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[IV|REL] Simple Trainer for GTAIV


sjaak327
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Edit: did you by any chance had a parachute on ?

 

I know already that the always god mode (and any other godmode) fails with the parachute, but without a parachute it works perfectly fine for me.

I was wearing a parachute yeah

 

I can survive falls just fine if I have special god mode on (not sure if that actually changes anything) and heaps of health, i jumped off the rotterdam tower and went into freefalling, didn't open my parachute and slammed into the ground just fine. Player model was dwayne, don't know if that's relevant. I did lose about 1500 health though, but didn't have the wierd almost-death that i had last time

 

Is it possible to get that fixed? It's annoying losing most of my health when my legs crunch when i'm landing a parachute

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Thank you sjaak327 and everyone contributing to this great trainer smile.gif

 

 

1. Save anywhere: Instead of prompting you must be Niko to save, is it possible to auto change character to Niko temperately then save, then change it back when done?

 

2. Is it possible to disable all cutscene animation so I can always play as other characters?

 

3. Is it possible to tweak car weight so I can smash other cars on the road?

 

4. Is is possible to spawn a bodyguard on vehicles and following me, just like Johnny and his gang?

 

5. Why spawned drivers won't fly a chopper?

 

6. Can I get on police's chopper as a passenger so I can shoot using a sniper while on a chopper? That would be so much fun.

 

7. Is is possible to tigger Bahama Mama and auto load dancers?

 

8. If #7 is possible, is it difficult to port dance minigame to Bahama Mama dance floor?

 

9. Is it possible to add nitro to cars like in the one in races?

Edited by est
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Edit: did you by any chance had a parachute on ?

 

I know already that the always god mode (and any other godmode) fails with the parachute, but without a parachute it works perfectly fine for me.

I was wearing a parachute yeah

 

I can survive falls just fine if I have special god mode on (not sure if that actually changes anything) and heaps of health, i jumped off the rotterdam tower and went into freefalling, didn't open my parachute and slammed into the ground just fine. Player model was dwayne, don't know if that's relevant. I did lose about 1500 health though, but didn't have the wierd almost-death that i had last time

 

Is it possible to get that fixed? It's annoying losing most of my health when my legs crunch when i'm landing a parachute

Hmm, there are two godmodes, one (always god mode) simply sets the char invincible. I am surprised you can die with this godmode, but you have to be aware that this godmode is IV's godmode, R introduced the Parachute in TBOGT that apparently overrides the fact that the char wearing the para is invincible.

 

The special godmode is certainly different, in that it doesn't set the char invinsible, that way the player can ragdoll when an explosion occurs for instance. This is done by making sure the char's health never goes below around 500. This works for all damage. Apparently to survive a para fall, it needs to be set to 1500, trouble is, setting health above 500 looses the player melee capibilties. Now to "fix" this (remember the code is from way before the para was introduced), I need to see what R does with the para script. Unfortunately I cannot currently read the game's scripts. Also I am certain there are new native commands introduced in TBOGT, I cannot use these with the scripthook, as they need to be added to the hook. (hasn't been done yet).

 

So to fix this now, is probably going to be hard if not impossible. (lack of information + natives I might need, I cannot use as the hook don't support these). The easy fix is to make sure you deploy your para before you hit the ground smile.gif

 

 

@est

 

 

1) Yes that is possible, however, you might as well press F9 and change to player yourself.

 

2) No, the script missions are run by the game, I could try to cancel the cutscenes, but that would mean I need to cancel them for 80 mission on IV, and around 25 on boht TBOGT and TLAD, (read I do have a life). Furthermore, it's not only cutscenes on which the possiblity to crash the game exist.

 

3) Not without editing handling.dat

 

4) Yes that would be possible, however I already said I ain't going to include this, now if I will be able to read the TLAD scripts, and if the code to achieve this is easy to implement in the massive code that is this trainer, then I will consider it.

 

5) because they are drivers not helicopter pilots. I tried to make peds fly helicopters by issuing them specific heli instructions, but the AI is so bad I decided not to include it.

 

6) probably not, as getclosetvehicle, doesn't return police vehicles.

 

7) from the scripts I was able to read (kind of, by using search to get natives), the bahama mama's script will only run if tony6 mission is running. So you could do:

 

1 start boulevard baby mission, using either the phone (completed main story) or using the mission select menu in trainer).

2 skip or watch the cutscene (up to you)

3 teleport to outside the BHM club (F10+num 4), the club will be opened, proceed downstairs, by the time you have reached downstairs, the mission will be cancelled (you left tony behind message), but the club remains open, en peds are inside.

 

8) again, once I can normally read the scripts, I'm sure it might be fairly easy to introduce dancing and drinking in BHM, provided that the code to achieve this isn't massive.

 

9) I don't see why not, but again, I cannot properly read the game scripts at the moment, so for now it's not possible.

 

I do want to point out, that a NOS mod already exist for IV, it will probably run just fine in TBOGT as well.

 

 

 

 

 

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M14a-Mclaren

Is there a way to disable keyboard short cuts for trainer features? I prefer to just bring up the menu, they keep messing up the way I have mapped the controls on my keyboard. Looks through the options but couldn't see it, unless I missed it.

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Is there a way to disable keyboard short cuts for trainer features? I prefer to just bring up the menu, they keep messing up the way I have mapped the controls on my keyboard. Looks through the options but couldn't see it, unless I missed it.

Yep you missed it. options menu page first page, right column, around half way, enable/disable keys. Once enabled, go to second option menu page, and choose save settings to trainer.ini, this way not only are the keys disabled in your current game session, but the next time you start the game, the keys won't be binded anymore (except the menu keys ).

Edited by sjaak327
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Always god mode works fine Sjaak no need to mess with it i tried it out in different ways in TLAD and TBOGT wink.gif and did you see my request sjaak ?

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Hey,

 

Thanks for new version, but that is one thing that I would add to it - clothes. Could you add an option in .ini to define amount of player clothes? I used the player_p from componentpeds from IV to TBoGT and the glasses and hats works ok since 5.6 came out. So it would be great if we could customize it in our .ini, it could also make possible adding new clothes to game (like creating new files in playerped.rpf with complete new clothes).

 

Also, I've noticed a bug - when you create a pickup of weapon, you cant delete it! It's like I spawned for fun 500 Deagles on map and now they are respawning all the time and I cannot delete them ;p

 

And, finally - when you play with Special God Mode (don't know how about normal one), the game treat it like you have 0HP and you cannot complete TBoGT on 100% because of that most missions needs to have like full health to complete it on 100%

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If it was possible to clear the airport from the annoying planes in multiplayer that would be awesome, they always block the runaway when I want to do stunts.

That's already in the trainer.

I think it's in Options, first page on the right.

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my game crashes when i install the trainer why???

 

i am using patch 1.0.4.0

and windows xp pro x86

the trainer used to work when i wad using win7 x86 and patch 1.0.4.0

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my game crashes when i install the trainer why???

 

i am using patch 1.0.4.0

and windows xp pro x86

the trainer used to work when i wad using win7 x86 and patch 1.0.4.0

Download and install Scripthook 0.4.0 instead of using the one that comes with the trainer. Worked for me.

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Sjaak, third time, can you do something with the smoke on foot/in car? It can be enabled while floating with parachute so it will be possible on foot..

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Sjaak, third time, can you do something with the smoke on foot/in car? It can be enabled while floating with parachute so it will be possible on foot..

I doubt being mean and demanding he does it is gonna help suicidal.gif

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Sjaak, third time, can you do something with the smoke on foot/in car? It can be enabled while floating with parachute so it will be possible on foot...

I doubt being mean and demanding he does it is gonna help. suicidal.gif

I can't help but wonder why some people think they have any ground for making demands. If anything, you have the right to be grateful that sjaak327 programmed this wonderful trainer and takes time out of his busy day to answer all the stupid questions that are posted in his thread. He started playing the DLCs one week after everyone else because he wanted to port the trainer for everybody to enjoy. I guarantee you won't find a person like that in any other modding community.

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I can't help but wonder why some people think they have any ground for making demands. If anything, you have the right to be grateful that sjaak327 programmed this wonderful trainer and takes time out of his busy day to answer all the stupid questions that are posted in his thread. He started playing the DLCs one week after everyone else because he wanted to port the trainer for everybody to enjoy. I guarantee you won't find a person like that in any other modding community.

+1 sjaak327 is really the best for making and offering this magic trainer for free to everyone, he deserve some thanks from everyone here.

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Hey,

 

Thanks for new version, but that is one thing that I would add to it - clothes. Could you add an option in .ini to define amount of player clothes? I used the player_p from componentpeds from IV to TBoGT and the glasses and hats works ok since 5.6 came out. So it would be great if we could customize it in our .ini, it could also make possible adding new clothes to game (like creating new files in playerped.rpf with complete new clothes).

this is simple, you just create a new playerped.rpf ...

add your models, ending in a, b, c, d, e, f, etc ...

eg

if a garment has the name: lowr_diff_001_a_uni.wtd

create the new file, ending in b, c, d, etc ...

Example: lowr_diff_001_b_uni.wtd, lowr_diff_001_c_uni.wtd, lowr_diff_001_d_uni.wtd, etc ...

Own the train makes the search for endings ...

I have in my gta, five types of face to niko, 8 in each hair model hair niko, suits and many additional ...

hope you have understood!

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I did this, and it gets messed up when I put nikos model in, let's say his default jacket he starts with, when it is on Luis his arm seems "broken" when walking... It must be a glitch but I cannot find a solution to it.

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r.schuindt
I did this, and it gets messed up when I put nikos model in, let's say his default jacket he starts with, when it is on Luis his arm seems "broken" when walking... It must be a glitch but I cannot find a solution to it.

this is a problem of animation ...

niko of the animation is different from the main characters eflc ...

I wrote this arrangement is only for textures!

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I did this, and it gets messed up when  I put nikos model in, let's say his default jacket he starts with, when it is on Luis his arm seems "broken" when walking... It must be a glitch but I cannot find a solution to it.

this is a problem of animation ...

niko of the animation is different from the main characters eflc ...

I wrote this arrangement is only for textures!

Ok... Cool can it be fixed?.... Maybe changing Luis' walk?

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Hey,

 

Thanks for new version, but that is one thing that I would add to it - clothes. Could you add an option in .ini to define amount of player clothes? I used the player_p from componentpeds from IV to TBoGT and the glasses and hats works ok since 5.6 came out. So it would be great if we could customize it in our .ini, it could also make possible adding new clothes to game (like creating new files in playerped.rpf with complete new clothes).

 

Also, I've noticed a bug - when you create a pickup of weapon, you cant delete it! It's like I spawned for fun 500 Deagles on map and now they are respawning all the time and I cannot delete them ;p

 

And, finally - when you play with Special God Mode (don't know how about normal one), the game treat it like you have 0HP and you cannot complete TBoGT on 100% because of that most missions needs to have like full health to complete it on 100%

Nope no possiblity to specifiy the amount of clotes, as the trainer gets these from the game automatically (thank god for that native !). So in theory if you add clothes yourself, the trainer should automatically list more clothes. (if you have done it the right way).

 

The weapons pickup thingy probably gets re-created if you save the game, for them to be deleted, you need to pick them up smile.gif

 

Don't use special god mode when doing missions that would have to be 100%, as that godmode repairs you when you loose health, it doesn't prevent you from loosing health (otherwise you would have no ragdoll possiblity). Using the always godmode should work in this case.

 

@KingBulleT. 8747 , and I wrote at least four times, that I am ignoring requests for new options, until I completed both games, combined with a post where I told everyone that the EFLC scripts are not readeable to me at the moment, gives a clear impression as to why your posts are being ignored for the time being.

 

 

 

Edited by sjaak327
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The weapons pickup thingy probably gets re-created if you save the game, for them to be deleted, you need to pick them up smile.gif

Yes, there is a bug - the game seems to treat it like a normal weapon pickup and it continue respawning it after some time, catching it doesnt solve the problem.

 

And as I wrote before, with modified player_p in componentpeds i cannot choose any more glassess and hats in 5.6 version, in 5.5 works ok.

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The weapons pickup thingy probably gets re-created if you save the game, for them to be deleted, you need to pick them up smile.gif

Yes, there is a bug - the game seems to treat it like a normal weapon pickup and it continue respawning it after some time, catching it doesnt solve the problem.

 

And as I wrote before, with modified player_p in componentpeds i cannot choose any more glassess and hats in 5.6 version, in 5.5 works ok.

ah, the glases and hats are indeed mapped, Mapped means I have an array with all modelnames and have put in a number that I could visibly see for each model, this mapping was done in IV from the beginning and since 5.6 for TLAD and TBOGT. The reason for this mapping is that unlike the clotes, where I can get the number of textures and clothes by using native commands, I cannot get those for hats and glasses as they are not components but properties. I am not going to change this.

 

Regarding the weapons pickup, this was merely done for MP, to create a weapons pickup for other players, if it is causing problems, I will simply remove the functionality. Or... will add an option to specifically delete the pickups the trainer creates.

 

 

 

 

 

 

 

 

 

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ah, the glases and hats are indeed mapped, Mapped means I have an array with all modelnames and have put in a number that I could visibly see for each model, this mapping was done in IV from the beginning and since 5.6 for TLAD and TBOGT. The reason for this mapping is that unlike the clotes, where I can get the number of textures and clothes by using native commands, I cannot get those for hats and glasses as they are not components but properties. I am not going to change this.

 

Regarding the weapons pickup, this was merely done for MP, to create a weapons pickup for other players, if it is causing problems, I will simply remove the functionality. Or... will add an option to specifically delete the pickups the trainer creates.

Okay, the clothes indeed works for me smile.gif Too bad that you don't want to add this option, anyway, I hope that if you will get some time, you will think about it - we all need to be prepared for a new Zmodeler version which support exporting GTA IV clothes/ped models smile.gif

 

 

Yes, the best option will be spawn deleter, that will fix our (mine ;p) saves.

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ah, the glases and hats are indeed mapped, Mapped means I have an array with all modelnames and have put in a number that I could visibly see for each model, this mapping was done in IV from the beginning and since 5.6 for TLAD and TBOGT. The reason for this mapping is that unlike the clotes, where I can get the number of textures and clothes by using native commands, I cannot get those for hats and glasses as they are not components but properties. I am not going to change this.

 

Regarding the weapons pickup, this was merely done for MP, to create a weapons pickup for other players, if it is causing problems, I will simply remove the functionality. Or... will add an option to specifically delete the pickups the trainer creates.

Okay, the clothes indeed works for me smile.gif Too bad that you don't want to add this option, anyway, I hope that if you will get some time, you will think about it - we all need to be prepared for a new Zmodeler version which support exporting GTA IV clothes/ped models smile.gif

 

 

Yes, the best option will be spawn deleter, that will fix our (mine ;p) saves.

It's not so much me being unwilling to change it, but you have to look at it from a general perspective. It is pretty much the same issue as with the mapped vehicle components.

 

Considering the number of player models (345 in IV, 446 in TBOGT and 426 in TLAD), it is not feasible to let you set the number of hats/glasses for each model (345x2 lines in trainer.ini and so on), so the mapping is done for the vanilla models and their hats/glasses.

 

What I could do is make it optional the same way as the veh components, ie. you either have the mapped hats and glasses, or you disable it, and are presented with say 9 hats and glasses, of course some work others don't.

 

Regarding the weapon pickups, I don't think I would be able to delete these out of save files, as they would have their own unique pickup number. So for them to disappear, you need to start a new save.

 

 

 

 

 

 

 

 

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What I could do is make it optional the same way as the veh components, ie. you either have the mapped hats and glasses, or you disable it, and are presented with say 9 hats and glasses, of course some work others don't.

 

Good.

 

 

 

Regarding the weapon pickups, I don't think I would be able to delete these out of save files, as they would have their own unique pickup number. So for them to disappear, you need to start a new save.

 

Not good tounge.gif

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@Sjaak is there anyway in whatever future version you could make an option like add blip to car and when in that car a delete blip for that car, that way you dont always have to delete all blips for cars you don't want delete. I mean i know about the add blips to spawned cars which is great, but like to add a blip to a car i steal and sometimes want to delete just 1 blip. And is there a way to save the game with the blips in tact ?????

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@Sjaak is there anyway in whatever future version you could make an option like add blip to car and when in that car a delete blip for that car, that way you dont always have to delete all blips for cars you don't want delete. I mean i know about the add blips to spawned cars which is great, but like to add a blip to a car i steal and sometimes want to delete just 1 blip. And is there a way to save the game with the blips in tact ?????

Answer to both questions no.

 

Not going to add that much complexcity to this trainer. You either use blips or you don't, I am not going to let you specifiy stuff for blips. I do have a life smile.gif

 

 

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Craigsters

I installed my GTA 4 game on Thursday and updated it to patch 1.0.6.0 and downloaded the latest trainer update, but couldn't figure out how to get out of the car menu, so I re-installed my game and archived the GTA 4 directory before adding updates and then updated to patch 1.0.4.0 and downloaded the trainerv45 from November, sense I knew how to use that trainer better!..

"You don't understand! I could've had class. I could've been a contender. I could've been somebody, instead of a bum, which is what I am."

                                                                                                                                                   

                                                                                                                                                                           On the Waterfront 1954 M.Brando

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Rob.Zombie

I'm still missing the "idle light" from the trainer. Back then all you had to do is press k + 9 and the indicators would light up permanently. Plz add it back. And make a version of the trainer.ini where almost every key is unbinded (except for trainer control)

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I'm still missing the "idle light" from the trainer. Back then all you had to do is press k + 9 and the indicators would light up permanently. Plz add it back. And make a version of the trainer.ini where almost every key is unbinded (except for trainer control)

K+num9 whilst undocumented (read not a true feature) still works, it was never removed. It even works on EFLC.

 

To make that version of the ini file with all keys removed yourself follow these simple steps:

 

1) disable keys in options menu page

2) save all settings to trainer.ini (or trainertlad.ini, trainertbogt.ini)

 

Requests done.

 

If you mean that they aren't zeroed out physically in the ini file, please get off your lazy arse and set the values yourself. I am not doing a lazy man's job here, as I do have a real life, surpirse surprise.

 

 

Edited by sjaak327
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