hristi Posted February 7, 2009 Share Posted February 7, 2009 Help! It's not working for me.. I can't spawn anyone. Only the Change Task Type and Spawn Model Index works. When I press the other command's it doesn't work. Did you change any keys or anything? Nope. But I tried it once, it didn't help. Link to comment Share on other sites More sharing options...
CoMPMStR Posted February 7, 2009 Author Share Posted February 7, 2009 Help! It's not working for me.. I can't spawn anyone. Only the Change Task Type and Spawn Model Index works. When I press the other command's it doesn't work. Did you change any keys or anything? Nope. But I tried it once, it didn't help. Did you update the scripthook to the latest version? Link to comment Share on other sites More sharing options...
hristi Posted February 7, 2009 Share Posted February 7, 2009 Help! It's not working for me.. I can't spawn anyone. Only the Change Task Type and Spawn Model Index works. When I press the other command's it doesn't work. Did you change any keys or anything? Nope. But I tried it once, it didn't help. Did you update the scripthook to the latest version? Problem solved! Thanks for the fast reply! Link to comment Share on other sites More sharing options...
mpregea Posted February 7, 2009 Share Posted February 7, 2009 I read through the thread several times and did not see anything on this topic.. are defend/follow peds able to get into the car that I am driving? They just either stand in front of it or right next to the driver door. Not sure if this is an isolated incident or just a mod limitation. In any case, it would be really great for friendly peds to be able to ride along. Great mod though. Best spawner mod in existance. A few ideas that may or may not be feasable: Peds that can drive you places (like a taxi driver script) Paramedic peds that can heal you (like calling 911 in game) Friendly peds that will follow you in their own vehicle, or perhaps specific passenger vehicle spawn peds that will spawn with specific vehicles (cops in cop cars, firemen in firetrucks, etc), or on that note, a command that allows you to customize (when you spawn a vehicle) what passenger peds are in the vehicle you spawn. Quite frankly, this mod has so much potential for those of us trying to exploit the sandbox/role play gameplay specifically. Imagine being able to have cop chases with friendly cop peds, or firetrucks that follow you around like an emergency response. Defend peds can get into vehicles with you, only up to the allowed passengers for that vehicle. I still haven't implemented the ability for them to follow you in different vehicles. Fight peds will get into vehicles and chase you if you get into a vehicle and drive a short distance away from them. If you're far enough, they will get into the closest vehicle (I think) and begin to chase after you. I've even noticed that more than one fight ped will get into the same vehicle. I haven't thoroughly tested this particular feature with the fight peds, but it's something I noticed them doing. The driver peds is a good idea, it should be easy enough to implement. Same with the friendly peds that follow in their own vehicle. The paramedic peds, IMO, are useless with all the godmode and infinite health stuff. Even if you don't want to use it constantly, you can easily switch it on and off when needed. The passenger peds is kinda like a beta implementation. I just set it to random peds for now to see if it works for everyone. More customizations will come about later on. @gorgeprofondegta4: I love the decapitated heads, which index number is it? I'll remove the problematic model. I tried removing all of the models that caused crashes but it appears I missed a few. Thanks for the info, it'll be removed in the update. @sk8er_martz & Killuminati91: I think it was the outdated scripthook that was causing problems. The ASI loader only loads the scripthook, then the scripthook loads the scripts. Since I used the updated version when updating the script, you'd need the updated scripthook for it to work properly. I'm glad you got it working. Thanks for the reply. I figured out after awhile of fiddling with it that most peds do get into the vehicle with you. It's just the _pmedic (191 I believe) that doesn't seem to want to get in. I even downloaded the bodyguard mod and spawned a pmedic and it was the same story. Probably just a model glitch. True about the paramedics being pretty much obsolete. I guess my overall idea was to just be able to spawn "multifunction" peds that do more than defend you from attackers. Would be a very neat feature, although mostly novelty. Just makes the game a bit more believeable. Anyways, keep up the good work. Link to comment Share on other sites More sharing options...
Glumok Posted February 7, 2009 Share Posted February 7, 2009 (edited) @gorgeprofondegta4: I love the decapitated heads, which index number is it? I can't find anymore the male head (there is also a FEMALE_HEAD). I remember it was between the "TV_STUDIO" and the last item in the list, but maybe my memory is wrong on this one! (Off topic : someone haves an idea where in the game these decapitated heads are used ?) crash the game when try to spawn it : 26715 - CJ_IM_TV_STUDIO 26716 - CJ_IM_TV_STUDIOdt01 26??? (or 259??) - ???BONUS??? (can't remember the exact name, after the crash. It is after the "location_??") (it is clear, no ?) Because of the gigantic total of objects in the game (27800 and more), a command to browse more faster would be useful. Like a combinaison of keys, per exemple : key 1 = next item. ALT+key 1 = next 10th item. CTRL+ALT+key 1 = next 100th item... (and maybe CTRL+key 1 : go 1 item back). Sorry if it's not clear, I'm not sure how to explain this in english. Edit: Is it possible to remove all the "LOD" objects in the list ? I don't know how much they are, but I guess almost all the medium/big sized objects have got a LOD equivalent, wich are "useless" to spawn. So, without the LOD, the list of objects will be more useful and easy to browse. Tell us, CompMstr, how we can help you? I'm really enthusiastic about this tool. Edited February 7, 2009 by gorgeprofondegta4 Link to comment Share on other sites More sharing options...
bassie12 Posted February 7, 2009 Share Posted February 7, 2009 (edited) Nice job, i love putting swing sets on the middle of the road. However, it is quite annoying that you have to browse every thing one by one which takes a long time to get like on of the middle object, can you make it so you can set the browse amount? like 1-10-100? And the ability to make peds do behaviors like gardening or playing saxophone etc? What do you mean browse amount? Do you mean how many to skip when cycling? I'm just trying to grasp what you're suggesting. A suggestion, which may require some work on your part, is you could gather all the models you want to use into it's own INI file and use that one instead of the default. I apologize but for now, that's the only way to shorten the cycling time. There is some scenarios support in the scripthook (which is the gardening, sax playing, vehicle repairing, etc. that the peds do) so I'll be working on implementing those as well. Yea, I mean the how many so skip while cycling. If that's the right way of saying it. EDIT: Is it possible to remove all the "LOD" objects in the list ? I don't know how much they are, but I guess almost all the medium/big sized objects have got a LOD equivalent, wich are "useless" to spawn. So, without the LOD, the list of objects will be more useful and easy to browse. That would help browsing a lot too. However, most thing spawn as like they are not there. I can just walk trough almost every thing thats like large. Edited February 7, 2009 by bassie12 Link to comment Share on other sites More sharing options...
CoMPMStR Posted February 7, 2009 Author Share Posted February 7, 2009 @gorgeprofondegta4: I love the decapitated heads, which index number is it? I can't find anymore the male head (there is also a FEMALE_HEAD). I remember it was between the "TV_STUDIO" and the last item in the list, but maybe my memory is wrong on this one! (Off topic : someone haves an idea where in the game these decapitated heads are used ?) crash the game when try to spawn it : 26715 - CJ_IM_TV_STUDIO 26716 - CJ_IM_TV_STUDIOdt01 26??? (or 259??) - ???BONUS??? (can't remember the exact name, after the crash. It is after the "location_??") (it is clear, no ?) Because of the gigantic total of objects in the game (27800 and more), a command to browse more faster would be useful. Like a combinaison of keys, per exemple : key 1 = next item. ALT+key 1 = next 10th item. CTRL+ALT+key 1 = next 100th item... (and maybe CTRL+key 1 : go 1 item back). Sorry if it's not clear, I'm not sure how to explain this in english. Edit: Is it possible to remove all the "LOD" objects in the list ? I don't know how much they are, but I guess almost all the medium/big sized objects have got a LOD equivalent, wich are "useless" to spawn. So, without the LOD, the list of objects will be more useful and easy to browse. Tell us, CompMstr, how we can help you? I'm really enthusiastic about this tool. Thanks for reporting the invalid models. I thought about removing the LOD models, but it seemed like too much work at the time. I'll make a seperate list to see how long it takes me to remove them all. I'm also working on some console support to spawn objects from there either by model name or index. More features as well, just takes a little time to put them all in. Oh and your suggestions are clear, I'm working on them now. Link to comment Share on other sites More sharing options...
CoMPMStR Posted February 7, 2009 Author Share Posted February 7, 2009 Found a bug, when you try to spawn the DLC Bikes, the script crashes. Do you actually have the Lost and Damned DLC installed? It's needed to spawn those bikes. Link to comment Share on other sites More sharing options...
KooolaNL Posted February 7, 2009 Share Posted February 7, 2009 hey awsem scirpt but i have a question when i spawn a ramp it spawns only in 1 way is there a way too turn it around ? ill make pics of wat i mean Link to comment Share on other sites More sharing options...
CoMPMStR Posted February 8, 2009 Author Share Posted February 8, 2009 hey awsem scirpt but i have a question when i spawn a ramp it spawns only in 1 way is there a way too turn it around ? ill make pics of wat i mean It's in the main post: Object Attachment Info: This will "attempt to" help you all, when spawning an object that's attached to something else. First, I hope you know, you need to cycle through until you've chosen which place you'd like to attach the object. You also need to cycle though and choose which object you're going to spawn. After you have those two selections made, you can spawn the object and begin positioning it. The default hotkeys are OemSemicolon (:, OemQuotes ("'), and the CTRL modifier key; which will be used in the example. Immediately after you spawn the object, it will appear attached to the center of the object. From here you would use the OemQuotes key to increase it's position and rotation, and the OemSemicolon key to cycle forward through which aspect of the positioning to modify; x, y, and z position and rotation. Holding the CTRL modifier key while using these two hotkeys will decrease the attached object's position and rotation, and cycle in reverse between position and rotation; respectively of course. Once you've completely positioned the object, simply press the Spawn Object hotkey to finalize the process. The same rules apply to spawned frozen objects. The part you're looking for is in the second paragraph, From here you would use the OemQuotes key to increase it's position and rotation, and the OemSemicolon key to cycle forward through which aspect of the positioning to modify; x, y, and z position and rotation. For frozen objects, such as the ramp you're talking about, there is no x, y, z rotation but rather just heading. You'll need to select the heading then you can turn it whichever way you want. I hope this helps. Link to comment Share on other sites More sharing options...
bassie12 Posted February 8, 2009 Share Posted February 8, 2009 How about the ability to bookmark certain objects/peds/vehicles. So you can get a simpler list of something like your favorite objects/peds/vehicles. Link to comment Share on other sites More sharing options...
pogoberserker Posted February 8, 2009 Share Posted February 8, 2009 (edited) Edit: Problems solved thanks for the help Edited February 9, 2009 by pogoberserker Link to comment Share on other sites More sharing options...
dojorno Posted February 8, 2009 Share Posted February 8, 2009 yea i can spawn stuff fine enough but when i try to go to anytype of mp the game crashes im using alexanders asi loader but i've seen other people use this spawner in mp before. also i want to kno how to reduce the # of things that will be spawned after i increased in using num pad 2. thx. o and pogoberserker try pressing ctrl alt num pad 0 twice to turn it off then back on then try again Link to comment Share on other sites More sharing options...
topeira Posted February 8, 2009 Share Posted February 8, 2009 also i want to kno how to reduce the # of things that will be spawned after i increased in using num pad 2. thx. the ctrl key + the spawn type will reduce it's number. press ctrl with the other keys of this mod to see what it does. usually its the opposite of the function the key has. Link to comment Share on other sites More sharing options...
Rob.Zombie Posted February 8, 2009 Share Posted February 8, 2009 If I spawn a ped that should be fighting me without guns, and I point my gun to his/her face, will he/she run or still attacks me? If they'll still attack me, then I'm going to prepare for a zombie apocalypse ^^ Ah yeah AI WUNT ZAMBIE GOASTS ROAR! Link to comment Share on other sites More sharing options...
CoMPMStR Posted February 8, 2009 Author Share Posted February 8, 2009 Doesn't really work for me:Cant change the spawn type Cant spawn anything When i enter a Party Game (Multiplayer) the game crashes Maybe i forgot something but thats the main problems i think If it doesn't work make sure you have the latest scripthook version. Some things were removed from the previous versions so it may be the cause of why it's not working correctly, or at all, for you. @bassie12: The way you can do that now, is by using only the models you want to use. You can make a new spawnexm.ini file and place only those models there (be sure to keep the same format as the original, just remove the unwanted models), and use that one instead of the default. I will work on another feature that allows easier browsing. There will also be console commands to make spawning easier, either by index or model name. @dojorno: topeira is correct, using the modifier key (CTRL by default) will usually perform the opposite action when you press the key. Ex: Press numpad2 to increase the objects spawned, and CTRL+numpad2 to decrease them. Also, this hasn't been tested by me in multiplayer so I can't offer support for that, sorry. I haven't included any functions or methods to disable any features in MP so I don't know why it wouldn't work (unless there's some other way to prevent using it in MP). @Rob.Zombie: I removed the ability to spawn fight peds without guns because when they don't have any, they will flee if you have something other than a melee weapon selected to use. I haven't figured out how to make them fight with bare fists even while you have a gun, yet. That's the reason I gave them glocks and shotguns by default, and no automatic weapons. I tried giving them both a melee weapon and a gun, but even if I choose for them to select the melee they will choose the gun automatically (even if you have bare fists or a melee weapon selected). I can easily make it where if you don't have a gun selected it will give them melee but if you pull out a gun, they run from you. Link to comment Share on other sites More sharing options...
Diaz070 Posted February 8, 2009 Share Posted February 8, 2009 when i start up gta it wont start up and it says ´´Runtime error! Program C:... R6030 - CTR not initialized``, what is the problem? Link to comment Share on other sites More sharing options...
loczek47 Posted February 8, 2009 Share Posted February 8, 2009 when i start up gta it wont start up and it says ´´Runtime error! Program C:... R6030 - CTR not initialized``, what is the problem? If you have framework 2.0, install 3.5 . If 3.5, install 2.0. Link to comment Share on other sites More sharing options...
Diaz070 Posted February 8, 2009 Share Posted February 8, 2009 okay i will Link to comment Share on other sites More sharing options...
Diaz070 Posted February 8, 2009 Share Posted February 8, 2009 doesnt work man what is this sh*t, is this a problem with more people or am i just the only one Link to comment Share on other sites More sharing options...
loczek47 Posted February 8, 2009 Share Posted February 8, 2009 Im not sure, but if you have 64 bit windows type, that can be the problem. Link to comment Share on other sites More sharing options...
Diaz070 Posted February 8, 2009 Share Posted February 8, 2009 nope ive got 32 bit Link to comment Share on other sites More sharing options...
Diaz070 Posted February 8, 2009 Share Posted February 8, 2009 please someone help me Link to comment Share on other sites More sharing options...
mpregea Posted February 9, 2009 Share Posted February 9, 2009 please someone help me I'd suggest going to a tech support forum for this kind of help. Link to comment Share on other sites More sharing options...
CoMPMStR Posted February 9, 2009 Author Share Posted February 9, 2009 please someone help me You can also try this.. http://www.google.com/search?hl=en&q=Runti...not+initialized I haven't had this problem, but some others might. You could check what other people had to say who had this problem, if you haven't already. I don't know what else to suggest, maybe reinstall the Visual C++ runtime. Link to comment Share on other sites More sharing options...
diboze Posted February 9, 2009 Share Posted February 9, 2009 @CoMPuTer MAsSteR: I dont know if its your script or the ScriptHookDotNet.asi, but my game crashes when I try to load my savegames (once I am in game) I have Xliveless and ingametrainer.asi installed, too. These both work when I am using only both of them. Link to comment Share on other sites More sharing options...
pogoberserker Posted February 9, 2009 Share Posted February 9, 2009 Ok the Script works now very good. Nice Work Mate! But i've a problem The game crashs very often (in multiplayer) so i have to disable the script. maybe you can debugg it or i did something wrong. Link to comment Share on other sites More sharing options...
KooolaNL Posted February 9, 2009 Share Posted February 9, 2009 please someone help me get this asi loader http://www.gtaforums.com/index.php?showtopic=394806 yaasil i assume u are using the alex's one hope this helps Link to comment Share on other sites More sharing options...
KooolaNL Posted February 9, 2009 Share Posted February 9, 2009 hey awsem scirpt but i have a question when i spawn a ramp it spawns only in 1 way is there a way too turn it around ? ill make pics of wat i mean It's in the main post: Object Attachment Info: This will "attempt to" help you all, when spawning an object that's attached to something else. First, I hope you know, you need to cycle through until you've chosen which place you'd like to attach the object. You also need to cycle though and choose which object you're going to spawn. After you have those two selections made, you can spawn the object and begin positioning it. The default hotkeys are OemSemicolon (:, OemQuotes ("'), and the CTRL modifier key; which will be used in the example. Immediately after you spawn the object, it will appear attached to the center of the object. From here you would use the OemQuotes key to increase it's position and rotation, and the OemSemicolon key to cycle forward through which aspect of the positioning to modify; x, y, and z position and rotation. Holding the CTRL modifier key while using these two hotkeys will decrease the attached object's position and rotation, and cycle in reverse between position and rotation; respectively of course. Once you've completely positioned the object, simply press the Spawn Object hotkey to finalize the process. The same rules apply to spawned frozen objects. The part you're looking for is in the second paragraph, From here you would use the OemQuotes key to increase it's position and rotation, and the OemSemicolon key to cycle forward through which aspect of the positioning to modify; x, y, and z position and rotation. For frozen objects, such as the ramp you're talking about, there is no x, y, z rotation but rather just heading. You'll need to select the heading then you can turn it whichever way you want. I hope this helps. what are those keys ? srry cant find it Link to comment Share on other sites More sharing options...
Diaz070 Posted February 9, 2009 Share Posted February 9, 2009 (edited) ja hij doet et al zombuster told my already only how many objects are there? i only can select between 50 object or something, my niko is walking with a hotdog in his head lol EDIT: and btw how can you delete objects as you can see above, my niko is walking with a hot dog in his brains Edited February 9, 2009 by Diaz070 Link to comment Share on other sites More sharing options...
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