() + time;	statusTextGxtEntry = isGxtEntry;}</pre>
<p>Notifications</p>
<div>
<pre class="ipsCode prettyprint">void set_player_text(char *message, char *name){char text[100];sprintf_s(text, message, name);UI::_SET_NOTIFICATION_TEXT_ENTRY("STRING");UI::_ADD_TEXT_COMPONENT_STRING(text);UI::_DRAW_NOTIFICATION(FALSE, FALSE);}void map_player_status(char *message, char *name, int health, int armor, float distance, char *me){char text[500];sprintf_s(text, message, name , health, armor, distance, me);UI::_SET_NOTIFICATION_TEXT_ENTRY("STRING");UI::_ADD_TEXT_COMPONENT_STRING(text);UI::_DRAW_NOTIFICATION(FALSE, FALSE);}void player_coords() { Vector3 playerCoord = ENTITY::GET_ENTITY_COORDS(PLAYER::PLAYER_PED_ID(), 0); std::string textX = "~r~x~s~: "; std::string xText = std::to_string(playerCoord.x); std::string textY = "~n~~r~y~s~: "; std::string yText = std::to_string(playerCoord.y); std::string textZ = "~n~~r~z~s~: "; std::string zText = std::to_string(playerCoord.z); set_status_text(textX + xText + textY + yText + textZ + zText);} </pre>
<div>
<pre class="ipsCode prettyprint">char* me = PLAYER::GET_PLAYER_NAME(x);char* name = PLAYER::GET_PLAYER_NAME(x);int health = ENTITY::GET_ENTITY_HEALTH(x);int armor = PED::GET_PED_ARMOUR(x);float distance = GAMEPLAY::GET_DISTANCE_BETWEEN_COORDS(ENTITY::GET_ENTITY_COORDS(PLAYER::PLAYER_PED_ID(), FALSE).x, ENTITY::GET_ENTITY_COORDS(PLAYER::PLAYER_PED_ID(), FALSE).y, ENTITY::GET_ENTITY_COORDS(x, FALSE).z, ENTITY::GET_ENTITY_COORDS(x, FALSE).x, ENTITY::GET_ENTITY_COORDS(x), FALSE).y, ENTITY::GET_ENTITY_COORDS(x, FALSE).z, TRUE);map_player_status("~r~Username: ~s~%s\n~g~Health: ~s~%d\n~b~Armor: ~s~%d\n~y~Distance: ~s~%.02f from ~g~%s", name, health, armor, distance, me);</pre>
<p>ESP</p>
<pre class="ipsCode prettyprint">if (featureEspPed)					{						Vector3 entityCoords = ENTITY::GET_ENTITY_COORDS(peds[offsettedID], TRUE);						float x, y;						if (GRAPHICS::_WORLD3D_TO_SCREEN2D(entityCoords.x, entityCoords.y, entityCoords.z, &amp;x, &amp;y))						{							Vector3 playerCoords = ENTITY::GET_ENTITY_COORDS(ped, TRUE);							float distance = GAMEPLAY::GET_DISTANCE_BETWEEN_COORDS(playerCoords.x, playerCoords.y, playerCoords.z, entityCoords.x, entityCoords.y, entityCoords.z, TRUE);							if (distance &lt; 100.0 &amp;&amp; !ENTITY::IS_ENTITY_DEAD(peds[offsettedID]))							{								char text[250];								sprintf_s(text, "~y~Neutral ~y~%.02f", distance);								UI::SET_TEXT_OUTLINE();								UI::SET_TEXT_FONT(0);								UI::SET_TEXT_SCALE(0.2f, 0.2f);								UI::SET_TEXT_COLOUR(255, 0, 0, 255);								UI::SET_TEXT_WRAP(0.0f, 1.0f);								UI::SET_TEXT_CENTRE(TRUE);								UI::_SET_TEXT_ENTRY("STRING");								UI::_ADD_TEXT_COMPONENT_STRING(text);								UI::_DRAW_TEXT(x, y);							}						}					}</pre>
</div>
<p>Delete objects you spawn with pointing your gun</p>
<pre class="ipsCode prettyprint">Object object;	if (weaponDeleteObjects &amp;&amp; bPlayerExists &amp;&amp; PLAYER::GET_ENTITY_PLAYER_IS_FREE_AIMING_AT(player, &amp;object) &amp;&amp; ENTITY::IS_ENTITY_AN_OBJECT(object) &amp;&amp; ENTITY::GET_ENTITY_ALPHA(object) == 255.0)	{		OBJECT::DELETE_OBJECT(&amp;object);	}</pre>
<p>Vehicle Slammed</p>
<pre class="ipsCode prettyprint">	// vehicle slammed	if (featureVehSlammedUpdated &amp;&amp; PED::IS_PED_IN_ANY_VEHICLE(playerPed, 0))	{		VEHICLE::_SET_VEHICLE_ENGINE_POWER_MULTIPLIER(veh, 0.0f);	}	if (featureVehSlammed &amp;&amp; PED::IS_PED_IN_ANY_VEHICLE(playerPed, 0))	{		applyForceToEntity(veh, 0.0f, 0.0f, -0.666f);		VEHICLE::_SET_VEHICLE_ENGINE_TORQUE_MULTIPLIER(veh, 1.0f);		VEHICLE::_SET_VEHICLE_ENGINE_POWER_MULTIPLIER(veh, 100.0f);	}</pre>
</div>
]]></description><guid isPermaLink="false">831590</guid><pubDate>Sat, 05 Dec 2015 20:27:49 +0000</pubDate></item><item><title>Face Deformation on GIMS Evo Export</title><link>https://gtaforums.com/topic/966254-face-deformation-on-gims-evo-export/</link><description><![CDATA[<p>
	<strong>[DELETED]</strong>
</p>]]></description><guid isPermaLink="false">966254</guid><pubDate>Sat, 19 Dec 2020 01:05:24 +0000</pubDate></item><item><title>GTA V Total Conversion - map modding details</title><link>https://gtaforums.com/topic/957784-gta-v-total-conversion-map-modding-details/</link><description><![CDATA[<p>
	Hi everyone.
</p>

<p>
	After discovering numerous practices and limits about modding GTA V, I decided to share my findings. Everyone who reads this topic, should share their findings.
</p>

<p>
	 
</p>

<p>
	<span style="font-size:24px;"><strong>Total Conversion</strong></span>
</p>

<p>
	 
</p>

<p>
	This topic is for Total Conversion discussion. Eg. writing a new mission script, or even creating a new map.
</p>

<p>
	 
</p>

<p>
	As far as I know, it wasn't possible to modify the mission script. And so, it was not possible to replace the map. So nobody attempted it.
</p>

<p>
	But there's ScriptHookV. And I'm very crazy <span><img alt=":D" data-emoticon="" src="https://gtaforums.com/applications/core/interface/js/spacer.png" title=":D" data-src="https://gtaforums.com/uploads/emoticons/default_biggrin.gif"> in addition</span>. So I wrote that ASI plugin (Your Own Storyline, <a href="https://www.gta5-mods.com/scripts/your-own-storyline" rel="external nofollow">https://www.gta5-mods.com/scripts/your-own-storyline</a>), so it's now possible to completely remake the entire game with custom missions. This has nothing strange in it, right? You can download it right now, and start scripting now. <strong>Read the documentations and the comments carefully!</strong>
</p>

<p>
	 
</p>

<p>
	But the map modding... It has many traps, and limits. To start, download my Empty Map mod (<a href="https://www.gta5-mods.com/maps/gta-v-empty-map" rel="external nofollow">https://www.gta5-mods.com/maps/gta-v-empty-map</a>), <strong>and look through the file list, tutorials, and comments.</strong>
</p>

<p>
	 
</p>

<p>
	On how to make your DLC map, and modeling, I've read this documentation. Very helpful, it was not easy to find this doc though...
</p>

<p>
	<a href="https://forums.gta5-mods.com/topic/17754/official-map-modding-tutorial-part-1-setting-up-a-dlc-pack" rel="external nofollow">https://forums.gta5-mods.com/topic/17754/official-map-modding-tutorial-part-1-setting-up-a-dlc-pack</a>
</p>

<p>
	<a href="https://forums.gta5-mods.com/topic/17815/official-map-modding-tutorial-part-2-making-a-custom-ydr" rel="external nofollow">https://forums.gta5-mods.com/topic/17815/official-map-modding-tutorial-part-2-making-a-custom-ydr</a>
</p>

<p>
	<a href="https://forums.gta5-mods.com/topic/18057/official-map-modding-tutorial-part-3-making-a-custom-ymap" rel="external nofollow">https://forums.gta5-mods.com/topic/18057/official-map-modding-tutorial-part-3-making-a-custom-ymap</a>
</p>

<p>
	<a href="https://forums.gta5-mods.com/topic/18150/official-map-modding-tutorial-part-4-making-a-custom-ybn" rel="external nofollow">https://forums.gta5-mods.com/topic/18150/official-map-modding-tutorial-part-4-making-a-custom-ybn</a>
</p>

<p>
	 
</p>

<p>
	<span style="font-size:20px;"><strong>So let's share our findings:</strong></span>
</p>

<p>
	 
</p>

<ul>
	<li>
		Water map size: minX = -4000, maxX = 4500, minY = -4000, maxY = 8000 - You have to fill this area with the help of water.xml
	</li>
	<li>
		Popzone data order (from Code Walker master src code: ID, minX, minY, minZ, maxX, maxY, maxZ, label, zero) - <strong>ID and label are short strings (7 chars max)</strong>, coordinates are floats, zero is a literal zero integer
	</li>
	<li>
		In order for car generators, traffic, peds to work, they must be located in a popzone!
	</li>
	<li>
		Train tracks' file format <strong>exactly matches GTA San Andreas' tracks*.dat format</strong>. However, the train does not stop at the stations, IF the stopping is not allowed in the traintracks.xml file!
	</li>
	<li>
		The weather 'BLIZZARD' is for North Yankton only. If you set it outside it, the sun will be at North, go from West to East!
	</li>
	<li>
		The file 'images.meta' contains the origina lmap definitions, it's just stripped in my mod. You can re-enable some of the original map, if you need. Just copy something from the original.
	</li>
	<li>
		All scenarios must be registered in 'sp_manifest.ymt' in order to work!
	</li>
</ul>

<p>
	 
</p>

<p>
	More details to be found...
</p>

<p>
	 
</p>

<p>
	<span style="font-size:18px;">If you know any detail not stated here <strong>or in any of the aforementioned mods</strong>, just comment.</span>
</p>

<p>
	<strong>However, do NOT ask about scripting! That's a different stuff!</strong>
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">957784</guid><pubDate>Sun, 28 Jun 2020 20:46:28 +0000</pubDate></item><item><title>Displaying Help Text</title><link>https://gtaforums.com/topic/820813-displaying-help-text/</link><description><![CDATA[
<p style="margin:0px;color:rgb(34,34,34);font-family:'Helvetica Neue', Arial, Verdana, sans-serif;font-size:14px;font-style:normal;font-weight:normal;"><span style="color:#ffffff;">Today I will show you how to show the help message on the top left of the screen, which you can use buttons with such as "Press E to smoke a blunt" or whatever.</span></p>
<br><p style="margin:0px;color:rgb(34,34,34);font-family:'Helvetica Neue', Arial, Verdana, sans-serif;font-size:14px;font-style:normal;font-weight:normal;"> </p>
<br><p style="margin:0px;color:rgb(34,34,34);font-family:'Helvetica Neue', Arial, Verdana, sans-serif;font-size:14px;font-style:normal;font-weight:normal;"><span style="color:#ffffff;">An example would be:</span></p>
<br><p style="margin:0px;color:rgb(34,34,34);font-family:'Helvetica Neue', Arial, Verdana, sans-serif;font-size:14px;font-style:normal;font-weight:normal;"> </p>
<br><p style="margin:0px;color:rgb(34,34,34);font-family:'Helvetica Neue', Arial, Verdana, sans-serif;font-size:14px;font-style:normal;font-weight:normal;"><img src="https://gtaforums.com/applications/core/interface/js/spacer.png" alt="264da46568.jpg" data-src="http://puu.sh/kf0BU/264da46568.jpg"></p>
<br><p style="margin:0px;color:rgb(34,34,34);font-family:'Helvetica Neue', Arial, Verdana, sans-serif;font-size:14px;font-style:normal;font-weight:normal;"> </p>
<br><p style="margin:0px;color:rgb(34,34,34);font-family:'Helvetica Neue', Arial, Verdana, sans-serif;font-size:14px;font-style:normal;font-weight:normal;"><span style="color:#ffffff;">Using DisplayHelpTextThisFrame("Hit ~INPUT_CONTEXT~ to do sh*t!"); on loop/each frame.</span></p>
<br><p style="margin:0px;color:rgb(34,34,34);font-family:'Helvetica Neue', Arial, Verdana, sans-serif;font-size:14px;font-style:normal;font-weight:normal;"> </p>
<br><p style="margin:0px;color:rgb(34,34,34);font-family:'Helvetica Neue', Arial, Verdana, sans-serif;font-size:14px;font-style:normal;font-weight:normal;"><span style="color:#ffffff;">It gets the user's buttons/if they are using a keyboard or controller and displays the according button.</span></p>
<br><p style="margin:0px;color:rgb(34,34,34);font-family:'Helvetica Neue', Arial, Verdana, sans-serif;font-size:14px;font-style:normal;font-weight:normal;"> </p>
<br><p style="margin:0px;color:rgb(34,34,34);font-family:'Helvetica Neue', Arial, Verdana, sans-serif;font-size:14px;font-style:normal;font-weight:normal;"><span style="color:#ffffff;">Here are a list of inputs you can use:</span></p>
<br><pre class="ipsCode prettyprint"><br>INPUT_NEXT_CAMERA<br>INPUT_LOOK_LR<br>INPUT_LOOK_UD<br>INPUT_LOOK_UP_ONLY<br>INPUT_LOOK_DOWN_ONLY<br>INPUT_LOOK_LEFT_ONLY<br>INPUT_LOOK_RIGHT_ONLY<br>INPUT_CINEMATIC_SLOWMO<br>INPUT_SCRIPTED_FLY_UD<br>INPUT_SCRIPTED_FLY_LR<br>INPUT_SCRIPTED_FLY_ZUP<br>INPUT_SCRIPTED_FLY_ZDOWN<br>INPUT_CHARACTER_WHEEL<br>INPUT_MULTIPLAYER_INFO<br>INPUT_INTERACTION_MENU<br>INPUT_MP_TEXT_CHAT_ALL<br>INPUT_MP_TEXT_CHAT_TEAM<br>INPUT_MP_TEXT_CHAT_FRIENDS<br>INPUT_MP_TEXT_CHAT_CREW<br>INPUT_WEAPON_WHEEL_UD<br>INPUT_WEAPON_WHEEL_LR<br>INPUT_WEAPON_WHEEL_NEXT<br>INPUT_WEAPON_WHEEL_PREV<br>INPUT_SELECT_NEXT_WEAPON<br>INPUT_SELECT_PREV_WEAPON<br>INPUT_MAP<br>INPUT_SELECT_WEAPON_UNARMED<br>INPUT_SELECT_WEAPON_MELEE<br>INPUT_SELECT_WEAPON_HANDGUN<br>INPUT_SELECT_WEAPON_SHOTGUN<br>INPUT_SELECT_WEAPON_SMG<br>INPUT_SELECT_WEAPON_AUTO_RIFLE<br>INPUT_SELECT_WEAPON_SNIPER<br>INPUT_SELECT_WEAPON_HEAVY<br>INPUT_SELECT_WEAPON_SPECIAL<br>INPUT_SELECT_CHARACTER_MICHAEL<br>INPUT_SELECT_CHARACTER_FRANKLIN<br>INPUT_SELECT_CHARACTER_TREVOR<br>INPUT_SELECT_CHARACTER_MULTIPLAYER<br>INPUT_SPECIAL_ABILITY_PC<br>INPUT_SPRINT<br>INPUT_JUMP<br>INPUT_ENTER<br>INPUT_ATTACK<br>INPUT_AIM<br>INPUT_LOOK_BEHIND<br>INPUT_PHONE<br>INPUT_SPECIAL_ABILITY<br>INPUT_SPECIAL_ABILITY_SECONDARY<br>INPUT_MOVE_LR<br>INPUT_MOVE_UD<br>INPUT_MOVE_UP_ONLY<br>INPUT_MOVE_DOWN_ONLY<br>INPUT_MOVE_LEFT_ONLY<br>INPUT_MOVE_RIGHT_ONLY<br>INPUT_DUCK<br>INPUT_SELECT_WEAPON<br>INPUT_PICKUP<br>INPUT_SNIPER_ZOOM<br>INPUT_SNIPER_ZOOM_IN_ONLY<br>INPUT_SNIPER_ZOOM_OUT_ONLY<br>INPUT_SNIPER_ZOOM_IN_SECONDARY<br>INPUT_SNIPER_ZOOM_OUT_SECONDARY<br>INPUT_COVER<br>INPUT_RELOAD<br>INPUT_TALK<br>INPUT_DETONATE<br>INPUT_HUD_SPECIAL<br>INPUT_ARREST<br>INPUT_ACCURATE_AIM<br>INPUT_CONTEXT<br>INPUT_WEAPON_SPECIAL<br>INPUT_WEAPON_SPECIAL_TWO<br>INPUT_DIVE<br>INPUT_DROP_WEAPON<br>INPUT_DROP_AMMO<br>INPUT_THROW_GRENADE<br>INPUT_VEH_MOVE_LR<br>INPUT_VEH_MOVE_UD<br>INPUT_VEH_MOVE_UP_ONLY<br>INPUT_VEH_MOVE_DOWN_ONLY<br>INPUT_VEH_MOVE_LEFT_ONLY<br>INPUT_VEH_MOVE_RIGHT_ONLY<br>INPUT_VEH_SPECIAL<br>INPUT_VEH_GUN_LR<br>INPUT_VEH_GUN_UD<br>INPUT_VEH_AIM<br>INPUT_VEH_ATTACK<br>INPUT_VEH_ATTACK2<br>INPUT_VEH_ACCELERATE<br>INPUT_VEH_BRAKE<br>INPUT_VEH_DUCK<br>INPUT_VEH_HEADLIGHT<br>INPUT_VEH_EXIT<br>INPUT_VEH_HANDBRAKE<br>INPUT_VEH_HOTWIRE_LEFT<br>INPUT_VEH_HOTWIRE_RIGHT<br>INPUT_VEH_LOOK_BEHIND<br>INPUT_VEH_CIN_CAM<br>INPUT_VEH_NEXT_RADIO<br>INPUT_VEH_PREV_RADIO<br>INPUT_VEH_RADIO_WHEEL<br>INPUT_VEH_HORN<br>INPUT_VEH_FLY_THROTTLE_UP<br>INPUT_VEH_FLY_THROTTLE_DOWN<br>INPUT_VEH_FLY_YAW_LEFT<br>INPUT_VEH_FLY_YAW_RIGHT<br>INPUT_VEH_SPECIAL_ABILITY_FRANKLIN<br>INPUT_VEH_PASSENGER_ATTACK<br>INPUT_VEH_PASSENGER_AIM<br>INPUT_VEH_STUNT_UD<br>INPUT_VEH_CINEMATIC_UD<br>INPUT_VEH_CINEMATIC_UP_ONLY<br>INPUT_VEH_CINEMATIC_DOWN_ONLY<br>INPUT_VEH_CINEMATIC_LR<br>INPUT_VEH_SELECT_NEXT_WEAPON<br>INPUT_VEH_SELECT_PREV_WEAPON<br>INPUT_VEH_ROOF<br>INPUT_VEH_JUMP<br>INPUT_VEH_GRAPPLING_HOOK<br>INPUT_VEH_SHUFFLE<br>INPUT_VEH_FLY_ROLL_LR<br>INPUT_VEH_FLY_ROLL_LEFT_ONLY<br>INPUT_VEH_FLY_ROLL_RIGHT_ONLY<br>INPUT_VEH_FLY_PITCH_UD<br>INPUT_VEH_FLY_PITCH_UP_ONLY<br>INPUT_VEH_FLY_PITCH_DOWN_ONLY<br>INPUT_VEH_FLY_UNDERCARRIAGE<br>INPUT_VEH_FLY_ATTACK<br>INPUT_VEH_FLY_SELECT_NEXT_WEAPON<br>INPUT_VEH_FLY_SELECT_PREV_WEAPON<br>INPUT_VEH_FLY_SELECT_TARGET_LEFT<br>INPUT_VEH_FLY_SELECT_TARGET_RIGHT<br>INPUT_VEH_FLY_VERTICAL_FLIGHT_MODE<br>INPUT_VEH_FLY_DUCK<br>INPUT_VEH_SUB_TURN_LR<br>INPUT_VEH_SUB_TURN_LEFT_ONLY<br>INPUT_VEH_SUB_TURN_RIGHT_ONLY<br>INPUT_VEH_SUB_PITCH_UD<br>INPUT_VEH_SUB_PITCH_UP_ONLY<br>INPUT_VEH_SUB_PITCH_DOWN_ONLY<br>INPUT_VEH_SUB_THROTTLE_UP<br>INPUT_VEH_SUB_THROTTLE_DOWN<br>INPUT_VEH_SUB_ASCEND<br>INPUT_VEH_SUB_DESCEND<br>INPUT_VEH_SUB_TURN_HARD_LEFT<br>INPUT_VEH_SUB_TURN_HARD_RIGHT<br>INPUT_VEH_PUSHBIKE_PEDAL<br>INPUT_VEH_PUSHBIKE_SPRINT<br>INPUT_VEH_PUSHBIKE_FRONT_BRAKE<br>INPUT_VEH_PUSHBIKE_REAR_BRAKE<br>INPUT_MELEE_ATTACK_LIGHT<br>INPUT_MELEE_ATTACK_HEAVY<br>INPUT_MELEE_ATTACK_ALTERNATE<br>INPUT_MELEE_BLOCK</pre>
<br><p style="margin:0px;color:rgb(34,34,34);font-family:'Helvetica Neue', Arial, Verdana, sans-serif;font-size:14px;font-style:normal;font-weight:normal;"><span style="color:#ffffff;">You can also use color codes such as ~r~ which is red, ~g~ which is green, and so on to make certain text more visible like "Kill the ~r~enemy" for example.</span></p>
<br><pre class="ipsCode prettyprint"><br>~r~ = Red<br>~b~ = Blue<br>~g~ = Green<br>~y~ = Yellow<br>~p~ = Purple<br>~o~ = Orange<br>~c~ = Grey (?)<br>~m~ = Darker Grey<br>~u~ = Black<br>~n~ = New Line<br>~s~ = Default White<br>~h~ = Bold Text</pre>
<br><p style="margin:0px;color:rgb(34,34,34);font-family:'Helvetica Neue', Arial, Verdana, sans-serif;font-size:14px;font-style:normal;font-weight:normal;"><span style="color:#ffffff;">Well, enough of me blabbing, here's the codes for both C# and C++, screw you RagePluginHook, the only good thing in that is now available to all.</span></p>
<br><p style="margin:0px;color:rgb(34,34,34);font-family:'Helvetica Neue', Arial, Verdana, sans-serif;font-size:14px;font-style:normal;font-weight:normal;"> </p>
<br><p style="margin:0px;color:rgb(34,34,34);font-family:'Helvetica Neue', Arial, Verdana, sans-serif;font-size:14px;font-style:normal;font-weight:normal;"><span style="color:#ffffff;">C#</span></p>
<br><pre class="ipsCode prettyprint"><br>void DisplayHelpTextThisFrame(string text)<br>{<br>   Function.Call(Hash._SET_TEXT_COMPONENT_FORMAT, "STRING");<br>   Function.Call(Hash._ADD_TEXT_COMPONENT_STRING, text);<br>   Function.Call(Hash._0x238FFE5C7B0498A6, 0, 0, 1, -1);<br>}</pre>
<br><p style="margin:0px;color:rgb(34,34,34);font-family:'Helvetica Neue', Arial, Verdana, sans-serif;font-size:14px;font-style:normal;font-weight:normal;"><span style="color:#ffffff;">C++</span></p>
<br><pre class="ipsCode prettyprint"><br>void DisplayHelpTextThisFrame(char* text)<br>{<br>   UI::_SET_TEXT_COMPONENT_FORMAT("STRING");<br>   UI::_ADD_TEXT_COMPONENT_STRING(text);<br>   UI::_0x238FFE5C7B0498A6(0, 0, 1, -1);<br>}</pre>
<br><p style="margin:0px;color:rgb(34,34,34);font-family:'Helvetica Neue', Arial, Verdana, sans-serif;font-size:14px;font-style:normal;font-weight:normal;"><span style="color:#ffffff;">And there you go, make sure you call them in a loop. Credits to my friend, Michał, for finding this out, I was able to figure out how to enable the dinging notification sound.</span></p>
<br>]]></description><guid isPermaLink="false">820813</guid><pubDate>Fri, 18 Sep 2015 16:35:04 +0000</pubDate></item><item><title>Fonts list</title><link>https://gtaforums.com/topic/794014-fonts-list/</link><description><![CDATA[
<p>Hi scripters,</p>
<p> </p>
<p>Here is the illustrated list of all fonts with their id.</p>
<p> </p>
<p>Feel free to do what you want with the image such as cut and put it on your wiki ! =&gt; Poke @Freakyy  <img src="https://gtaforums.com/applications/core/interface/js/spacer.png" alt=":lol:" data-src=""></p>
<p> </p>
<p>Peace</p>
<p> </p>
<p> </p>
<div class="ipsSpoiler" data-ipsspoiler="">
<div class="ipsSpoiler_header"><span></span></div>
<div class="ipsSpoiler_contents">
<p> </p>
<p> </p>
<p style="text-align:center;"><img src="https://gtaforums.com/applications/core/interface/js/spacer.png" alt="ldUxdzl.png" data-src="http://i.imgur.com/ldUxdzl.png"></p>
</div>
</div>
<p> </p>
]]></description><guid isPermaLink="false">794014</guid><pubDate>Tue, 12 May 2015 19:51:01 +0000</pubDate></item><item><title>List of all IPLs, EntitySets, Particle Effects, Animations, Timecycle Modifiers and a lot more</title><link>https://gtaforums.com/topic/951835-list-of-all-ipls-entitysets-particle-effects-animations-timecycle-modifiers-and-a-lot-more/</link><description><![CDATA[<p>
	Hey everybody,<br>
	<br>
	I am doing some GTA V data research lately and started to create up2date dumps of the most useful data I found.<br>
	All of my GTA V data dumps / lists are auto generated and will be updated with the coming GTA V versions.<br>
	Check them out at this GitHub repo: <a href="https://github.com/DurtyFree/gta-v-data-dumps" rel="external nofollow">https://github.com/DurtyFree/gta-v-data-dumps</a>
</p>

<p>
	 
</p>

<p>
	Data dumps / lists currently (See GitHub README for up2date list):
</p>

<ul>
	<li>
		<strong>IPLs </strong>(ipls.json) <strong>1018</strong> ipls, <strong>537</strong> interiors &amp; <strong>4973</strong> interior entity sets in total (Usable with IPL &amp; entity / interior set natives)
	</li>
	<li>
		<strong>Speech Voices</strong> (speeches.json) <strong>1018</strong> speech voices with <strong>150055</strong> speeches in total (Usable with PLAY AMBIENT SPEECH natives)
	</li>
	<li>
		<strong>Particle Effects</strong> (particleEffectsCompact.json) <strong>273</strong> particle effect dictionaries &amp; <strong>1286</strong> particle effects in total (Usable with START PARTICLE FX natives)
	</li>
	<li>
		<strong>(Ped) Scenarios</strong> (scenariosCompact.json) <strong>239</strong> scenarios in total (Usable with scenario related natives)
	</li>
	<li>
		<strong>Animations </strong>(animDictsCompact.json) <strong>16363</strong> animation dictionaries &amp; <strong>167929</strong> animations in total (Usable with TASK PLAY ANIM native)
	</li>
	<li>
		<strong>Movement Clipsets</strong> (movementClipsetsCompact.json) <strong>557</strong> movement clipsets in total (Usable with SET PED MOVEMENT CLIPSET native)
	</li>
	<li>
		<strong>(Walking) Movement Clipsets</strong> (movementClipsetsWalkingCompact.json) <strong>207</strong> movement clipsets in total (Usable with SET PED MOVEMENT CLIPSET native)
	</li>
	<li>
		<strong>(Navigation) Nodes</strong> (nodes.json) <strong>259</strong> node cells with <strong>77991</strong> nodes in total (Mostly useful for vehicle navigation, see navigation meshes dump for ped navigation data)
	</li>
	<li>
		<strong>Navigation Meshes</strong> (navigationMeshes.msgpack) <strong>4404</strong> navmeshes with <strong>6384911</strong> polygons in total (See navigationmesh.md for the messagepack model)
	</li>
	<li>
		<strong>Ped Overlay Collections (Tattoos)</strong> (pedOverlayCollections.json) <strong>29</strong> ped overlay collections with <strong>2676</strong> overlays in total (Usable tattos/badges with ped decoration native)
	</li>
	<li>
		<strong>Timecycle Modifiers</strong> (timecycleModifiers.json) <strong>2806</strong> timecycle modifiers in total (Usable with TIMECYCLE MODIFIER natives)
	</li>
	<li>
		<strong>Explosion Types (Names)</strong> (explosionTypesCompact.json) <strong>74</strong> explosion types in total (Usable with ADD EXPLOSION native)
	</li>
	<li>
		<strong>Cam Shake Types (Names)</strong> (camShakeTypesCompact.json) <strong>21</strong> cam shake types in total (Usable with SHAKE CAM &amp; SHAKE GAMEPLAY cam natives)
	</li>
	<li>
		<strong>Audio / Sound names &amp; ref names</strong> (soundNames.json) <strong>1906</strong> audio names from a total of <strong>62</strong> unique audio refs (Usable with PLAY_SOUND natives)
	</li>
	<li>
		<strong>Pickup Types (Names)</strong> (pickupTypes.json) <strong>113</strong> pickup types in total (Usable with CREATE PICKUP natives)
	</li>
	<li>
		<strong>Vehicle Mod Kits</strong> (vehicleModKits.json) <strong>394</strong> vehicle mod kit infos in total (Usable with SET_VEHICLE_MOD_KIT &amp; SET_VEHICLE_LIVERY natives)
	</li>
	<li>
		<strong>Vehicles </strong>(vehicles.json) <strong>687</strong> vehicle infos in total (Usable with VEHICLE natives)
	</li>
	<li>
		<strong>AnimpostFX names </strong>(animPostFxNamesCompact.json) <strong>147</strong> animpostfx names in total (Usable with ANIMPOSTFX natives)
	</li>
	<li>
		<strong>Ped Component Variations</strong> (pedComponentVariations.json) <strong>19958</strong> component variations &amp; <strong>2986</strong> ped props from a total of <strong>58</strong> ped component variation collections (Usable with COMPONENT VARIATION &amp; PED PROP natives)
	</li>
	<li>
		<strong>Ped Apparel Restriction tag names</strong> (animPostFxNamesCompact.json) <strong>375</strong> ped apparel restriction tags in total (Usable with PED RESTRICTION natives)
	</li>
	<li>
		<strong>Waypoint recording names</strong> (waypointRecordings.json) <strong>791</strong> waypoint recording infos in total (Usable with WAYPOINT RECORDING natives)
	</li>
	<li>
		<strong>Garages </strong>(garages.json) <strong>16</strong> garage infos in total (Usable with GARAGE natives)
	</li>
	<li>
		<strong>Vehicle Handlings </strong>(vehicleHandlings.json) <strong>611</strong> vehicle handling infos in total (Shared for all existing vehicles, see handling id in vehicles dump)
	</li>
</ul>

<p>
	 
</p>

<p>
	Let me know about any issues you have with the data &amp; suggestions for other data dumps/lists you need for modding/scripting <img alt=":)" data-emoticon="" src="https://gtaforums.com/applications/core/interface/js/spacer.png" title=":)" data-src="https://gtaforums.com/uploads/emoticons/default_smile.gif"><br>
	<br>
	Best regards<br>
	DurtyFree
</p>
]]></description><guid isPermaLink="false">951835</guid><pubDate>Wed, 08 Apr 2020 09:49:41 +0000</pubDate></item><item><title>List of Scenarios for Peds</title><link>https://gtaforums.com/topic/796181-list-of-scenarios-for-peds/</link><description><![CDATA[
<p>I've created a list of scenarios as I didn't find one anywhere. You can use them with AI::TASK_START_SCENARIO_IN_PLACE or similar functions.</p>
<p> </p>
<p><strong>List:</strong></p>
<p>Standing<br />WORLD_HUMAN_AA_COFFEE<br />WORLD_HUMAN_AA_SMOKE<br />WORLD_HUMAN_BINOCULARS<br />WORLD_HUMAN_BUM_FREEWAY<br />WORLD_HUMAN_BUM_SLUMPED<br />WORLD_HUMAN_BUM_STANDING<br />WORLD_HUMAN_BUM_WASH<br />WORLD_HUMAN_CAR_PARK_ATTENDANT<br />WORLD_HUMAN_CHEERING<br />WORLD_HUMAN_CLIPBOARD<br />WORLD_HUMAN_CONST_DRILL<br />WORLD_HUMAN_COP_IDLES<br />WORLD_HUMAN_DRINKING<br />WORLD_HUMAN_DRUG_DEALER<br />WORLD_HUMAN_DRUG_DEALER_HARD<br />WORLD_HUMAN_MOBILE_FILM_SHOCKING<br />WORLD_HUMAN_GARDENER_LEAF_BLOWER<br />WORLD_HUMAN_GARDENER_PLANT<br />WORLD_HUMAN_GOLF_PLAYER<br />WORLD_HUMAN_GUARD_PATROL<br />WORLD_HUMAN_GUARD_STAND<br />WORLD_HUMAN_GUARD_STAND_ARMY<br />WORLD_HUMAN_HAMMERING<br />WORLD_HUMAN_HANG_OUT_STREET<br />WORLD_HUMAN_HIKER_STANDING<br />WORLD_HUMAN_HUMAN_STATUE<br />WORLD_HUMAN_JANITOR<br />WORLD_HUMAN_JOG_STANDING<br />WORLD_HUMAN_LEANING<br />WORLD_HUMAN_MAID_CLEAN<br />WORLD_HUMAN_MUSCLE_FLEX<br />WORLD_HUMAN_MUSCLE_FREE_WEIGHTS<br />WORLD_HUMAN_MUSICIAN<br />WORLD_HUMAN_PAPARAZZI<br />WORLD_HUMAN_PARTYING<br />WORLD_HUMAN_PICNIC<br />WORLD_HUMAN_PROSTITUTE_HIGH_CLASS<br />WORLD_HUMAN_PROSTITUTE_LOW_CLASS<br />WORLD_HUMAN_PUSH_UPS<br />WORLD_HUMAN_SEAT_LEDGE<br />WORLD_HUMAN_SEAT_LEDGE_EATING<br />WORLD_HUMAN_SEAT_STEPS<br />WORLD_HUMAN_SEAT_WALL<br />WORLD_HUMAN_SEAT_WALL_EATING<br />WORLD_HUMAN_SEAT_WALL_TABLET<br />WORLD_HUMAN_SECURITY_SHINE_TORCH<br />WORLD_HUMAN_SIT_UPS<br />WORLD_HUMAN_SMOKING<br />WORLD_HUMAN_SMOKING_POT<br />WORLD_HUMAN_STAND_FIRE<br />WORLD_HUMAN_STAND_FISHING<br />WORLD_HUMAN_STAND_IMPATIENT<br />WORLD_HUMAN_STAND_IMPATIENT_UPRIGHT<br />WORLD_HUMAN_STAND_MOBILE<br />WORLD_HUMAN_STAND_MOBILE_UPRIGHT<br />WORLD_HUMAN_STRIP_WATCH_STAND<br />WORLD_HUMAN_STUPOR<br />WORLD_HUMAN_SUNBATHE<br />WORLD_HUMAN_SUNBATHE_BACK<br />WORLD_HUMAN_SUPERHERO<br />WORLD_HUMAN_SWIMMING<br />WORLD_HUMAN_TENNIS_PLAYER<br />WORLD_HUMAN_TOURIST_MAP<br />WORLD_HUMAN_TOURIST_MOBILE<br />WORLD_HUMAN_VEHICLE_MECHANIC<br />WORLD_HUMAN_WELDING<br />WORLD_HUMAN_WINDOW_SHOP_BROWSE<br />WORLD_HUMAN_YOGA<br />WORLD_BOAR_GRAZING<br />WORLD_CAT_SLEEPING_GROUND<br />WORLD_CAT_SLEEPING_LEDGE<br />WORLD_COW_GRAZING<br />WORLD_COYOTE_HOWL<br />WORLD_COYOTE_REST<br />WORLD_COYOTE_WANDER<br />WORLD_CHICKENHAWK_FEEDING<br />WORLD_CHICKENHAWK_STANDING<br />WORLD_CORMORANT_STANDING<br />WORLD_CROW_FEEDING<br />WORLD_CROW_STANDING<br />WORLD_DEER_GRAZING<br />WORLD_DOG_BARKING_ROTTWEILER<br />WORLD_DOG_BARKING_RETRIEVER<br />WORLD_DOG_BARKING_SHEPHERD<br />WORLD_DOG_SITTING_ROTTWEILER<br />WORLD_DOG_SITTING_RETRIEVER<br />WORLD_DOG_SITTING_SHEPHERD<br />WORLD_DOG_BARKING_SMALL<br />WORLD_DOG_SITTING_SMALL<br />WORLD_FISH_IDLE<br />WORLD_GULL_FEEDING<br />WORLD_GULL_STANDING<br />WORLD_HEN_PECKING<br />WORLD_HEN_STANDING<br />WORLD_MOUNTAIN_LION_REST<br />WORLD_MOUNTAIN_LION_WANDER<br />WORLD_PIG_GRAZING<br />WORLD_PIGEON_FEEDING<br />WORLD_PIGEON_STANDING<br />WORLD_RABBIT_EATING<br />WORLD_RATS_EATING<br />WORLD_SHARK_SWIM<br />PROP_BIRD_IN_TREE<br />PROP_BIRD_TELEGRAPH_POLE<br />PROP_HUMAN_ATM<br />PROP_HUMAN_BBQ<br />PROP_HUMAN_BUM_BIN<br />PROP_HUMAN_BUM_SHOPPING_CART<br />PROP_HUMAN_MUSCLE_CHIN_UPS<br />PROP_HUMAN_MUSCLE_CHIN_UPS_ARMY<br />PROP_HUMAN_MUSCLE_CHIN_UPS_PRISON<br />PROP_HUMAN_PARKING_METER<br />PROP_HUMAN_SEAT_ARMCHAIR<br />PROP_HUMAN_SEAT_BAR<br />PROP_HUMAN_SEAT_BENCH<br />PROP_HUMAN_SEAT_BENCH_DRINK<br />PROP_HUMAN_SEAT_BENCH_DRINK_BEER<br />PROP_HUMAN_SEAT_BENCH_FOOD<br />PROP_HUMAN_SEAT_BUS_STOP_WAIT<br />PROP_HUMAN_SEAT_CHAIR<br />PROP_HUMAN_SEAT_CHAIR_DRINK<br />PROP_HUMAN_SEAT_CHAIR_DRINK_BEER<br />PROP_HUMAN_SEAT_CHAIR_FOOD<br />PROP_HUMAN_SEAT_CHAIR_UPRIGHT<br />PROP_HUMAN_SEAT_CHAIR_MP_PLAYER<br />PROP_HUMAN_SEAT_COMPUTER<br />PROP_HUMAN_SEAT_DECKCHAIR<br />PROP_HUMAN_SEAT_DECKCHAIR_DRINK<br />PROP_HUMAN_SEAT_MUSCLE_BENCH_PRESS<br />PROP_HUMAN_SEAT_MUSCLE_BENCH_PRESS_PRISON<br />PROP_HUMAN_SEAT_SEWING<br />PROP_HUMAN_SEAT_STRIP_WATCH<br />PROP_HUMAN_SEAT_SUNLOUNGER<br />PROP_HUMAN_STAND_IMPATIENT<br />CODE_HUMAN_COWER<br />CODE_HUMAN_CROSS_ROAD_WAIT<br />CODE_HUMAN_PARK_CAR<br />PROP_HUMAN_MOVIE_BULB<br />PROP_HUMAN_MOVIE_STUDIO_LIGHT<br />CODE_HUMAN_MEDIC_KNEEL<br />CODE_HUMAN_MEDIC_TEND_TO_DEAD<br />CODE_HUMAN_MEDIC_TIME_OF_DEATH<br />CODE_HUMAN_POLICE_CROWD_CONTROL<br />CODE_HUMAN_POLICE_INVESTIGATE<br />CODE_HUMAN_STAND_COWER<br />EAR_TO_TEXT<br />EAR_TO_TEXT_FAT</p>
]]></description><guid isPermaLink="false">796181</guid><pubDate>Fri, 22 May 2015 07:40:39 +0000</pubDate></item><item><title>GTA V Ped Model Database</title><link>https://gtaforums.com/topic/743879-gta-v-ped-model-database/</link><description><![CDATA[<p><a href="" rel="">http://gtaforums.com/topic/743879-gta-v-ped-model-database/?p=1067423439</a><br /><br />
Click above to jump to updated list.</p>]]></description><guid isPermaLink="false">743879</guid><pubDate>Sun, 26 Oct 2014 00:21:01 +0000</pubDate></item><item><title>Adding props to interiors</title><link>https://gtaforums.com/topic/836367-adding-props-to-interiors/</link><description><![CDATA[
<p>I have discovered 3 natives in the interior section that relate to props inside interiors. These props are what are added/removed from the player safehouses as the player progresses through the story in GTA V. They are also used for other things. However as some of you know, when you load the GTA Online map in single player, the props from the player safehouses disappear. These natives can fix that.</p>
<p> </p>
<p>Example pictures:</p>
<p>Before (without props on GTA Online map):</p>
<p><img src="https://gtaforums.com/applications/core/interface/js/spacer.png" alt="SESg5ck.jpg" data-src="http://i.imgur.com/SESg5ck.jpg"></p>
<p>After (with props added on GTA Online map):</p>
<p><img src="https://gtaforums.com/applications/core/interface/js/spacer.png" alt="TORXRX5.jpg" data-src="http://i.imgur.com/TORXRX5.jpg"></p>
<p> </p>
<p>I have renamed these natives on nativeDB to:</p>
<pre class="ipsCode prettyprint">_ENABLE_INTERIOR_PROP(int interiorID, char *propName)_DISABLE_INTERIOR_PROP(int interiorID, char *propName)_IS_INTERIOR_PROP_ENABLED(int interiorID, char *propName)</pre>
<p>Here are the list of prop names I've found in the scripts (there may be more though):</p>
<pre class="ipsCode prettyprint">//Michael's house (v_michael):V_Michael_M_itemsV_Michael_D_itemsV_Michael_S_itemsV_Michael_L_ItemsV_Michael_M_movedV_Michael_D_MovedV_Michael_S_items_swapV_Michael_L_MovedV_Michael_M_items_swapV_Michael_FameShameV_Michael_JewelHeistMichael_premierV_Michael_plane_ticketburgershot_yogaV_Michael_bed_MessyV_Michael_bed_tidy//Michael's garage (v_michael_garage):V_Michael_Scuba//Franklin's aunt's house (v_franklins):V_57_GangBandanaV_57_SafariV_57_FranklinStuffV_57_Franklin_LEFT//Franklin's house (v_franklinshouse):showhome_onlyfranklin_unpackingfranklin_settledprogress_tshirtbong_and_wineprogress_flyerprogress_tuxlockedunlocked//Strip club (v_strip3):V_19_Trevor_Mess//Floyd's house (v_trevors):swap_clean_aptlayer_mess_Alayer_mess_Blayer_mess_Clayer_sextoys_alayer_wade_sh*tswap_wade_sofa_Alayer_debra_piclayer_tortureswap_sofa_Aswap_sofa_Blayer_whiskeyswap_mrJam_Aswap_mrJam_Bswap_mrJam_C//Hospital (v_hospital):HospitaldoorsanimHospitaldoorsfixed//Simeon's dealership (v_carshowroom):csr_beforeMissioncsr_afterMissionAcsr_afterMissionBcsr_inMissionshutter_openshutter_closed//Trevor's trailer (v_trailer / v_trailertidy / v_trailertrash):V_26_Trevor_Helmet1V_26_Trevor_Helmet2V_26_Trevor_Helmet3V_24_Trevor_Briefcase1V_24_Trevor_Briefcase2V_24_Trevor_Briefcase3V_26_Michael_Stay1V_26_Michael_Stay2V_26_Michael_Stay3//Lester's sweatshop (v_sweat):Jewel_GasmasksV_53_Agency _OverallsV_53_Agency_BlueprintV_35_KitBagV_35_Body_ArmourV_35_Fireman//High end original GTA Online apartment (these are beta props, I don't think they're ever used ingame):Apart_Hi_Strip_AApart_Hi_Strip_BApart_Hi_Strip_CApart_Hi_Booze_AApart_Hi_Booze_BApart_Hi_Booze_CApart_Hi_Smokes_AApart_Hi_Smokes_BApart_Hi_Smokes_C//Mid end GTA Online apartment (these are beta props, I don't think they're ever used ingame):Apart_Mid_Strip_AApart_Mid_Strip_BApart_Mid_Strip_CApart_Mid_Booze_AApart_Mid_Booze_BApart_Mid_Booze_CApart_Mid_Smoke_AApart_Mid_Smoke_BApart_Mid_Smoke_C//Low end GTA Online apartment (these are beta props, I don't think they're ever used ingame):Studio_Lo_Strip_AStudio_Lo_Strip_BStudio_Lo_Strip_CStudio_Lo_Booze_AStudio_Lo_Booze_BStudio_Lo_Booze_CStudio_Lo_Smoke_AStudio_Lo_Smoke_BStudio_Lo_Smoke_C//Stilt houses:Stilts_Kitchen_Window//Fib buildings:V_FIB03_door_lightV_FIB02_set_AH3bV_FIB03_set_AH3bV_FIB04_set_AH3b//Low end clothes shop: ClothesLowCHEAP//Mid end clothes shop:ClothesLowHipster//Ammunation with firing range:GunClubWallHooks//Regular ammunation:GunStoreHooks</pre>
<p>Remember to put the ID of the interior that actually contains the prop or the game might crash. You MUST use INTERIOR::REFRESH_INTERIOR after you add/remove the props, or else they won't appear.</p>
<p> </p>
<p>I have already fixed the prop issue regarding the safehouses when the Online map is enabled in Open All Interiors v4, but this might be useful for anyone who might want to manipulate the props or test out the beta ones for the apartments. This may also get us closer to figuring out how to get the GTA Online apartments bong/drinks/bed to work in single player.</p>
]]></description><guid isPermaLink="false">836367</guid><pubDate>Sat, 02 Jan 2016 13:41:29 +0000</pubDate></item><item><title>[Research/Guide] Combat Behaviour Flags</title><link>https://gtaforums.com/topic/833391-researchguide-combat-behaviour-flags/</link><description><![CDATA[
<p>So, I'm doing some researching to be able to control the ped behavior like the game does: with flags.</p>
<p>AI behavior flags work similar to the driving behavior, explained <a href="" rel="">here</a>.</p>
<p> </p>
<p>So far, this is what's known:</p>
<p>- Combat Behaviour flags are defined in real time in <a href="http://pastebin.com/Jmcd6rFR" rel="external nofollow">combatbehaviour.meta</a>.</p>
<p>- Combat Behaviour flags for any ped can be enabled/disabled using the <a href="http://www.dev-c.com/nativedb/func/info/9f7794730795e019" rel="external nofollow">PED::SET_PED_COMBAT_ATTRIBUTES</a> native.</p>
<p>- While Combat Behaviour flags are defined with descriptive texts in combatbehaviour.meta, they are defined as integers when using the native mentioned, so we have a little problem here. We need to know which integer corresponds with what flag.</p>
<p>- The highest integer used by "PED::SET_PED_COMBAT_ATTRIBUTES"  is 82, by looking at the scripts.</p>
<p>- Looks like there can be an "order" that can help us translate the behaviour flags from the file to an integer. Example:</p>
<p>DEFAULT CCombatInfo uses:</p>
<pre class="ipsCode prettyprint">&lt;BehaviourFlags&gt;BF_CanUseCover BF_CanUseVehicles BF_CanDoDrivebys BF_CanLeaveVehicle BF_UseProximityFiringRate BF_CanTauntInVehicle BF_CanUsePeekingVariations BF_CanCommandeerVehicles BF_MaintainMinDistanceToTarget BF_CanUseDynamicStrafeDecisions BF_DisableBlockFromPursueDuringVehicleChase BF_DisableSpinOutDuringVehicleChase BF_DisableCruiseInFrontDuringBlockDuringVehicleChase&lt;/BehaviourFlags&gt;</pre>
<p>I've tried disabling the integers from 0 to 3, and they correspond with these flags:</p>
<p>0 =BF_CanUseCover</p>
<p>1=BF_CanUseVehicles</p>
<p>2=BF_CanDoDrivebys</p>
<p>3=BF_CanLeaveVehicle</p>
<p> </p>
<p>So, with some luck, we can continue correlating the flags and discover more of them. Problem is: some CCombatInfo's skip a few flags, so we have to be careful and compare multiple CCombatInfo's to make sure the flags are in the correct order.</p>
<p> </p>
<p>Here is the list of known flags:</p>
<pre class="ipsCode prettyprint">0 = BF_CanUseCover1 = BF_CanUseVehicles2 = BF_CanDoDrivebys3 = BF_CanLeaveVehicle..17/46 = stops peds from fleeing? One of them could be BF_AlwaysFight or BF_CanFightArmedPedsWhenNotArmed</pre>
<p>Note: These flags control that the ped can and cannot do (and how) while left alone (using its own AI), but you can still force the ped to do anything with a TASK_. For example, peds that have 3 (BF_CanLeaveVehicle) disabled can still get out of their vehicle if they're tasked to (<a href="http://www.dev-c.com/nativedb/func/info/d3dbce61a490be02" rel="external nofollow">AI::TASK_LEAVE_VEHICLE</a>).</p>
<p> </p>
<p>This is all I know about this topic, I'll try to discover more flags in my free time. If you're in need of knowing them, feel free to do your own research and post your findings here.</p>
<p>I hope this information was useful to you.</p>
]]></description><guid isPermaLink="false">833391</guid><pubDate>Thu, 17 Dec 2015 13:07:45 +0000</pubDate></item><item><title>[V-PC] List of all IPLs</title><link>https://gtaforums.com/topic/821729-v-pc-list-of-all-ipls/</link><description><![CDATA[
<p>Hello, I have made a list that contains all the IPLs in the game. (Including the latest patches/dlc and the overworld)</p>
<p> </p>
<p>Right now the list doesn't contain any position information about the IPLs.</p>
<p> </p>
<p>If someone knows position data please post it here to fulfill the list.</p>
<p> </p>
<p>List can be found here : <a href="http://pastebin.com/pwkh0uRP" rel="external nofollow">http://pastebin.com/pwkh0uRP</a></p>
]]></description><guid isPermaLink="false">821729</guid><pubDate>Fri, 25 Sep 2015 11:56:44 +0000</pubDate></item><item><title>Dumping ground for all my AI path node research</title><link>https://gtaforums.com/topic/939856-dumping-ground-for-all-my-ai-path-node-research/</link><description><![CDATA[<p>
	<span style="font-family:Verdana, Geneva, sans-serif;">Hey fellas, and the one girl.</span>
</p>

<p>
	<span style="font-family:Verdana, Geneva, sans-serif;">So, I've been researching path nodes that the AI use to drive in V. I started work on a pretty ambitious and drawn out process of a mod, which involves me redesigning R*'s very old AI node links.</span>
</p>

<p>
	<br>
	<span style="font-family:Verdana, Geneva, sans-serif;">The reason I'm doing this, is to primarily increase vehicle speed to an insane amount. I want cars to whizz past at lethal speeds wherever they get the chance. The other accomplishments will be great action in smooth braking, variation in pileups/ rubbernecking, onoff-ramps, car parks and junctions. Smooth, meaning further possible sight distance, which correlates to perceived improved intelligence in drivers, increased brake reaction via input modulation for AI only - aka handling changes without affecting the player's experience in the same vehicles, and increased task times. Such as tailgating, distance braking, checking, side mirror and curb ups, crashes and possibly the most noticeable feature, speed tolerance around corners.</span>
</p>

<p>
	 
</p>

<p>
	<br>
	<span style="font-family:Verdana, Geneva, sans-serif;">Cars will stick to even an insanely tight curve. Dependent on ped type they will tap their brakes, or skid momentarily as to give off an effect of relaxed driving in real life suddenly becoming manic in shock (aka hitting da brakes)</span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:Verdana, Geneva, sans-serif;">It's going to be a long task of releasing small updates constantly with areas covered in sections. <a href="https://www.lcpdfr.com/downloads/gta5mods/datafile/25188-reroading" rel="external nofollow">An Alpha is up now for my mod</a>, but may seem anti-climactic after this read. <em>All in the test of time... </em></span>
</p>

<p>
	 
</p>

<p>
	<span style="font-family:Verdana, Geneva, sans-serif;">If it's okay with mods, I'm planning on making this the dumping ground for my research. People Googling in the future that way can come across this data.</span>
</p>

<p>
	 
</p>

<p>
	<img alt="https://i.imgur.com/uFK1y3p.png" height="778" width="678" src="https://gtaforums.com/applications/core/interface/js/spacer.png" data-src="https://i.imgur.com/uFK1y3p.png"><img alt="https://i.imgur.com/uOcbYGd.png" data-ratio="281.94" height="778" width="275" src="https://gtaforums.com/applications/core/interface/js/spacer.png" data-src="https://i.imgur.com/uOcbYGd.png">
</p>

<p>
	 
</p>

<blockquote class="ipsQuote" data-ipsquote="" data-ipsquote-contentapp="forums" data-ipsquote-contentclass="forums_Topic" data-ipsquote-contentcommentid="1070976675" data-ipsquote-contentid="939856" data-ipsquote-contenttype="forums" data-ipsquote-timestamp="1574015726" data-ipsquote-userid="1149164" data-ipsquote-username="Cal_fromdabow">
	<div class="ipsQuote_citation">
		On 11/17/2019 at 6:35 PM, Cal_fromdabow said:
	</div>

	<div class="ipsQuote_contents">
		<p>
			<strong><em><span style="font-family:Verdana, Geneva, sans-serif;">Redesigning R*'s very old AI node links.</span></em></strong>
		</p>
	</div>
</blockquote>

<p>
	2010. That's nearly 10 years ago all you LSPDFR players are enjoying down in Los Santos - those nodes were placed by a designer.
</p>

<p>
	Sure, updates, but not anything visual.
</p>
]]></description><guid isPermaLink="false">939856</guid><pubDate>Sun, 17 Nov 2019 18:35:26 +0000</pubDate></item><item><title>Rigging Peds Tutorial for [GTA V]</title><link>https://gtaforums.com/topic/891838-rigging-peds-tutorial-for-gta-v/</link><description><![CDATA[<p>This Tutorial is based on (<a href="" title="" rel=""><span style="color:#00ff00;">Coin-god's Tutorial</span></a>) for <strong>GTA IV </strong>but with some editions from (<a href="" title="" rel=""><span style="color:#0066ff;">Thedrivercat</span></a>) me <img src="https://gtaforums.com/applications/core/interface/js/spacer.png" alt=":D" data-src=""> to make it work with <strong>GTA V</strong> as well. I can't assure this tutorial hasn't any bugs or even work 100% but I will help to avoid them and to fix them if exsisted <img src="https://gtaforums.com/applications/core/interface/js/spacer.png" alt=":)" data-src=""><br><br><em><span style="color:#40e0d0;"><strong>Notification : </strong></span>I might publish a video on my "<a href="https://www.youtube.com/channel/UCUwqEXbctLFHR0a-2wTvq4Q" title="External link" rel="external nofollow"><strong><span style="color:#ff0000;">YouTube</span></strong></a>" channel to show the tutorial better if i had some free time.</em><br><br>
​<em><span style="color:#ff0000;"><strong>Warning :</strong></span> Always make backup</em><br><br><span style="color:#ffd700;"><strong>Bodyparts Peds Tutorial :</strong></span><br><strong>This tutorial is for peds​ that have many bodyparts</strong><br><br><span style="color:#0066ff;"><strong>Requirements :</strong></span><br>
-3D Studio Max, i will use (2016) in this tutorial<br>
-The model you want to rig in 3DS MAX format ex : (obj,3ds,fbx​)<br>
-OpenIV (<strong><a href="http://openiv.com/" title="External link" rel="external nofollow"><span style="color:#ffff00;">Here</span></a></strong>)<br>
-GIMS Evo with GTA V Support (<strong><a href="https://www.gta5-mods.com/tools/gims-evo-with-gta-v-support" title="External link" rel="external nofollow"><span style="color:#ffff00;">Here</span></a></strong>)<br><br><span style="color:#0066ff;"><strong>What we are going to do:</strong></span><br>
We are going to rig a Ped Model from GTA V and replace it with our model<br>
I will take "ig_bankman" as example​<br><br>
-First,start (Open IV​) then navigate to (Yourgamefolder\x64e\models\cdimages\componentpeds_ig.rpf)<br>
but first make sure to Activate<strong> "Edit Mode"</strong><br><span style="color:#0066ff;"><strong>Files We Need:</strong></span><br>
-ig_bankman.ydd<br>
-ig_bankman.ytd<br>
-ig_bankman.yft<br>
-ig_bankman.ymt<br><br><strong><span style="color:#0066ff;">First :</span></strong> extract "ig_bankman.yft" and "ig_bankman.ymt" by drag and drop in newfolder<br>
(<strong><span style="color:#ff0000;">We will need them later</span></strong>)<br><strong><span style="color:#0066ff;">Second :</span></strong><span style="color:#000000;"> </span>We need also to export (ig_bankman.ydd) but we have to use OpenFormats to be able to import to max later using GIMS Evo<br><br><span style="color:#0066ff;"><strong>1.Extraction Method For Max</strong></span><br>
Click <strong>RMB</strong> on the file (ig_bankman.ydd) choose <strong>"Export to openFormats (.odd) Ctrl+S"</strong> then save it inside a newfolder different than the first one (This File has every <strong>bodypart</strong> Mesh for the model)<br><br><span style="color:#0066ff;"><strong>What are these files we extracted:</strong></span><br><strong>ODD :</strong> this file is needed for conversion from max to gta v again and also to add all bodyparts at once.<br><strong>ODR : </strong>this is the OpenFormats file.The one GIMS will read to import all the nessesary data in MAX.<br><strong>SKEL : </strong>file contains the Skeleton data.<br><strong>MESH : </strong>file contains the Geometry data.<br><br><span style="color:#0066ff;"><strong>2.Importing Into Max</strong></span><br>
Now it's time to import the files we extracted into max​.but don't close OpenIV yet.<br>
Start 3DS MAX then open (<strong>GIMS Evo GTA V</strong>) click on the small button on the right<br>
it will ask for 2 files (materials.dat),(materialfx.dat) to get them switch to OpenIV then<br><span style="color:#0066ff;"><strong>First :</strong></span><span style="color:#000000;">​</span> go to and extract (Yourgamefolder\common.rpf\data\materials\materials.dat) in a newfolder<br><strong><span style="color:#0066ff;">Second :</span></strong> go to and extract (Yourgamefolder\common.rpf\data\effects\materialfx.dat) in the same folder<br>
get back to max​ again and when it asks for the files browse to the folder you put them in.<br>
Now the <strong>Gims Evo </strong>menu should appear so, click <strong>"import"</strong>​ then navigate to the extracted files using openformats,open <strong>"</strong><strong>ig_bankman</strong><strong>.odd"</strong> press ok.when it asks for textures directory press <strong>"ok"</strong> again and wait a few seconds to import the files.this will import the whole model <strong>"bodyparts" </strong>to max but without any textures,<strong>"that doesn't matter we don't need them"</strong>.<strong>GIMS</strong> will show a report don't worry it's okay,close <strong>GIMS Evo</strong>.now you should see the model with bones in max<br><br><span style="color:#ff0000;"><strong>Warning : </strong></span><strong>You can never import or export any models without ( </strong><strong>materials.dat and materialfx.dat </strong><strong>)</strong><br><br><span style="color:#0066ff;"><strong>Next :</strong></span><br>
Click on each <strong>bodypart</strong> and hide them until nothing exsists except the bones.We only need the <strong>bodyparts</strong> mesh now to fit them with the new model.to do this choose the <strong>bodypart</strong> press <strong>RMB </strong>on it<strong> </strong>then choose <strong>"Hide Selection" </strong>until you only see the bones in max.now select all and delete them.<br>
now we got only the mesh,Press <strong>RMB</strong> again anywhere in max then choose <strong>"Unhide All"</strong><strong>​</strong><br>
select all by<strong> "CTRL+A"​ </strong>then choose <strong>"Freeze Selection"</strong><br><br><span style="color:#0066ff;"><strong>Importing Your Model :​</strong></span><br>
Import your model file into max on it (my model is in <strong>.obj </strong>format)<br>
most of the models are in the same<strong> Position,Rotation,Scale </strong>but not all of them,so if your model isn't the same pose ,adjust it by <strong>Moving,Rotating,Scaling </strong>until they're the same.<br><br><span style="color:#ff0000;"><strong>Problems :</strong></span><br>
There will be a problem​ if the model's hands or legs for example not in the same position <strong>"THE MESH"</strong><br><br><strong><span style="color:#0066ff;">Turning Model To Parts :</span></strong><br>
now we have to cut our model in parts the same like the <strong>GTA V</strong> one.to do this press <strong>RMB</strong> on the model,select<strong> "Convert To"</strong> choose<strong> "Editable Mesh" </strong>or <strong>"Editable Poly" </strong>then on the right side of max select <strong>Elements </strong>then select each <strong>bodypart </strong>and detach it.if the model is all one part choose <strong>Polygon.</strong> do this for all the parts that can fit the other one as well.While doing this you can make it easier by using <strong>F3</strong>,<strong>F4,ALT+X</strong> to help you.You can also<strong> isolate </strong>the model to work better by using <strong>ALT+Q</strong> on the model and again to return.after you're finished delete the old one <strong>bodyparts</strong> until nothing lasts except your new model <strong>bodyparts</strong>.now we have to rig the model.<br><br><br><span style="color:#0066ff;"><strong>3.Rigging The New Model </strong></span><br>
After the model is ready now we have to <strong>rig</strong> it <strong>bodypart</strong> by <strong>bodypart</strong>,so to do this hide all <strong>bodyparts</strong> except <strong>head</strong> at first then open <strong>(GIMS Evo GTA V)</strong> and<strong> import "</strong><strong>ig_bankman</strong><strong>.odd"</strong> again.then choose the imported <strong>bodypart</strong> you want to rig, <strong>ex :</strong> <strong>Head</strong> then go to <strong>"Editable Mesh"</strong>​ choose <strong>"Vertex"</strong>, a dialog box will appear.click <strong>"YES" ,</strong>press<strong> Ctrl+A .</strong>on the right side scroll down to <strong>"Attach" </strong>press it<strong> </strong>then<strong> </strong>press on your model's<strong> Head.</strong>press<strong> "OK" </strong>then leave <strong>Attach </strong>and you'll find only "<strong>old mesh" </strong>selected .now delete it,leave <strong>"Vertex" </strong>now we have new model with <strong>"old model's"</strong> Bones.<br>
Do the same for every <strong>Bodypart</strong> you could create for your new model<br><strong>Example : I only need (Head,Lower,Upper,Feet,Hands,Teef) 6 Bodyparts but I have 8 Bodyparts </strong><br><strong>so I need to remove 2 bodypart (Hair,Accs)</strong><br><br><span style="color:#3366ff;"><strong>How To Re​move the extra Bodyparts:</strong></span><br><strong>we can easily remove them. in 3DS MAX open "Select by name" then select the parts you want to remove and delete all of their contents.</strong><br><br><span style="color:#ff0000;"><strong>If The Model Is Already Bugged :</strong></span><br>
Click on the bugged <strong>bodypart </strong>choose<strong> "Skin Modifier" ==&gt; "Edit Envelopes" </strong>Check<strong> "Vertices"</strong><br>
select​ the <strong>"bugged"</strong> bone from the bone list.select the bugged vertices <strong>(The Ones Aren't <span style="color:#ff0000;">Red</span>)  </strong>then scroll down to<strong> "Abs Effect"</strong> on <strong>"Weight Properties" </strong>change<strong> </strong>it to <strong>"1"</strong>.then turn off <strong>"Edit Envelopes" </strong>and all is done.you should have the <strong>Bugged "bodypart" </strong>Fixed.<br><br><span style="color:#0066ff;"><strong>Putting Textures To New Model :</strong></span><br>
If your new model is already textured click on any<strong> "bodypart"</strong> then go to<strong> "GIMS Evo"</strong> again and open it,open<strong> "Material Editor" </strong>you will find the old model's textures there<strong>, "how many textures doesn't matter".</strong>so press on <strong>"options" Don't Change Anything but only do the following</strong><strong> ​</strong><br><strong>____________________________________________________________________</strong><br><strong>-<span style="color:#000000;">​</span><span style="color:#ee82ee;">BumbTex :</span></strong><br><strong>Navigate to your "<span style="color:#ee82ee;">Normal Map</span>"</strong><br><strong>if you don't have "<span style="color:#ee82ee;">Norma​l Maps</span>" leave it blank </strong><br><strong>____________________________________________________________________</strong><br><strong>-<span style="color:#66ccff;">Dif​fuse Texture :</span></strong><br><strong>Navigate to your​ "<span style="color:#66ccff;">Diffuse Map</span>"</strong><br><strong>____________________________________________________________________</strong><br><strong>-​<span style="color:#a9a9a9;">SpecularTex :</span></strong><br><strong>Navigate ​to your "<span style="color:#a9a9a9;">Specular Map</span>"</strong><br><strong>if you don't have "</strong><span style="color:#a9a9a9;"><strong>Specular Maps</strong></span><strong>" leave it blank </strong><br><strong>____________________________________________________________________</strong><br><br><em><strong><span style="color:#ff3399;">Hint :</span> if your model has more than one texture then do this for all of them</strong></em><br><br><span style="color:#0066ff;"><strong>Making Backup :</strong></span><br>
Save our work in (<strong>.Max</strong>) File.because if any model's bodypart didn't work correctly or has bugs in the game you can get back and fix it. <strong>"if the model's bodypart worked perfectly in game you won't have to get back to it"</strong><br><span style="color:#0066ff;"><strong>5.Exporting The New Model</strong></span><span style="color:#0066ff;"><strong>​</strong></span><br>
Close "Material Editor" then select all by <strong>Ctrl+A.</strong> Click on Export ,choose the location for the export in a newfolder then press<strong> "OK" </strong> Press <strong>"Continue" </strong>a message will appear, Press <strong>"Continue </strong>again.<br>
now we have everything we need.,the files we extracted is still useless so we need to convert them to make them useful using OpenIV<br><br><span style="color:#0066ff;"><strong>Convering Into Game Files :</strong></span><br><span style="color:#0066ff;"><strong>​</strong></span>create newfolder in <strong>GTA V</strong> game folder and open it .Start OpenIV if it is not opened yet. Activate <strong>"Edit Mode"</strong> press "<strong>OK</strong>"<br>
now we have to convert the files we just extracted into one File ==&gt; (<strong>.Ydd</strong>)​​.<br><span style="color:#0066ff;"><strong>First : </strong></span><strong>press on New=&gt;Import OpenFormats Shift+Ins and select the (.ODD) file inside the folder we just extracted then press "OK".this will convert it to a playable file for GTA V (.YDD)</strong><br><span style="color:#0066ff;"><strong>Second :​​ </strong></span><strong>press on New=&gt;Texture Dictionary (.YTD) "<span style="color:#ff0000;">Enter the same name as</span>" (.YDD) file then open it .Press "Import"​ and navigate to your model's textures then import them one by one.Import the "Diffuse Maps" then import "<span style="color:#dda0dd;">Normal Maps</span>" and "<span style="color:#a9a9a9;">Specular Maps</span>" but don't forget to change the names of your new model's textures to the old names of the old model "ig_bankman.ytd" that includes </strong><br><strong>"Diffuse" maps "Normal" maps "Specular" maps</strong><br><br><span style="color:#0099ff;"><strong>Final Step :</strong></span><br><strong>We're now done with the​ Ped only one last step to put it in game. Remember the files (</strong><strong>ig_bankman</strong><strong>.yft),(ig_bankman.ymt)</strong><span style="color:#6699ff;"><strong>?</strong></span><br><br><strong>now we need them. so now put these files with the other two we just made (</strong><strong>ig_bankman</strong><strong>.ydd),(ig_bankman.ytd) to have them in one folder then change the names like this</strong><br><br><strong>ig_bankman</strong><strong>.ydd    To example    mymodel.ydd</strong><br><strong>ig_bankman</strong><strong>.ytd     To example    mymodel.ytd</strong><br><strong>ig_bankman</strong><strong>.yft      To example    mymodel.yft</strong><br><strong>ig_bankman</strong><strong>.ymt    To example    mymodel.ymt</strong><br><br><strong>you don't have to name them "mymodel" this is just example name it whatever you want but just unify the name</strong><br><strong>Done!</strong><br><br><strong>Finally you can add it as Addonped by using this mod (<a href="https://www.gta5-mods.com/scripts/addonpeds-asi-pedselector" title="External link" rel="external nofollow"><span style="color:#00ff00;">HERE</span></a>)</strong><br><br><strong><span style="color:#0066ff;">Next Tutorial :</span>​ <span style="color:#0066ff;">Single Mesh Peds Tutorial</span></strong><br><strong>_________________________________________________________________________________________</strong><br><br><span style="color:#0099ff;"><strong>Single Mesh Peds Tutorial :</strong></span><br><strong>This tutorial is for one mesh models to replace one GTA V model with our new model​</strong><br><br><span style="color:#0066ff;"><strong>How many textures can b​e added :</strong></span><br><strong>"ONE TEXTURE"</strong><span style="color:#0066ff;"><strong>​ </strong></span><strong>only one texture for the whole model 1 "Diffuse" map 1 "Normal" map 1 "Specular" map</strong><br><strong>3 Maps​ for the whole model in total</strong><br><br><span style="color:#0066ff;"><strong>What we are going to do:</strong></span><br><strong>We will rig one mesh model from GTA V with our new model without cutting it to bodyparts</strong><br><br><span style="color:#0066ff;"><strong>First :</strong></span> Download this example model<strong> (<a href="https://drive.google.com/open?id=0BxpN-H1o0xugNWxiek03ZUZ0Nmc" title="External link" rel="external nofollow"><span style="color:#ffd700;">Here</span></a>)</strong><br><br><span style="color:#0066ff;"><strong>Where to extract this example model :​</strong></span><br>
Create a newfolder inside GTA V game folder and extract it there<br><br><span style="color:#0066ff;"><strong>The example model contents :</strong></span><br><strong>Bankman.ydd</strong><br><strong>Bankman​.ytd</strong><br><strong>Bankman.yft</strong><br><strong>Bankman.ymt</strong><br><br><span style="color:#0066ff;"><strong>Exporting :</strong></span><br>
Start (Open IV​) and make sure to Activate <strong>"Edit Mode"​</strong><br>
Click <strong>RMB</strong> on the file (Bankman.ydd) choose <strong>"Export to openFormats (.odd) Ctrl+S"</strong> then save it inside a<br>
newfolder different than the first one<br>
Click <strong>RMB</strong> on the file (Bankman.ytd) choose <strong>"Export to openFormats (.otd) Ctrl+S"</strong> then save it inside a<br>
newfolder different than the other one<br>
​<br><span style="color:#0066ff;"><strong>Importing :</strong></span><br>
Start 3DS MAX then open (<strong>GIMS Evo GTA V</strong>) click on the small button on the right<br>
Now the <strong>Gims Evo </strong>menu should appear so, click <strong>"import"</strong>​ then navigate to the extracted files using openformats,open <strong>"</strong><strong>Bankman</strong><strong>.odd"</strong> press ok.when it asks for textures directory press <strong>"ok"</strong> again and wait a few seconds to import the files.this will import the whole model to max but without any textures,<strong>"that doesn't matter we don't need them"</strong>.<strong>GIMS</strong> will show a report don't worry it's okay,close <strong>GIMS Evo</strong>.now you should see the model with bones in max<br><br><span style="color:#0066ff;"><strong>Importing Your Model :​</strong></span><br>
Import your model file into max and put its textures on it<br>
most of the models are in the same<strong> Position,Rotation,Scale </strong>but not all of them,so if your model isn't the same pose ,adjust it by <strong>Moving,Rotating,Scaling </strong>until they're the same.<br><br><span style="color:#0066ff;"><strong>Rigging The New Model </strong></span><br>
at first open <strong>(GIMS Evo GTA V)</strong> and<strong> import "</strong><strong>Bankman</strong><strong>.odd"</strong> again then choose the imported <strong>"Model" </strong>you want to rig then go to <strong>"Editable Mesh"</strong>​ choose <strong>"Vertex"</strong>, a dialog box will appear.click <strong>"YES" ,</strong>press<strong> Ctrl+A .</strong>on the right side scroll down to <strong>"Attach" </strong>press it<strong> </strong>then<strong> </strong>press on your new model<strong>.</strong>press<strong> "OK" </strong>then leave <strong>Attach </strong>and you'll find only "<strong>old mesh" </strong>selected .delete it,leave <strong>"Vertex"</strong><br><br><span style="color:#0066ff;"><strong>Making Backup :</strong></span><br>
Save our work in (<strong>.Max</strong>) File.so if the model didn't work correctly or has bugs in the game you can get back and fix it. <strong>"if the model worked perfectly in game you won't have to get back to it"</strong><br><br><span style="color:#ff0000;"><strong>If The Model Is Already Bugged :</strong></span><br>
Click on the bugged <strong>bodypart </strong>choose<strong> "Skin Modifier" ==&gt; "Edit Envelopes" </strong>Check<strong> "Vertices"</strong><br>
select​ the <strong>"bugged"</strong> bone from the bone list.select the bugged vertices <strong>(The Ones Aren't <span style="color:#ff0000;">Red</span>)  </strong>then scroll down to<strong> "Abs Effect"</strong> on <strong>"Weight Properties" </strong>change<strong> </strong>it to <strong>"1"</strong>.then turn off <strong>"Edit Envelopes" </strong>and all is done.you should have the <strong>Bugged "bodypart" </strong>Fixed.<br><br><span style="color:#0066ff;"><strong>Putting Textures To New Model :</strong></span><br>
click on any<strong> "bodypart"</strong> then go to<strong> "GIMS Evo"</strong> again and open it,open<strong> "Material Editor" </strong>you will find the old model's textures there<strong>, "how many textures doesn't matter".</strong>so press on <strong>"options" Don't Change Anything Else but only do the following</strong><strong> ​</strong><br><strong>____________________________________________________________________</strong><br><strong>-<span style="color:#000000;">​</span><span style="color:#ee82ee;">BumbTex :</span></strong><br><strong>Navigate to your "<span style="color:#ee82ee;">Normal Map</span>"</strong><br><strong>if you don't have "<span style="color:#ee82ee;">Norma​l Maps</span>" leave it blank </strong><br><strong>____________________________________________________________________</strong><br><strong>-<span style="color:#66ccff;">Dif​fuse Texture :</span></strong><br><strong>Navigate to your​ "<span style="color:#66ccff;">Diffuse Map</span>"</strong><br><strong>____________________________________________________________________</strong><br><strong>-​<span style="color:#a9a9a9;">SpecularTex :</span></strong><br><strong>Navigate ​to your "<span style="color:#a9a9a9;">Specular Map</span>"</strong><br><strong>if you don't have "</strong><span style="color:#a9a9a9;"><strong>Specular Maps</strong></span><strong>" leave it blank </strong><br><strong>____________________________________________________________________</strong><br><br><span style="color:#0066ff;"><strong>Exporting The New Model</strong></span><span style="color:#0066ff;"><strong>​</strong></span><br>
Close "Material Editor" then select all by <strong>Ctrl+A.</strong> Click on Export ,choose the location for the export in a newfolder then press<strong> "OK" </strong> Press <strong>"Continue" </strong>a message will appear, Press <strong>"Continue </strong>again.<br><br><span style="color:#0066ff;"><strong>Convering Into Game Files :</strong></span><br><span style="color:#0066ff;"><strong>​</strong></span>open the folder inside <strong>GTA V</strong> game folder.Start OpenIV if it is not opened yet. Activate <strong>"Edit Mode"</strong> press "<strong>OK</strong>"<br><span style="color:#0066ff;"><strong>First : </strong></span><strong>press on New=&gt;Import OpenFormats Shift+Ins and select the (.ODD) file inside the folder we just extracted then press "OK".</strong><br><span style="color:#0066ff;"><strong>Second :​​ </strong></span><strong>press on New=&gt;Texture Dictionary (.YTD) "</strong><span style="color:#ff0000;"><strong>Enter the same name as</strong></span><strong>" (.YDD) file then open it .Press "Import"​ and navigate to your model's textures then import them one by one.Import the "Diffuse Maps" then import "</strong><span style="color:#dda0dd;"><strong>Normal Maps</strong></span><strong>" and "</strong><span style="color:#a9a9a9;"><strong>Specular Maps</strong></span><strong>" </strong><strong>but don't forget to change the names of your new model's textures to the old names of the old model "Bankman.ytd" that includes </strong><br><strong>"Diffuse" maps "Normal" maps "Specular" maps</strong><br><strong> </strong><br><br><span style="color:#0099ff;"><strong>Final Step :</strong></span><br><strong>put "Bankman.yft" and "Bankman.ymt" files with the other two we just made (Bankman.ydd),(</strong><strong>Bankman</strong><strong>.ytd) in one folder then change the names like this</strong><br><br><strong>Bankman</strong><strong>.ydd    To example    mymodel.ydd</strong><br><strong>Bankman</strong><strong>.ytd     To example    mymodel.ytd</strong><br><strong>Bankman</strong><strong>.yft      To example    mymodel.yft</strong><br><strong>Bankman</strong><strong>​​​​​.ymt    To example    mymodel.ymt</strong><br><br><strong>you don't have to name them "mymodel" any name should work but unify the name</strong><br><strong>Done!</strong><br><br><strong>You can add it as Addonped too by this mod (<a href="https://www.gta5-mods.com/scripts/addonpeds-asi-pedselector" title="External link" rel="external nofollow"><span style="color:#00ff00;">HERE</span></a>)</strong><strong><span style="color:#0066ff;">​</span></strong><br><br><span style="color:#0066ff;"><strong>Credits :</strong></span><br><strong>OpenIV by ==&gt; <a href="" title="" rel=""><span style="color:#ff0000;">GOOD-NTS​​</span></a></strong><br><strong>GIMS Evo with GTA V Support by ==&gt; <a href="" title="" rel=""><span style="color:#ffd700;">3DBoomer</span></a></strong><br><strong>Original Tu​torial ==&gt; <a href="" title="" rel=""><span style="color:#00ff00;">Coin-god</span></a></strong><br><strong>GTA V Tutorial by ==&gt; <a href="" title="" rel=""><span style="color:#0066ff;">Thedrivercat</span></a><span style="color:#0066ff;">​</span></strong><br><br>
Also another link (<a href="" title="" rel="">http://gtaforums.com/topic/893558-rigging-peds-tutorial-for-gta-v/?do=findComment&amp;comment=1069759946</a>)</p>]]></description><guid isPermaLink="false">891838</guid><pubDate>Sat, 15 Jul 2017 04:47:09 +0000</pubDate></item><item><title>Vehicles Light and Siren setting IDs explained</title><link>https://gtaforums.com/topic/857958-vehicles-light-and-siren-setting-ids-explained/</link><description><![CDATA[<p>
	<span style="font-size:18px;">Hello Community,</span>
</p>

<p>
	I want to start the documentation of light and siren IDs which is very important for the future of vehicle mods and addons!<br><br>
	Light and siren Ids are the main settings of our vehicle light coronas. These Ids set the size, color, amount and animation of all GTA V vehicles you can find.<br>
	Siren IDs do need a "siren1" "siren2" "siren3"... dummy inside the vehicles YFT File! Vehicles like the firetruck,cargoplane and policecruiser use these IDs.<br><br>
	These IDs are getting set by the <em>carcols.meta</em>,<em>carcols.ymt</em>, and to link them to a vehicle model, the <em>carvariations.meta will be used.</em><br><br>
	Here is a <em>carvariation.meta</em> with the light id "2" which makes the light oldschool as you can see in the ID list down bellow.<br>
	 
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&lt;?xml version="1.0" encoding="UTF-8"?&gt;&lt;CVehicleModelInfoVariation&gt;  &lt;variationData&gt;    &lt;Item&gt;      &lt;modelName&gt;oldschoolcar&lt;/modelName&gt;      &lt;colors&gt;        &lt;Item&gt;          &lt;indices content="char_array"&gt;            27             0             0             156           &lt;/indices&gt;          &lt;liveries&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;          &lt;/liveries&gt;        &lt;/Item&gt;        &lt;Item&gt;          &lt;indices content="char_array"&gt;            27             31             31             156           &lt;/indices&gt;          &lt;liveries&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;          &lt;/liveries&gt;        &lt;/Item&gt;        &lt;Item&gt;          &lt;indices content="char_array"&gt;            63             63             5             156           &lt;/indices&gt;          &lt;liveries&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;          &lt;/liveries&gt;        &lt;/Item&gt;        &lt;Item&gt;          &lt;indices content="char_array"&gt;            4             4             111             156           &lt;/indices&gt;          &lt;liveries&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;          &lt;/liveries&gt;        &lt;/Item&gt;        &lt;Item&gt;          &lt;indices content="char_array"&gt;            27             72             31             156           &lt;/indices&gt;          &lt;liveries&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;          &lt;/liveries&gt;        &lt;/Item&gt;        &lt;Item&gt;          &lt;indices content="char_array"&gt;            111             111             0             156           &lt;/indices&gt;          &lt;liveries&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;          &lt;/liveries&gt;        &lt;/Item&gt;        &lt;Item&gt;          &lt;indices content="char_array"&gt;            30             30             36             156           &lt;/indices&gt;          &lt;liveries&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;          &lt;/liveries&gt;        &lt;/Item&gt;        &lt;Item&gt;          &lt;indices content="char_array"&gt;            0             0             1             156           &lt;/indices&gt;          &lt;liveries&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;          &lt;/liveries&gt;        &lt;/Item&gt;        &lt;Item&gt;          &lt;indices content="char_array"&gt;            2             111             4             156           &lt;/indices&gt;          &lt;liveries&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;          &lt;/liveries&gt;        &lt;/Item&gt;        &lt;Item&gt;          &lt;indices content="char_array"&gt;            7             0             5             156           &lt;/indices&gt;          &lt;liveries&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;          &lt;/liveries&gt;        &lt;/Item&gt;        &lt;Item&gt;          &lt;indices content="char_array"&gt;            5             0             111             156           &lt;/indices&gt;          &lt;liveries&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;          &lt;/liveries&gt;        &lt;/Item&gt;        &lt;Item&gt;          &lt;indices content="char_array"&gt;            36             0             41             156           &lt;/indices&gt;          &lt;liveries&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;          &lt;/liveries&gt;        &lt;/Item&gt;        &lt;Item&gt;          &lt;indices content="char_array"&gt;            13             0             0             156           &lt;/indices&gt;          &lt;liveries&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;            &lt;Item value="false" /&gt;          &lt;/liveries&gt;        &lt;/Item&gt;      &lt;/colors&gt;      &lt;kits&gt;        &lt;Item&gt;0_default_modkit&lt;/Item&gt;      &lt;/kits&gt;      &lt;windowsWithExposedEdges /&gt;      &lt;plateProbabilities /&gt;      &lt;lightSettings value="2" /&gt; // This is the Light ID      &lt;sirenSettings value="0" /&gt; // This is the Siren ID    &lt;/Item&gt;  &lt;/variationData&gt;&lt;/CVehicleModelInfoVariation&gt;</pre>

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<p>
	<br><br>
	This is the important part:
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      &lt;lightSettings value="2" /&gt; // This is the Light ID      &lt;sirenSettings value="0" /&gt; // This is the Siren ID</pre>

<p>
	<strong>There are over 900 Light ids and Siren IDs</strong>, but some vehicles use they own custom settings
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&lt;?xml version="1.0" encoding="UTF-8"?&gt;&lt;CVehicleModelInfoVarGlobal&gt;      &lt;Kits /&gt;    &lt;Lights&gt;    &lt;Item&gt;      &lt;id value="2" /&gt;        &lt;indicator&gt;        &lt;intensity value="0.375000" /&gt;        &lt;falloffMax value="2.500000" /&gt;        &lt;falloffExponent value="8.000000" /&gt;        &lt;innerConeAngle value="30.000000" /&gt;        &lt;outerConeAngle value="80.000000" /&gt;        &lt;emmissiveBoost value="false" /&gt;        &lt;color value="0xFFFF8000" /&gt;      &lt;/indicator&gt;      &lt;rearIndicatorCorona&gt;        &lt;size value="0.000000" /&gt;        &lt;size_far value="0.000000" /&gt;        &lt;intensity value="0.000000" /&gt;        &lt;intensity_far value="0.000000" /&gt;        &lt;color value="0x00000000" /&gt;        &lt;numCoronas value="1" /&gt;        &lt;distBetweenCoronas value="128" /&gt;        &lt;distBetweenCoronas_far value="255" /&gt;        &lt;xRotation value="0.000000" /&gt;        &lt;yRotation value="0.000000" /&gt;        &lt;zRotation value="0.000000" /&gt;        &lt;zBias value="0.250000" /&gt;        &lt;pullCoronaIn value="false" /&gt;      &lt;/rearIndicatorCorona&gt;      &lt;frontIndicatorCorona&gt;        &lt;size value="0.000000" /&gt;        &lt;size_far value="0.000000" /&gt;        &lt;intensity value="0.000000" /&gt;        &lt;intensity_far value="0.000000" /&gt;        &lt;color value="0x00000000" /&gt;        &lt;numCoronas value="1" /&gt;        &lt;distBetweenCoronas value="128" /&gt;        &lt;distBetweenCoronas_far value="255" /&gt;        &lt;xRotation value="0.000000" /&gt;        &lt;yRotation value="0.000000" /&gt;        &lt;zRotation value="0.000000" /&gt;        &lt;zBias value="0.250000" /&gt;        &lt;pullCoronaIn value="false" /&gt;      &lt;/frontIndicatorCorona&gt;      &lt;tailLight&gt;        &lt;intensity value="0.250000" /&gt;        &lt;falloffMax value="4.000000" /&gt;        &lt;falloffExponent value="16.000000" /&gt;        &lt;innerConeAngle value="45.000000" /&gt;        &lt;outerConeAngle value="90.000000" /&gt;        &lt;emmissiveBoost value="false" /&gt;        &lt;color value="0xFFFF0000" /&gt;      &lt;/tailLight&gt;      &lt;tailLightCorona&gt;        &lt;size value="4.900000" /&gt;        &lt;size_far value="5.300000" /&gt;        &lt;intensity value="4.000000" /&gt;        &lt;intensity_far value="4.000000" /&gt;        &lt;color value="0xFFFF1E05" /&gt;        &lt;numCoronas value="0" /&gt;        &lt;distBetweenCoronas value="0.1" /&gt;        &lt;distBetweenCoronas_far value="20.5" /&gt;        &lt;xRotation value="0.000000" /&gt;        &lt;yRotation value="0.000000" /&gt;        &lt;zRotation value="5.667000" /&gt;        &lt;zBias value="0.000000" /&gt;        &lt;pullCoronaIn value="false" /&gt;      &lt;/tailLightCorona&gt;      &lt;tailLightMiddleCorona&gt;        &lt;size value="0.000000" /&gt;        &lt;size_far value="0.000000" /&gt;        &lt;intensity value="0.000000" /&gt;        &lt;intensity_far value="0.000000" /&gt;        &lt;color value="0x00000000" /&gt;        &lt;numCoronas value="0" /&gt;        &lt;distBetweenCoronas value="25" /&gt;        &lt;distBetweenCoronas_far value="25" /&gt;        &lt;xRotation value="0.000000" /&gt;        &lt;yRotation value="0.000000" /&gt;        &lt;zRotation value="0.000000" /&gt;        &lt;zBias value="0.000000" /&gt;        &lt;pullCoronaIn value="false" /&gt;      &lt;/tailLightMiddleCorona&gt;      &lt;headLight&gt;        &lt;intensity value="1.000000" /&gt;        &lt;falloffMax value="35.000000" /&gt;        &lt;falloffExponent value="16.000000" /&gt;        &lt;innerConeAngle value="0.000000" /&gt;        &lt;outerConeAngle value="60.209999" /&gt;        &lt;emmissiveBoost value="false" /&gt;        &lt;color value="0xFFFFFFCC" /&gt;        &lt;textureName&gt;VehicleLight_car_oldsquare&lt;/textureName&gt;        &lt;mirrorTexture value="true" /&gt;      &lt;/headLight&gt;      &lt;headLightCorona&gt;        &lt;size value="0.100000" /&gt;        &lt;size_far value="10.000000" /&gt;        &lt;intensity value="5.000000" /&gt;        &lt;intensity_far value="1.000000" /&gt;        &lt;color value="0xFFFFFFFF" /&gt;        &lt;numCoronas value="1" /&gt;        &lt;distBetweenCoronas value="128" /&gt;        &lt;distBetweenCoronas_far value="255" /&gt;        &lt;xRotation value="0.000000" /&gt;        &lt;yRotation value="0.000000" /&gt;        &lt;zRotation value="0.000000" /&gt;        &lt;zBias value="0.250000" /&gt;        &lt;pullCoronaIn value="false" /&gt;      &lt;/headLightCorona&gt;      &lt;reversingLight&gt;        &lt;intensity value="0.500000" /&gt;        &lt;falloffMax value="4.000000" /&gt;        &lt;falloffExponent value="32.000000" /&gt;        &lt;innerConeAngle value="45.000000" /&gt;        &lt;outerConeAngle value="90.000000" /&gt;        &lt;emmissiveBoost value="false" /&gt;        &lt;color value="0xFFFFFFFF" /&gt;      &lt;/reversingLight&gt;      &lt;reversingLightCorona&gt;        &lt;size value="0.800000" /&gt;        &lt;size_far value="2.000000" /&gt;        &lt;intensity value="1.500000" /&gt;        &lt;intensity_far value="1.000000" /&gt;        &lt;color value="0x00F7F7F7" /&gt;        &lt;numCoronas value="1" /&gt;        &lt;distBetweenCoronas value="128" /&gt;        &lt;distBetweenCoronas_far value="255" /&gt;        &lt;xRotation value="0.000000" /&gt;        &lt;yRotation value="0.000000" /&gt;        &lt;zRotation value="0.000000" /&gt;        &lt;zBias value="0.250000" /&gt;        &lt;pullCoronaIn value="false" /&gt;      &lt;/reversingLightCorona&gt;      &lt;name&gt;oldschoolcar&lt;/name&gt;    &lt;/Item&gt;    &lt;/Lights&gt;&lt;/CVehicleModelInfoVarGlobal&gt;</pre>

		<p>
			 
		</p>
	</div>
</div>

<p>
	<br><br>
	There are some GTA V vehicles which use a<em> carcols.ymt</em>,<strike> but we are currently can not decode this file which makes it impossible to find all IDs now.</strike><br><a href="https://gist.github.com/MrGTAmodsgerman/0653a2af51bb022547de211d37a3f2dc" rel="external nofollow">Here</a> is the <em><strong>carcols.ymt </strong></em>that shows you how the Light and Siren settings IDs and how they was made and which id was made for which vehicle.<br><strong>Special thanks to the OpenIV-Team!</strong><br><br><br>
	The following picture shows why this documentation is so much important<br><img alt="10gcxf4.png" src="https://gtaforums.com/applications/core/interface/js/spacer.png" data-src="http://i63.tinypic.com/10gcxf4.png"><br>
	It still the same car, the same replacement but the <em>carvariation</em> file was changed!<br><br>
	Some light IDs don't let you get a vehicle extralight because the extralight is showed up always!<br>
	Some light IDs change the light of the vehicle taillight to a another headlight.<br><br>
	And here is the current lights ID list, have fun with that <img alt=":lol:" src="https://gtaforums.com/applications/core/interface/js/spacer.png" data-src=""><br><span style="color:#00ff00;"><span style="font-size:24px;"><strong>Lightsettings </strong></span></span><span style="color:#ffff00;"><span style="font-size:24px;"><strong>ID</strong></span></span><span style="color:#00ff00;"><span style="font-size:24px;"><strong>s:</strong></span></span>
</p>

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			<br><span style="font-size:18px;"><strong>0</strong></span>
		</p>

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					<br>
					Headlights = default light(White) with extralights<br>
					Taillights = modern taillight coronas (bright red)<br>
					Brakelights = modern brakelight (bright red)<br>
					Indicators = yellow (default) with corona<br>
					Reversinglight = white (default)<br>
					Testet on = voodoo<br>
					Special light animation = no<br>
					Picture:<br><img alt="2d1bv4.png" src="https://gtaforums.com/applications/core/interface/js/spacer.png" data-src="http://i65.tinypic.com/2d1bv4.png"><br>
					Note =
				</p>
			</div>
		</div>

		<p>
			<br><span style="font-size:18px;"><strong>1</strong></span>
		</p>

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					<br>
					Headlights = default light(White) without extralights<br>
					Taillights = modern taillight coronas (bright red)<br>
					Brakelights = modern brakelight (bright red)<br>
					Indicators = yellow (default) with Corona<br>
					Reversinglight = white (default)<br>
					Testet on = voodoo<br>
					Special light animation = no<br>
					Picture:<br><img alt="2w55y8g.png" src="https://gtaforums.com/applications/core/interface/js/spacer.png" data-src="http://i63.tinypic.com/2w55y8g.png"><br>
					Note =
				</p>
			</div>
		</div>

		<p>
			<br><span style="font-size:18px;"><strong>2</strong></span>
		</p>

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					<br>
					Headlights = oldschool(Yellow) with extralights<br>
					Taillights = olschool taillight coronas (bright red)<br>
					Brakelights = oldschool brakelight (bright red)<br>
					Indicators = yellow (default) with Corona<br>
					Reversinglight = white (default)<br>
					Testet on = voodoo<br>
					Special light animation = no<br>
					Picture:<br><img alt="2pseg0h.png" src="https://gtaforums.com/applications/core/interface/js/spacer.png" data-src="http://i66.tinypic.com/2pseg0h.png"><br>
					Note =
				</p>
			</div>
		</div>

		<p>
			<br><span style="font-size:18px;"><strong>3</strong></span>
		</p>

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					<br>
					Headlights = Extreem bright and wide (White) with extralights<br>
					Taillights = WITHOUT CORONA<br>
					Brakelights = WITHOUT CORONA<br>
					Indicators = WITHOUT CORONA<br>
					Reversinglight = default (White)<br>
					Testet on = voodoo<br>
					Special light animation = no<br>
					Picture:<br><img alt="10sbwaf.png" src="https://gtaforums.com/applications/core/interface/js/spacer.png" data-src="http://i68.tinypic.com/10sbwaf.png"><br><br>
					Note =
				</p>
			</div>
		</div>

		<p>
			<br><span style="font-size:18px;"><strong>4</strong></span>
		</p>

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					<br>
					Headlights = default light(white) with small range and with extralights<br>
					Taillights = modern taillight coronas (bright red)<br>
					Brakelights = modern brakelight (bright red)<br>
					Indicators = yellow (default) with corona<br>
					Reversinglight = white (default)<br>
					Testet on = voodoo<br>
					Special light animation = no<br>
					Picture:<br><img alt="wkjtxh.png" src="https://gtaforums.com/applications/core/interface/js/spacer.png" data-src="http://i64.tinypic.com/wkjtxh.png"><br><br><br>
					Note =
				</p>
			</div>
		</div>

		<p>
			<br><span style="font-size:18px;"><strong>5</strong></span>
		</p>

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					<br>
					Headlights = small (White) with extralights<br>
					Taillights = WORK AS Headlight (white) with white corona<br>
					Brakelights = WORK AS Headlight (white)<br>
					Indicators = WORK AS Headlight (white)<br>
					Reversinglight = default (White)<br>
					Testet on = voodoo<br>
					Special light animation = no<br>
					Picture:<br><img alt="2pqov0z.png" src="https://gtaforums.com/applications/core/interface/js/spacer.png" data-src="http://i68.tinypic.com/2pqov0z.png"><br><br>
					Note = taillight start blinking on boat using with taillight dummy
				</p>
			</div>
		</div>

		<p>
			<br><span style="font-size:18px;"><strong>6</strong></span>
		</p>

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					<br>
					Headlights = xeon light(Blue) with extralights<br>
					Taillights = modern taillight with 5 coronas (bright red)<br>
					Brakelights = modern brakelight with 5 coronas(bright red)<br>
					Indicators = yellow (default) with corona<br>
					Reversinglight = white (default)<br>
					Testet on = voodoo<br>
					Special light animation = no<br>
					Picture:<br><img alt="k3ollk.png" src="https://gtaforums.com/applications/core/interface/js/spacer.png" data-src="http://i66.tinypic.com/k3ollk.png"><br>
					Note =
				</p>
			</div>
		</div>

		<p>
			<br><span style="font-size:18px;"><strong>7</strong></span>
		</p>

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				<p>
					<br>
					Headlights = xeon light(Blue) with extralights<br>
					Taillights = modern taillight with 3 coronas (bright red)<br>
					Brakelights = modern brakelight with 3 coronas(bright red)<br>
					Indicators = yellow (default) with corona<br>
					Reversinglight = white (default)<br>
					Testet on = voodoo<br>
					Special light animation = no<br>
					Picture:<br><img alt="2hwzkw5.png" src="https://gtaforums.com/applications/core/interface/js/spacer.png" data-src="http://i67.tinypic.com/2hwzkw5.png"><br>
					Note =
				</p>
			</div>
		</div>

		<p>
			<br><span style="font-size:18px;"><strong>8</strong></span>
		</p>

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					<br>
					Headlights = xeon light(Blue) with 2 coronas and extralights<br>
					Taillights = modern taillight with 3 coronas (bright red)<br>
					Brakelights = modern brakelight with 3 coronas(bright red)<br>
					Indicators = yellow (default) with corona<br>
					Reversinglight = white (default)<br>
					Testet on = voodoo<br>
					Special light animation = no<br>
					Picture:<br><img alt="fka4b7.png" src="https://gtaforums.com/applications/core/interface/js/spacer.png" data-src="http://i65.tinypic.com/fka4b7.png"><br>
					Note =
				</p>
			</div>
		</div>

		<p>
			 
		</p>
	</div>
</div>

<p>
	<br><br><br><span style="color:#00ff00;"><span style="font-size:24px;"><strong>Sirensettings </strong></span></span><span style="color:#ffff00;"><span style="font-size:24px;"><strong>ID</strong></span></span><span style="color:#00ff00;"><span style="font-size:24px;"><strong>s:</strong></span></span>
</p>

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		<p>
			<br><br><span style="font-size:18px;"><strong>1</strong></span>
		</p>

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				<p>
					<br><span style="font-size:18px;"><span style="font-size:14px;">This siren lights is used by Police Buffalo, Police Riot, Park Ranger SUV and Sheriff Granger.</span></span>
				</p>
			</div>
		</div>

		<p>
			<br><br><span style="font-size:18px;"><strong>2</strong></span><br>
			 
		</p>

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				<p>
					<br>
					This siren lights is used by Police Interceptor.
				</p>
			</div>
		</div>

		<p>
			<br><span style="font-size:18px;"><strong>3</strong></span>
		</p>

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				</p>
			</div>
		</div>

		<p>
			<br><span style="font-size:18px;"><strong>4</strong></span>
		</p>

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				<p>
					<br><span style="font-size:18px;"><span style="font-size:14px;">This siren lights is used by Ambulance.</span></span>
				</p>

				<p>
					 
				</p>
			</div>
		</div>

		<p>
			 
		</p>

		<p>
			<span style="font-size:18px;"><strong>5</strong></span>
		</p>

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				<p>
					<br><span style="font-size:18px;"><span style="font-size:14px;">This siren lights is used by NYSP Police Roadcruiser, NYSP Police Rancher and LSPD Police Transporter.</span></span>
				</p>
			</div>
		</div>

		<p>
			<br><span style="font-size:18px;"><strong>6</strong></span>
		</p>

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				<p>
					<br><span style="font-size:18px;"><span style="font-size:14px;">This siren lights is used by Police Bike</span></span>
				</p>
			</div>
		</div>

		<p>
			<br><span style="font-size:18px;"><strong>7</strong></span>
		</p>

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				<p>
					<br><span style="font-size:18px;"><span style="font-size:14px;">This siren lights is used by Fire Truck</span></span>
				</p>
			</div>
		</div>

		<p>
			<br><span style="font-size:18px;"><strong>8</strong></span>
		</p>

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				</p>
			</div>
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		<p>
			<br><span style="font-size:18px;"><strong>9</strong></span>
		</p>

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				<p>
					<br><span style="font-size:18px;"><span style="font-size:14px;">This siren lights is used by Tow Truck and one of Boxville models.</span></span>
				</p>
			</div>
		</div>

		<p>
			<br><br><span style="font-size:18px;"><strong>10</strong></span>
		</p>

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			<div class="ipsSpoiler_contents">
				<p>
					<br><span style="font-size:18px;"><span style="font-size:14px;">This siren lights is used by Lifeguard SUV.</span></span>
				</p>
			</div>
		</div>

		<p>
			<br><span style="font-size:18px;"><strong>11</strong></span>
		</p>

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				</p>
			</div>
		</div>

		<p>
			<br><span style="font-size:18px;"><strong>12</strong></span>
		</p>

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				</p>
			</div>
		</div>

		<p>
			<br><span style="font-size:18px;"><strong>13</strong></span>
		</p>

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				</p>
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		<p>
			<br><span style="font-size:18px;"><span style="font-size:14px;">This siren lights is used by Stanier Police Cruiser and Sheriff Cruiser.</span></span><br><br><span style="font-size:18px;"><span style="font-size:14px;">All Sirensettings information is still under research</span></span>
		</p>
	</div>
</div>

<p>
	<br><br><br><span style="color:#00ff00;"><span style="font-size:24px;"><em><u><strong>How to create my own Lightsettings-</strong></u></em></span></span><span style="color:#ffff00;"><span style="font-size:24px;"><em><u><strong>ID</strong></u></em></span></span><span style="color:#00ff00;"><span style="font-size:24px;"><em><u><strong>?</strong></u></em></span></span>
</p>

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		</p>

		<p>
			<span style="font-size:18px;">If you got a <strong><span style="color:#00ff00;">Add-On</span>/<span style="color:#ff0000;">Replace</span></strong> vehicle which you want to give a custom light settings. </span>
		</p>

		<p>
			<span style="font-size:18px;">Just use this example carcols file without any tuning kit assigned. <em>Copy&amp;Paste</em> will work on your <em>carcols</em> file.</span>
		</p>

		<p>
			<span style="font-size:18px;">These are my custom settings, you can replace it with a vanilla one from <strong><a href="https://gist.github.com/MrGTAmodsgerman/0653a2af51bb022547de211d37a3f2dc" rel="external nofollow">here</a></strong> and edit it as you like.</span>
		</p>

		<p>
			 
		</p>

		<p>
			<em><span style="color:#00ffff;"><span style="font-size:24px;"><strong>carcols.meta </strong></span></span></em><span style="color:#00ffff;"><span style="font-size:24px;"><strong>[with custom light settings </strong></span></span><span style="color:#ffff00;"><span style="font-size:24px;"><strong>ID</strong></span></span><span style="color:#00ffff;"><span style="font-size:24px;"><strong> only]</strong></span></span>
		</p>

		<p>
			 
		</p>

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				<pre class="ipsCode prettyprint lang-xml">


&lt;?xml version="1.0" encoding="UTF-8"?&gt;&lt;CVehicleModelInfoVarGlobal&gt;      &lt;Kits /&gt;    &lt;Lights&gt;    &lt;Item&gt;      &lt;id value="9668"/&gt;      &lt;indicator&gt;        &lt;intensity value="0.37500000"/&gt;        &lt;falloffMax value="2.50000000"/&gt;        &lt;falloffExponent value="8.00000000"/&gt;        &lt;innerConeAngle value="45.00000000"/&gt;        &lt;outerConeAngle value="90.00000000"/&gt;        &lt;emmissiveBoost value="false"/&gt;        &lt;color value="0xFFFF8000"/&gt;        &lt;textureName/&gt;        &lt;mirrorTexture value="true"/&gt;      &lt;/indicator&gt;      &lt;rearIndicatorCorona&gt;        &lt;size value="0.70000000"/&gt;        &lt;size_far value="7.00000000"/&gt;        &lt;intensity value="2.00000000"/&gt;        &lt;intensity_far value="9.00000000"/&gt;        &lt;color value="0x00000000"/&gt;        &lt;numCoronas value="1"/&gt;        &lt;distBetweenCoronas value="128"/&gt;        &lt;distBetweenCoronas_far value="255"/&gt;        &lt;xRotation value="0.00000000"/&gt;        &lt;yRotation value="0.00000000"/&gt;        &lt;zRotation value="0.00000000"/&gt;        &lt;zBias value="0.25000000"/&gt;        &lt;pullCoronaIn value="false"/&gt;      &lt;/rearIndicatorCorona&gt;      &lt;frontIndicatorCorona&gt;        &lt;size value="0.00000000"/&gt;        &lt;size_far value="0.00000000"/&gt;        &lt;intensity value="0.00000000"/&gt;        &lt;intensity_far value="0.00000000"/&gt;        &lt;color value="0x00000000"/&gt;        &lt;numCoronas value="1"/&gt;        &lt;distBetweenCoronas value="128"/&gt;        &lt;distBetweenCoronas_far value="255"/&gt;        &lt;xRotation value="0.00000000"/&gt;        &lt;yRotation value="0.00000000"/&gt;        &lt;zRotation value="0.00000000"/&gt;        &lt;zBias value="0.25000000"/&gt;        &lt;pullCoronaIn value="false"/&gt;      &lt;/frontIndicatorCorona&gt;      &lt;tailLight&gt;        &lt;intensity value="0.25000000"/&gt;        &lt;falloffMax value="4.00000000"/&gt;        &lt;falloffExponent value="8.00000000"/&gt;        &lt;innerConeAngle value="45.00000000"/&gt;        &lt;outerConeAngle value="90.00000000"/&gt;        &lt;emmissiveBoost value="false"/&gt;        &lt;color value="0xFFFF0000"/&gt;        &lt;textureName/&gt;        &lt;mirrorTexture value="true"/&gt;      &lt;/tailLight&gt;      &lt;tailLightCorona&gt;        &lt;size value="0.70000000"/&gt;        &lt;size_far value="7.00000000"/&gt;        &lt;intensity value="2.00000000"/&gt;        &lt;intensity_far value="9.00000000"/&gt;        &lt;color value="0xFFFF0F05"/&gt;        &lt;numCoronas value="1"/&gt;        &lt;distBetweenCoronas value="128"/&gt;        &lt;distBetweenCoronas_far value="255"/&gt;        &lt;xRotation value="0.00000000"/&gt;        &lt;yRotation value="0.00000000"/&gt;        &lt;zRotation value="0.00000000"/&gt;        &lt;zBias value="0.25000000"/&gt;        &lt;pullCoronaIn value="false"/&gt;      &lt;/tailLightCorona&gt;      &lt;tailLightMiddleCorona&gt;        &lt;size value="0.00000000"/&gt;        &lt;size_far value="0.00000000"/&gt;        &lt;intensity value="0.00000000"/&gt;        &lt;intensity_far value="0.00000000"/&gt;        &lt;color value="0x00000000"/&gt;        &lt;numCoronas value="1"/&gt;        &lt;distBetweenCoronas value="128"/&gt;        &lt;distBetweenCoronas_far value="255"/&gt;        &lt;xRotation value="0.00000000"/&gt;        &lt;yRotation value="0.00000000"/&gt;        &lt;zRotation value="0.00000000"/&gt;        &lt;zBias value="0.25000000"/&gt;        &lt;pullCoronaIn value="false"/&gt;      &lt;/tailLightMiddleCorona&gt;      &lt;headLight&gt;        &lt;intensity value="2.00000000"/&gt;        &lt;falloffMax value="16.00000000"/&gt;        &lt;falloffExponent value="128.00000000"/&gt;        &lt;innerConeAngle value="22.68000000"/&gt;        &lt;outerConeAngle value="37.53000000"/&gt;        &lt;emmissiveBoost value="false"/&gt;        &lt;color value="0xFFFFFFCC"/&gt;        &lt;textureName&gt;VehicleLight_misc_squarelight&lt;/textureName&gt;        &lt;mirrorTexture value="false"/&gt;      &lt;/headLight&gt;      &lt;headLightCorona&gt;        &lt;size value="0.10000000"/&gt;        &lt;size_far value="7.00000000"/&gt;        &lt;intensity value="5.00000000"/&gt;        &lt;intensity_far value="10.00000000"/&gt;        &lt;color value="0xFFFFFFFF"/&gt;        &lt;numCoronas value="1"/&gt;        &lt;distBetweenCoronas value="128"/&gt;        &lt;distBetweenCoronas_far value="255"/&gt;        &lt;xRotation value="0.00000000"/&gt;        &lt;yRotation value="0.00000000"/&gt;        &lt;zRotation value="0.00000000"/&gt;        &lt;zBias value="0.25000000"/&gt;        &lt;pullCoronaIn value="false"/&gt;      &lt;/headLightCorona&gt;      &lt;reversingLight&gt;        &lt;intensity value="0.50000000"/&gt;        &lt;falloffMax value="4.00000000"/&gt;        &lt;falloffExponent value="32.00000000"/&gt;        &lt;innerConeAngle value="45.00000000"/&gt;        &lt;outerConeAngle value="90.00000000"/&gt;        &lt;emmissiveBoost value="false"/&gt;        &lt;color value="0xFFFFFFFF"/&gt;        &lt;textureName/&gt;        &lt;mirrorTexture value="true"/&gt;      &lt;/reversingLight&gt;      &lt;reversingLightCorona&gt;        &lt;size value="0.80000000"/&gt;        &lt;size_far value="2.00000000"/&gt;        &lt;intensity value="1.50000000"/&gt;        &lt;intensity_far value="1.00000000"/&gt;        &lt;color value="0x00F7F7F7"/&gt;        &lt;numCoronas value="1"/&gt;        &lt;distBetweenCoronas value="128"/&gt;        &lt;distBetweenCoronas_far value="255"/&gt;        &lt;xRotation value="0.00000000"/&gt;        &lt;yRotation value="0.00000000"/&gt;        &lt;zRotation value="0.00000000"/&gt;        &lt;zBias value="0.25000000"/&gt;        &lt;pullCoronaIn value="false"/&gt;      &lt;/reversingLightCorona&gt;      &lt;name&gt;ferrarienzo&lt;/name&gt;&lt;/Item&gt;    &lt;/Lights&gt;&lt;/CVehicleModelInfoVarGlobal&gt;</pre>

				<p>
					 
				</p>
			</div>
		</div>

		<p>
			 
		</p>

		<p>
			<span style="font-size:36px;"><span style="color:#ffd700;"><span style="font-family:'comic sans ms', cursive;"><em>But what all these lines mean? </em></span></span><span style="font-size:10px;">Open for documentation</span></span>
		</p>

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				<pre class="ipsCode prettyprint lang-xml">


&lt;id value="YouLightSettingIDNumber"/&gt;</pre>

				<p>
					As we know now from above. Its the lightsettingsid number that you need to set in the carcols and the carvariations file.
				</p>

				<p>
					The carcols set how the light look and work. From here its only exist in the GTA V database. The carvariations file, now assign the setting to your vehicle model.
				</p>

				<p>
					<strong>You can use your custom light setting for multiplie vehicle models! But only if you got this Addon or Replace installed.</strong>
				</p>

				<p>
					 
				</p>

				<p>
					This number is like the <strong>modtuning kit id</strong>, it should not already in use. So set your value to something rare if you will upload your mod.
				</p>

				<p>
					 
				</p>

				<p>
					<span style="font-size:18px;"><strong><span style="color:#ffff00;">Indicator</span> settings:</strong></span>
				</p>

				<pre class="ipsCode prettyprint lang-xml">


      &lt;indicator&gt; --- The main section of your indicators        &lt;intensity value="0.37500000"/&gt; --- Itensity change, how bright, and strong the light will be.        &lt;falloffMax value="2.50000000"/&gt; --- Test it yourself, its hard to explain. It will change how far the lights goes in each directions.        &lt;falloffExponent value="8.00000000"/&gt; -- Simular setting. Test it.        &lt;innerConeAngle value="45.00000000"/&gt; -- The light thats going to be drawn on the ground, got a inner cone and a outer cone        &lt;outerConeAngle value="90.00000000"/&gt; -- The outher cone will change how far the light will fall from the light pivot position to all sides. Lowering will make it more like a laser light if you know what i mean.        &lt;emmissiveBoost value="false"/&gt; -- It will affect the brightness multiplier, color and intensity of the corona. Its like EmissiveMultiplier        &lt;color value="0xFFFF8000"/&gt; -- Nothing much to say.. It changes the light color of your indicators. Some vehicles and sections block the change of colors. The color is written in HEX, just use <a href="https://www.webpagefx.com/web-design/color-picker/" rel="external nofollow">https://www.webpagefx.com/web-design/color-picker/</a> to get the HEX color. Make sure to paste it after 0xFF...         &lt;textureName/&gt; -- You will see later, it will change the type of light drawing texture. Watch the vanilla ones. There are many types.        &lt;mirrorTexture value="true"/&gt; -- I never really test it, but i think it will mirror the texture name texture we set.      &lt;/indicator&gt; --- Main indicator settings end here</pre>

				<pre class="ipsCode prettyprint lang-xml">


      &lt;rearIndicatorCorona&gt; -- The rear indicator detailed setting start here.        &lt;size value="0.70000000"/&gt; -- This will set the size of your corona when you near the vehicle        &lt;size_far value="7.00000000"/&gt; -- This will set the size of your corona when you look far away to the vehicle        &lt;intensity value="2.00000000"/&gt; -- This will change the corona itensity.        &lt;intensity_far value="9.00000000"/&gt; -- This will change the corona intensity when you are far away from the vehicle. Its like a LOD version of the corona.        &lt;color value="0x00000000"/&gt; -- This set the color of the corona        &lt;numCoronas value="1"/&gt; -- This will set how many coronas the rear indicators have. It will start multiplie them from the left and right side down from the pivot position.        &lt;distBetweenCoronas value="128"/&gt; -- This will change the distance between all coronas of the rear indicatos.         &lt;distBetweenCoronas_far value="255"/&gt; -- This will change the distance between all coronas of the rear indicatos when you see the vehicle far away from you.        &lt;xRotation value="0.00000000"/&gt; -- This set the rotation of the corona on the X axis. It will heavily affect if you have multi coronas        &lt;yRotation value="0.00000000"/&gt; -- This set the rotation of the corona on the Y axis. It will heavily affect if you have multi coronas        &lt;zRotation value="0.00000000"/&gt; -- This set the rotation of the corona on the Z axis. It will heavily affect if you have multi coronas        &lt;zBias value="0.25000000"/&gt; -- This set the bias of the distBetweenCoronas positioning. Changing this, is good for fine tuning.        &lt;pullCoronaIn value="false"/&gt; -- Allows to have 2 Coronas at the same position.      &lt;/rearIndicatorCorona&gt;      &lt;frontIndicatorCorona&gt; -- Now the pretty same thing goes to the fron indicator corona setting...        &lt;size value="0.00000000"/&gt;</pre>

				<p>
					Now you will know what to do with those next sections:
				</p>

				<pre class="ipsCode prettyprint lang-xml">


&lt;tailLight&gt;</pre>

				<pre class="ipsCode prettyprint lang-xml">


&lt;tailLightCorona&gt;</pre>

				<p>
					And so on.
				</p>

				<pre class="ipsCode prettyprint lang-xml">


&lt;tailLightMiddleCorona&gt;</pre>

				<p>
					This middle corona is very rare in use on vanilla cars. It still the settings for the middle corona if you use more than 1 corona on the taillights.
				</p>

				<p>
					 
				</p>

				<p>
					 
				</p>

				<p>
					If you set your headlights settings now:
				</p>

				<pre class="ipsCode prettyprint lang-xml">


&lt;headLight&gt;</pre>

				<p>
					then you will meet the light textures i mention before again
				</p>

				<pre class="ipsCode prettyprint lang-xml">


&lt;textureName&gt;VehicleLight_misc_squarelight&lt;/textureName&gt;</pre>

				<p>
					So in that case, here is a list of texture types you can test that found so far
				</p>

				<p>
					 
				</p>

				<p>
					 
				</p>

				<p>
					<span style="color:#ffa500;"><span style="font-size:24px;"><strong>Lighttexturenames:</strong></span></span>
				</p>

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&lt;textureName&gt;VehicleLight_car_LED1&lt;/textureName&gt;</pre>

						<pre class="ipsCode prettyprint lang-xml">



&lt;textureName&gt;VehicleLight_car_LED2&lt;/textureName&gt;</pre>

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&lt;textureName&gt;VehicleLight_car_standardmodern&lt;/textureName&gt;</pre>

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&lt;textureName&gt;VehicleLight_car_oldsquare&lt;/textureName&gt;</pre>

						<pre class="ipsCode prettyprint lang-xml">



&lt;textureName&gt;VehicleLight_car_antique&lt;/textureName&gt;</pre>

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&lt;textureName&gt;VehicleLight_car_standard70s&lt;/textureName&gt;</pre>

						<pre class="ipsCode prettyprint lang-xml">



&lt;textureName&gt;VehicleLight_car_utility&lt;/textureName&gt;</pre>

						<pre class="ipsCode prettyprint lang-xml">



&lt;textureName&gt;VehicleLight_bike_sport&lt;/textureName&gt;</pre>

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&lt;textureName&gt;VehicleLight_bike_sport&lt;/textureName&gt;</pre>

						<pre class="ipsCode prettyprint lang-xml">



&lt;textureName&gt;VehicleLight_bike_round&lt;/textureName&gt;</pre>

						<pre class="ipsCode prettyprint lang-xml">



&lt;textureName&gt;VehicleLight_bicycle&lt;/textureName&gt;</pre>

						<pre class="ipsCode prettyprint lang-xml">



&lt;textureName&gt;VehicleLight_misc_squarelight&lt;/textureName&gt;</pre>

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&lt;textureName&gt;VehicleLight_misc_searchlight&lt;/textureName&gt;</pre>

						<pre class="ipsCode prettyprint">



&lt;textureName&gt;VehicleLight_misc_searchlight2&lt;/textureName&gt;</pre>

						<pre class="ipsCode prettyprint">



&lt;textureName&gt;VehicleLight_sirenlight&lt;/textureName&gt;</pre>

						<p>
							 
						</p>
					</div>
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				<p>
					 
				</p>

				<p>
					 
				</p>

				<p>
					<strong>Btw.</strong> These texture names can you all find as textures in the graphics.ytd of the game. Maybe you can try other names as listed here if you want to do some crazy sh*it <img alt=":lol:" src="https://gtaforums.com/applications/core/interface/js/spacer.png" data-src=""></p>

				<p>
					 
				</p>

				<p>
					 
				</p>

				<p>
					Now after all that, we need to give our custom light settings <span style="color:#ffff00;">ID</span> a name. This name you might know now, is only in the carcols file important.
				</p>

				<pre class="ipsCode prettyprint lang-xml">


&lt;name&gt;ferrarienzo&lt;/name&gt;</pre>

				<p>
					Have fun with it <img alt=":lol:" src="https://gtaforums.com/applications/core/interface/js/spacer.png" data-src=""></p>

				<p>
					 
				</p>

				<p>
					 
				</p>
			</div>
		</div>

		<p>
			 
		</p>

		<p>
			 
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	WIKI Version:
</p>

<p>
	<a href="https://gtamods.com/wiki/Carcols.ymt#Lights" rel="external nofollow">https://gtamods.com/wiki/Carcols.ymt#Lights</a>
</p>

<p>
	<br><span style="font-size:18px;"><span style="font-size:14px;">I hope that helps you much better to create a vehicle mod for the future</span></span><br><br><span style="font-size:18px;"><span style="font-size:14px;">cheers</span></span><br><span style="font-size:18px;"><span style="font-size:14px;">MrGTAmodsgerman <img alt=":lol:" src="https://gtaforums.com/applications/core/interface/js/spacer.png" data-src=""></span></span>
</p>]]></description><guid isPermaLink="false">857958</guid><pubDate>Sat, 11 Jun 2016 22:30:38 +0000</pubDate></item><item><title>Ped Config Flags</title><link>https://gtaforums.com/topic/827579-ped-config-flags/</link><description><![CDATA[
<p>This thread is for all known ped config flags. If you find any, put them in here and we can make a big list for everyone to use.</p>
<p> </p>
<p>You can set the config flags by applying the value and the bool to a ped.</p>
<p> </p>
<pre class="ipsCode prettyprint lang-auto">SET_PED_CONFIG_FLAG, ped, flag, bool</pre>You can also reset the config flag. The bool is always true if you want to reset it, no point in using false.<p> </p>
<pre class="ipsCode prettyprint lang-auto">SET_PED_RESET_FLAG, ped, flag, true</pre>Lastly, you can check if a ped is doing a config flag. The bool is always set to true.<p> </p>
<pre class="ipsCode prettyprint lang-auto">GET_PED_CONFIG_FLAG, ped, flag, true</pre>List of known ped config flags:<p> </p>
<pre class="ipsCode prettyprint lang-auto">32 - Cannot fly out of vehicle (seat belt)52 - No collision71 - Dead?78 - Returns if ped is aiming/shooting gun166 - Pedestrian injured limp187 - Makes pedestrian injured (holding stomach) while in combat with pistol</pre>Example of 187 flag when set to true<p> </p>
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<p><img src="https://gtaforums.com/applications/core/interface/js/spacer.png" alt="59NLbWd.jpg" data-src="http://i.imgur.com/59NLbWd.jpg"></p>
<p> </p>
</div>
</div>
<p> </p>
]]></description><guid isPermaLink="false">827579</guid><pubDate>Thu, 29 Oct 2015 17:36:36 +0000</pubDate></item><item><title>GTA V Save file documentation</title><link>https://gtaforums.com/topic/931381-gta-v-save-file-documentation/</link><description><![CDATA[<p>
	I've been searching for days on various forums and finally figured if the gtaforums wiki didn't have it, it wouldn't be easy to find. It's obviously out there with the tools to use it, but it's not documented. 
</p>

<p>
	 
</p>

<p>
	My primary interest for doing so is I still play on Xbox 360. In depth documentation of the GTA:SA and GTA:IV save files let me make saves that functioned as well as minor mods. 
</p>

<p>
	 
</p>

<p>
	So, what's out there?
</p>]]></description><guid isPermaLink="false">931381</guid><pubDate>Sun, 07 Jul 2019 22:15:32 +0000</pubDate></item><item><title>[AI Task] Ped Pickup Nearest Weapon</title><link>https://gtaforums.com/topic/827209-ai-task-ped-pickup-nearest-weapon/</link><description><![CDATA[
<p>Hello all, I made a new AI task you can include in your scripts or play around with. It makes the pedestrian pickup a nearest weapon of the type you choose.</p>
<pre class="ipsCode prettyprint">    void PedPickupNearestWeapon(Ped ped)    {        Prop NearestWeapon = Function.Call&lt;Prop&gt;(Hash.GET_CLOSEST_OBJECT_OF_TYPE, ped.Position.X, ped.Position.Y, ped.Position.Z, 7f, Function.Call&lt;int&gt;(Hash.GET_HASH_KEY, "w_pi_pistol"), 0, 0, 0);        if (NearestWeapon != null &amp;&amp; NearestWeapon.Exists() &amp;&amp; ped.Weapons.Current.Hash.Equals(WeaponHash.Unarmed))        {            ped.Task.ClearAllImmediately();            ped.Weapons.RemoveAll();            TaskSequence PedPickupWeapon = new TaskSequence();            PedPickupWeapon.AddTask.RunTo(NearestWeapon.Position);            PedPickupWeapon.AddTask.PlayAnimation("pickup_object", "pickup_low", 8f, -1, false, 0f);            PedPickupWeapon.Close();            ped.Task.PerformSequence(PedPickupWeapon);            Script.Wait(750);            NearestWeapon.Delete();            NearestWeapon = null;            ped.Weapons.Give(WeaponHash.Pistol, 9999, true, true);        }    }</pre>
<p>It makes the pedestrian look for a nearby dropped pistol from another dead ped or whatever and he runs to to it and picks it up with an animation. You can look for other weapon props and change it.</p>
]]></description><guid isPermaLink="false">827209</guid><pubDate>Tue, 27 Oct 2015 18:21:38 +0000</pubDate></item><item><title>CHandlingData in memory</title><link>https://gtaforums.com/topic/869574-chandlingdata-in-memory/</link><description><![CDATA[
<p>So I'm making a realtime handling editor and I thought this could be useful. Mainly that CHandlingData somewhat is completely represented in memory. Found the following thing on Google: <a href="http://www.unknowncheats.me/forum/1229279-post294.html" rel="external nofollow">http://www.unknowncheats.me/forum/1229279-post294.html</a>. Decided to completely check it and finish it.</p>
<p> </p>
<p>Pointer to struct @ Vehicle+0x830 (b791_2)</p>
<p> </p>
<p>Offsets within CHandlingData:</p>
<p> </p>
<p> </p>
<pre class="ipsCode prettyprint lang-auto">const struct HandlingOffset {	DWORD dwHandlingNameHash = 0x0008;	int fMass = 0x000C;	int fInitialDragCoeff = 0x0010;	// 0x0014	// 0x0018	// 0x001C	vecOffset vecCentreOfMass = {		0x0020,		0x0024,		0x0028};	// 0x002C	vecOffset vecInertiaMultiplier = {		0x0030,		0x0034,		0x0038};	// 0x003C	int fPercentSubmerged = 0x0040;	int fSubmergedRatio = 0x0044;	int fDriveBiasFront = 0x0048;	int fDriveBiasRear = 0x004C;	uint8_t nInitialDriveGears = 0x0050;	int fDriveInertia = 0x0054;	int fClutchChangeRateScaleUpShift = 0x0058;	int fClutchChangeRateScaleDownShift = 0x005C;	int fInitialDriveForce = 0x0060;	int fDriveMaxFlatVel = 0x0064;	int fInitialDriveMaxFlatVel = 0x0068;	int fBrakeForce = 0x006C;	// 0x0070	int fBrakeBiasFront = 0x0074;	int fBrakeBiasRear = 0x0078;	int fHandBrakeForce = 0x007C;	int fSteeringLock = 0x0080;	int fSteeringLockRatio = 0x0084;	int fTractionCurveMax = 0x0088;	int fTractionCurveMaxRatio = 0x008C;	int fTractionCurveMin = 0x0090;	int fTractionCurveRatio = 0x0094;	int fTractionCurveLateral = 0x0098;	int fTractionCurveLateralRatio = 0x009C;	int fTractionSpringDeltaMax = 0x00A0;	int fTractionSpringDeltaMaxRatio = 0x00A4;	int fLowSpeedTractionLossMult = 0x00A8;	int fCamberStiffness = 0x00AC;	int fTractionBiasFront = 0x00B0;	int fTractionBiasRear = 0x00B4;	int fTractionLossMult = 0x00B8;	int fSuspensionForce = 0x00BC;	int fSuspensionCompDamp = 0x00C0;	int fSuspensionReboundDamp = 0x00C4;	int fSuspensionUpperLimit = 0x00C8;	int fSuspensionLowerLimit = 0x00CC;	int fSuspensionRaise = 0x00D0;	int fSuspensionBiasFront = 0x00D4;	int fSuspensionBiasRear = 0x00D8;	int fAntiRollBarForce = 0x00DC;	int fAntiRollBarBiasFront = 0x00E0;	int fAntiRollBarBiasRear = 0x00E4;	int fRollCentreHeightFront = 0x00E8;	int fRollCentreHeightRear = 0x00EC;	int fCollisionDamageMult = 0x00F0;	int fWeaponDamageMult = 0x00F4;	int fDeformationDamageMult = 0x00F8;	int fEngineDamageMult = 0x00FC;	int fPetrolTankVolume = 0x0100;	int fOilVolume = 0x0104;	// 0x0108	int fSeatOffsetDistX = 0x010C;	int fSeatOffsetDistY = 0x0110;	int fSeatOffsetDistZ = 0x0114;	int nMonetaryValue = 0x0118;	DWORD dwStrModelFlags = 0x011C;	DWORD dwStrHandlingFlags = 0x0120;	DWORD dwStrDamageFlags = 0x0124;	DWORD dwAIHandlingHash = 0x0134;} hOffsets = {};</pre>Offsets with // VERIFIED behind them are all manually verified by me. (I re-checked all of the UnknownCheats post, since a few seemed to be off). Comments indicate how the value in handling.meta translates to the value in memory, if needed. This is useful/essential to get the correct balance.<p>*BiasFront in the handling.meta have these matching pairs.</p>
<p> </p>
<p>Steering lock appears to be in radians for the inner wheel, while handling.meta uses degrees.</p>
<p> </p>
<p>Handling editor can be seen here:</p>
<p><a href="https://github.com/E66666666/GTAVHandlingEditor/" rel="external nofollow">https://github.com/E66666666/GTAVHandlingEditor/</a></p>
<p> </p>
<p>I haven't finished the part where everything is read and written yet and I'm trying to find a less stupid way of doing this, but the offsets should all work if you plug them in the correct conversion method (if needed).</p>
<p> </p>
<p>Update: Fixed a few offsets.</p>
<p> </p>
<p>Final update:</p>
<p><a href="https://github.com/E66666666/GTAVHandlingEditor" rel="external nofollow">Handling editor</a> is released. Take it as a demo, or something.</p>
<p> </p>
<p>Update - Turns out leftas completely reversed the class before. Updated the struct with offsets.</p>
]]></description><guid isPermaLink="false">869574</guid><pubDate>Sun, 02 Oct 2016 18:05:58 +0000</pubDate></item><item><title>Animation flags</title><link>https://gtaforums.com/topic/829143-animation-flags/</link><description><![CDATA[
<p>AI::TASK_PLAY_ANIM has an animationFlag parameter. This is binary based, the same way as the driving style is (ref <a href="" rel="">http://gtaforums.com/topic/822314-guide-driving-styles/). </a></p>
<p> </p>
<p>The flags has been tested on a task sequence with multiple animations</p>
<p>AI::TASK_PLAY_ANIM(0, animLibrary, animName, 8.0f, -8.0f, duration, animationFlag, 8.0f, 0, 0, 0);</p>
<p> </p>
<p>(duration has been found through ENTITY::GET_ENTITY_ANIM_TOTAL_TIME)</p>
<pre class="ipsCode prettyprint">FLAG ENABLED - CONVERTED INTEGER - DESCRIPTION00000000000000000000000000000001 - 1 - Must be set if you provide duration to TASK_PLAY_ANIM00000000000000000000000000000010 - 2 - ?00000000000000000000000000000100 - 4 - ?00000000000000000000000000001000 - 8 - ?00000000000000000000000000010000 - 16 - Only upper body animation00000000000000000000000000100000 - 32 - Allow control of player (used in combination with 16).(if you have task sequence of animations, this seems to play only the first animation)00000000000000000000000001000000 - 64 - ?00000000000000000000000010000000 - 128 - Stop animation if player moves00000000000000000000000100000000 - 256 - Inverted #1 (invertion of animation?)00000000000000000000001000000000 - 512 - Feet slide slight, could it be a camera animation?00000000000000000000010000000000 - 1024 - ?00000000000000000000100000000000 - 2048 - ?00000000000000000001000000000000 - 4096 - ?00000000000000000010000000000000 - 8192 - Inverted #2 (arms appear to be inverted)00000000000000000100000000000000 - 16384 - ?00000000000000001000000000000000 - 32768 - ?00000000000000010000000000000000 - 65536 - ?00000000000000100000000000000000 - 131072 - ?00000000000001000000000000000000 - 262144 - ? Used in some scripts</pre>
]]></description><guid isPermaLink="false">829143</guid><pubDate>Mon, 09 Nov 2015 19:22:10 +0000</pubDate></item><item><title>Bunker IPLs</title><link>https://gtaforums.com/topic/890974-bunker-ipls/</link><description><![CDATA[
<p>Found this in the latest scripts inside "am_mp_bunker.c" from line 109555 to 109590 from <a href="https://www.chiliadmystery.guru/gtav-scripts" rel="external nofollow">https://www.chiliadmystery.guru/gtav-scripts</a> :</p>
<pre class="ipsCode prettyprint">if ((GAMEPLAY::GET_FRAME_COUNT() % 2) == 0){    if (!STREAMING::IS_NEW_LOAD_SCENE_ACTIVE())    {        iVar0 = 0;        while (iVar0 &lt; 12)        {            if (iVar0 != 8)            {                StringCopy(&amp;cVar1, "GR_case", 24);                StringIntConCat(&amp;cVar1, iVar0, 24);                StringConCat(&amp;cVar1, "_BunkerClosed", 24);                if (NETWORK::NETWORK_IS_ACTIVITY_SESSION())                {                    if (STREAMING::IS_IPL_ACTIVE(&amp;cVar1))                    {                        STREAMING::REMOVE_IPL(&amp;cVar1);                    }                    else if (GAMEPLAY::IS_BIT_SET(Global_2434604.f_3755, iVar0))                    {                        GAMEPLAY::CLEAR_BIT(&amp;(Global_2434604.f_3755), iVar0);                    }                }                else if (!STREAMING::IS_IPL_ACTIVE(&amp;cVar1))                {                    STREAMING::REQUEST_IPL(&amp;cVar1);                }                else if (!GAMEPLAY::IS_BIT_SET(Global_2434604.f_3755, iVar0))                {                    GAMEPLAY::SET_BIT(&amp;(Global_2434604.f_3755), iVar0);                }            }            iVar0++;        }    }}</pre>
<div>
<p>Works like this:</p>
<ul><li>Set a variable "iVar0" to 0</li>
<li>while "iVar0" is below 12</li>
<li>
</li><li>- if "iVar0" is not 8</li>
<li>- Copy "GR_case" into "cVar1"</li>
<li>- Copy "iVar0" into "cVar1"</li>
<li>- Copy "_BunkerClosed" into "cVar1"</li>
<li> </li>
<li>- if IPL "cVar1" is active</li>
<li>- - Unload "cVar1" IPL</li>
<li> </li>
<li>- else</li>
<li>- - Load "cVar1" IPL</li>
</ul><p> </p>
<p>C# (loading)</p>
<pre class="ipsCode prettyprint">Function.Call(Hash._ENABLE_MP_DLC_MAPS, true);Function.Call(Hash._LOAD_MP_DLC_MAPS);for (int i = 0; i &lt; 12; i++){	string bunkerIPL = "GR_case" + i + "_BunkerClosed";	if (!Function.Call&lt;bool&gt;(Hash.IS_IPL_ACTIVE, bunkerIPL))	{		if (i != 8)		{			Function.Call(Hash.REQUEST_IPL, bunkerIPL);		}	}}if (!Function.Call&lt;bool&gt;(Hash.IS_IPL_ACTIVE, "DLC_GR_Bunker_Interior")){	Function.Call(Hash.REQUEST_IPL, "DLC_GR_Bunker_Interior");}</pre>
<p>C# (unloading)</p>
<pre class="ipsCode prettyprint">Function.Call(Hash._ENABLE_MP_DLC_MAPS, false);Function.Call(Hash._UNLOAD_MP_DLC_MAPS);for (int i = 0; i &lt; 12; i++){    string bunkerIPL = "GR_case" + i + "_BunkerClosed";    if (Function.Call&lt;bool&gt;(Hash.IS_IPL_ACTIVE, bunkerIPL))    {        if (i != 8)        {            Function.Call(Hash.REMOVE_IPL, bunkerIPL);        }    }}if (Function.Call&lt;bool&gt;(Hash.IS_IPL_ACTIVE, "DLC_GR_Bunker_Interior")){    Function.Call(Hash.REMOVE_IPL, "DLC_GR_Bunker_Interior");}</pre>
<p>Could someone make a C++ version of this ^?</p>
<p> </p>
</div>
<p> </p>
<p>IPL list as strings:</p>
<pre class="ipsCode prettyprint">Exteriors:"GR_case0_BunkerClosed""GR_case1_BunkerClosed""GR_case2_BunkerClosed""GR_case3_BunkerClosed""GR_case4_BunkerClosed""GR_case5_BunkerClosed""GR_case6_BunkerClosed""GR_case7_BunkerClosed""GR_case9_BunkerClosed""GR_case10_BunkerClosed""GR_case11_BunkerClosed""GR_case12_BunkerClosed"Interior:"DLC_GR_Bunker_Interior"</pre>
]]></description><guid isPermaLink="false">890974</guid><pubDate>Sun, 02 Jul 2017 15:04:47 +0000</pubDate></item><item><title>RPF 7/8</title><link>https://gtaforums.com/topic/917813-rpf-78/</link><description><![CDATA[
<p>
	I'm currently looking into RPF 7 and 8.<br />
	RPF 8 is the latest version used by the RDR Companion app and RPF7 is the version used by GTA V.
</p>

<p>
	<br />
	RPF 7 is implemented into OpenIV, but only poorly documentated to the public.
</p>

<p>
	 
</p>

<p>
	I already worked a bit on a file explorer for RPF 6 in the past. My goal is to write a little tool that can export the content out of RPF 8 archives.<br /><br />
	RPF consists of a info block, a TOC block and a data block.
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	My documentation so far:
</p>

<p>
	<br />
	The first four bytes (called magic) always hold the version of the file format ("<strong>7FPR</strong>" / "<strong>8FPR</strong>"). That's not hard to understand.<br /><br />
	The next four bytes seem to hold the <strong>amount of filesystem entries + 1</strong> as an <em>unsigned short</em>. I can only guess, but it seems that the root directory counts too. So the minimum value would be <strong>one</strong> and the maximum value <strong>65535</strong>. This could explain why there are so many different x64 RPFs: One RPF can only hold <strong>65535</strong> files <strong>or</strong> folders.<br /><br /><br /><br />
	I'm aware that this is not much, but it's better than nothing. Maybe some experienced modders can help improving my doc. Am now back looking at my Hex editor and trying to understand how RPF7 works. Will update this post once I found out something else (maybe in 10 minutes haha).
</p>
]]></description><guid isPermaLink="false">917813</guid><pubDate>Mon, 29 Oct 2018 13:32:07 +0000</pubDate></item><item><title>Changing Ped clothes and attaching Props to Ped via Scripts.</title><link>https://gtaforums.com/topic/808513-changing-ped-clothes-and-attaching-props-to-ped-via-scripts/</link><description><![CDATA[
<p>I wanted to change Ped's clothes to a certain outfit. So i did some research on it, and here's what i found out.</p>
<p> </p>
<p>First of let's look at function to change the clothes.</p>
<pre class="ipsCode prettyprint">void SET_PED_COMPONENT_VARIATION(Ped ped, int componentId, int drawableId, int textureId, int paletteId) </pre>
<p> Where</p>
<p>Ped - is the ped you want to set the outfit.</p>
<p>ComponentId - Is the ID of the part of the body.</p>
<p>DrawableID - Is the ID of the cloth you want to set.</p>
<p>TextureID - Is the ID of the variation of the cloth. (Variation in the sense of color)</p>
<p>PalleteID - Can be set as 2 or you use  (<span style="font-family:consolas, 'courier new', courier, monospace;font-size:10pt;color:rgb(43,145,175);">int</span><span style="font-family:consolas, 'courier new', courier, monospace;font-size:10pt;"> GET_PED_PALETTE_VARIATION(</span><span style="font-family:consolas, 'courier new', courier, monospace;font-size:10pt;color:rgb(43,145,175);">Ped</span><span style="font-family:consolas, 'courier new', courier, monospace;font-size:10pt;"> </span><span style="font-family:consolas, 'courier new', courier, monospace;font-size:10pt;color:rgb(128,128,128);">ped</span><span style="font-family:consolas, 'courier new', courier, monospace;font-size:10pt;">, </span><span style="font-family:consolas, 'courier new', courier, monospace;font-size:10pt;color:rgb(43,145,175);">int</span><span style="font-family:consolas, 'courier new', courier, monospace;font-size:10pt;"> </span><span style="font-family:consolas, 'courier new', courier, monospace;font-size:10pt;color:rgb(128,128,128);">componentId</span><span style="font-family:consolas, 'courier new', courier, monospace;font-size:10pt;">))</span></p>
<blockquote data-ipsquote="" class="ipsQuote"><div>
<p> </p>
<p>ComponentID's</p>
<p> </p>
<span style="color:rgb(0,0,0);font-family:tahoma, verdana, sans;">0 FACE</span><br /><span style="color:rgb(0,0,0);font-family:tahoma, verdana, sans;">1 BEARD</span><br /><span style="color:rgb(0,0,0);font-family:tahoma, verdana, sans;">2 HAIRCUT</span><br /><span style="color:rgb(0,0,0);font-family:tahoma, verdana, sans;">3 SHIRT</span><br /><span style="color:rgb(0,0,0);font-family:tahoma, verdana, sans;">4 PANTS</span><br /><span style="color:rgb(0,0,0);font-family:tahoma, verdana, sans;">5 Hands / Gloves</span><br /><span style="color:rgb(0,0,0);font-family:tahoma, verdana, sans;">6 SHOES</span><br /><span style="color:rgb(0,0,0);font-family:tahoma, verdana, sans;">7 Eyes</span><br /><span style="color:rgb(0,0,0);font-family:tahoma, verdana, sans;">8 Accessories</span><br /><span style="color:rgb(0,0,0);font-family:tahoma, verdana, sans;">9 Mission Items/Tasks</span><br /><span style="color:rgb(0,0,0);font-family:tahoma, verdana, sans;">10 Decals</span><br /><span style="color:rgb(0,0,0);font-family:tahoma, verdana, sans;">11 Collars and Inner Shirts</span>
</div></blockquote>
<p> </p>
<p> </p>
<p>TextureIds are defined as a...b..c..d</p>
<p>So for ease use this</p>
<blockquote data-ipsquote="" class="ipsQuote"><div>
<p> </p>
<p>a=0 b=1 c=2 d=3 e=4 f=5 g=6 h=7 i=8 j=9 k=10 l=11 m=12 n=13 o=14 p=15 q=16 r=17 s=18 t=19 u=20 v=21 w=22 x=23 y=24 z=25</p>
</div></blockquote>
<p> </p>
<p>Make a point that each ped has a different set of clothes variations which can be found at.</p>
<p> </p>
<blockquote data-ipsquote="" class="ipsQuote"><div>
<p> </p>
<p> </p>
<span style="color:#ffffff;"><span style="font-family:'Helvetica Neue', Helvetica, Arial, sans-serif;">Grand Theft Auto V\x64v.rpf\models\cdimages\</span></span>
</div></blockquote>
<p> </p>
<p>Now let's look at an example</p>
<p> </p>
<p>Let say we want to change the shirt of Michael.</p>
<p>We can find the variations for Michael at</p>
<blockquote data-ipsquote="" class="ipsQuote"><div>
<p> </p>
<p> </p>
<span style="color:#ffffff;"><span style="font-family:'Helvetica Neue', Helvetica, Arial, sans-serif;">Grand Theft Auto V\x64v.rpf\models\cdimages\streamedpeds_players.rpf\player_zero</span></span>
</div></blockquote>
<p> </p>
<p>Now let's take a look at a Shirt Texture .</p>
<p>uppr_diff_000_a</p>
<p> </p>
<p>Now this has 3 parts :-</p>
<p>uppr_diff = Stands for Shirt/T Shirt</p>
<p>000  = Stands for the Shirt/T Shirt Texture or Type.</p>
<p>a = Stands for the color variation.</p>
<p> </p>
<p>For setting this as a  current shirt for Michael use</p>
<pre class="ipsCode prettyprint">SET_PED_COMPONENT_VARIATION(player, 3, 0, 0, 2) ;</pre>
<p>Now for setting Props.</p>
<p>Props are Helmets, bluetooth earsets , sunglasses, headphones etc.</p>
<p> </p>
<p>For setting Props to Ped use this</p>
<pre class="ipsCode prettyprint">void SET_PED_PROP_INDEX(Ped ped, int componentId, int drawableId, int TextureId, int paletteId) </pre>
<p>Where</p>
<p>Ped is the Ped you want to set prop for</p>
<p>Component ID is the Part of the head.</p>
<p>Drawable ID is the  component you want to set (Sunglasses,Different types of helmet Helmets,etc)</p>
<p>Texture ID is the variations for the component (Like color)</p>
<p>PaletteID can be set as 2 or use (<span style="font-family:consolas, 'courier new', courier, monospace;font-size:10pt;color:rgb(43,145,175);">int</span><span style="font-family:consolas, 'courier new', courier, monospace;font-size:10pt;"> GET_PED_PALETTE_VARIATION(</span><span style="font-family:consolas, 'courier new', courier, monospace;font-size:10pt;color:rgb(43,145,175);">Ped</span><span style="font-family:consolas, 'courier new', courier, monospace;font-size:10pt;"> </span><span style="font-family:consolas, 'courier new', courier, monospace;font-size:10pt;color:rgb(128,128,128);">ped</span><span style="font-family:consolas, 'courier new', courier, monospace;font-size:10pt;">, </span><span style="font-family:consolas, 'courier new', courier, monospace;font-size:10pt;color:rgb(43,145,175);">int</span><span style="font-family:consolas, 'courier new', courier, monospace;font-size:10pt;"> </span><span style="font-family:consolas, 'courier new', courier, monospace;font-size:10pt;color:rgb(128,128,128);">componentId</span><span style="font-family:consolas, 'courier new', courier, monospace;font-size:10pt;">))</span></p>
<p> </p>
<p> </p>
<blockquote data-ipsquote="" class="ipsQuote"><div>
<p> </p>
<p>Prop Component IDs</p>
<p>0 = Head Props</p>
<p>1 =  Eye Props</p>
<p>2 =  Ear Props</p>
</div></blockquote>
<p> </p>
<p>Make a point that each ped has a different set of Prop variations which can be found at.</p>
<p> </p>
<blockquote data-ipsquote="" class="ipsQuote"><div>
<p> </p>
<p> </p>
<span style="color:#ffffff;"><span style="font-family:'Helvetica Neue', Helvetica, Arial, sans-serif;">Grand Theft Auto V\x64v.rpf\models\cdimages\</span></span><span style="font-family:'Helvetica Neue', Helvetica, Arial, sans-serif;"><span style="color:#ff0000;">streamedpedsprops.rpf</span></span>
</div></blockquote>
<p> </p>
<p>Let's look at a helmet Prop .</p>
<p>p_head_diff_000_e</p>
<p>Now this has 3 parts :-</p>
<p>head_diff = Stands for Props that can be wore as a hat or headphone.Basically on the head</p>
<p>000  = Stands for the Helmet/ Headphone Texture or Type.</p>
<p>e = Stands for the color variation.</p>
<div> </div>
<div>For setting this Prop to ped use </div>
<div><pre class="ipsCode prettyprint">SET_PED_PROP_INDEX(player, 0, 0, 4,2); </pre></div>
<div><div>Hope This Helps! </div></div>
]]></description><guid isPermaLink="false">808513</guid><pubDate>Wed, 15 Jul 2015 15:15:49 +0000</pubDate></item><item><title>Grand Theft Auto V GPU And Software Render Configuraton (MOD) 1.0</title><link>https://gtaforums.com/topic/919119-grand-theft-auto-v-gpu-and-software-render-configuraton-mod-10/</link><description><![CDATA[
<h1>
	Grand Theft Auto V GPU And Software Render Configuraton (MOD) <span>1.0</span>
</h1>

<p>
	<span>WHo Are 1GB GPU And Perfect CPU They Can Use This Mod.... See This Description:-</span>
</p>

<p>
	 
</p>

<p>
	<span style="padding-bottom:0px;">First Of All Make Copy To Files :- 1.GTA 5 (GPU) And 2.GTA 5 (Software Renderer).<br /><br />
	Make Copy To Files To Your's GTA 5 Folder (NOTE:- U Must Search Of Your Graphics Card If U Have AMD GPU And Open AMD GPU Or If You Have NVIDIA GPU Open NVIDIA GPU)<br /><br />
	And Search Ex:- If U Have AMD Radeon HD 6850 So Open That Folder And Make Copy ( GTA 5 GPU Registration key And GTA 5 (Software Renderer) Registration Key). Ok.<br /><br />
	And When Paste It On GTA 5 Game Folder And You Have To Open That Files At Once And Click yes And Again yes And Then ok.<br /><br />
	And Then Restart Your PC/Laptop. Ok. And Open Your's GTA V Game And Enjoy. Note:- This Mod Can Increase Your Game Performance Maybe FPS Also. So If U Have 1GB Of<br /><br />
	VRAM So The System Will Automatically Change To Software Render And If U Have 4GB Of VRAM So The System Will Automatically Change To GPU. So Don't Worry If U<br /><br />
	Wrong This Mod Didnot Harm To Your's PC And Game. So This GPU Registration Key Uses 70% Of GPU And 30% Of CPU. So This Software Renderer Registration Key Uses Who have 512 Of VRAM. Or 1Gb Of VRam This Key Uses 80% Of CPU Which Have Good CPU Like Quad Core (2.4GHz) Or Dual Core (3.4GHz) And 20% Of GPU.I Promise You. </span><br />
	=====================<br />
	Supported Graphics Card Only<br />
	=====================<br /><br />
	1.AMD Radeon HD 6850<br /><br />
	2.AMD Radeon HD 7750<br /><br />
	3.AMD Radeon HD 7770<br /><br />
	4.AMD Radeon HD 7990<br /><br />
	5.AMD Radeon Pro Duo<br /><br />
	6.AMD Radeon R5 M330<br /><br />
	7.AMD Radeon R7 260X<br /><br />
	8.AMD Radeon R9 295X2<br /><br />
	9.AMD Radeon R9 Fury<br /><br />
	10.AMD Radeon R9 Fury X<br /><br />
	11.AMD Radeon RX 550<br /><br />
	12.AMD Radeon RX Vega 56<br /><br />
	13.AMD Radeon RX Vega 64<br /><br />
	14.AMD Radeon RX Vega 64 Liquid<br /><br />
	15.AMD Radeon Vega Frontier Edition<br /><br />
	16.NVIDIA GeForce 9500 GT<br /><br />
	17.NVIDIA GeForce GT 1030<br /><br />
	18.NVIDIA GeForce GTX 470<br /><br />
	19.NVIDIA GeForce GTX 560 Ti<br /><br />
	20.NVIDIA GeForce GTX 570<br /><br />
	21.NVIDIA GeForce GTX 650<br /><br />
	22.NVIDIA GeForce GTX 670M<br /><br />
	23.NVIDIA GeForce GTX 745<br /><br />
	24.NVIDIA GeForce GTX 960M<br /><br />
	25.NVIDIA GeForce GTX 980 Ti<br /><br />
	26.NVIDIA GeForce GTX 1070 Ti           <br /><br />
	27.NVIDIA GeForce GTX 1080<br /><br />
	28.NVIDIA GeForce GTX Titan Z<br /><br />
	29.NVIDIA GeForce MX150<br /><br />
	30.NVIDIA GTX TITAN X<br /><br />
	31.NVIDIA Quadro M1000M<br /><br />
	32.NVIDIA Quadro P5000 . Thanks. To Downlaod This Mod:- <a href="https://www.gta5-mods.com/tools/grand-theft-auto-v-gpu-and-software-render-configuraton-mod" rel="external nofollow">https://www.gta5-mods.com/tools/grand-theft-auto-v-gpu-and-software-render-configuraton-mod</a>
</p>

<p>
	Note:- U Can't Downlaod This Mod in www.gta-5mods.com because they don't allow registry keys. Thanks.
</p>
]]></description><guid isPermaLink="false">919119</guid><pubDate>Sun, 11 Nov 2018 03:03:48 +0000</pubDate></item></channel></rss>
