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Maxo's Vehicle Loader


maxorator
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What exactly do you mean...

Is there an IV hud for VC mod...

or for Actual GTA IV...

 

I don't know please be clearer.

No, for VC, i think i will make IV hud compatible with new weapons(if possible). Speaking of, i'm still waiting for opcode to get mvl car's GXT tounge2.gif

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Edited by ThirteenAG
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Ha smile.gif According to selecting the new weapon... i thought about sth like when normally going to Ammunation to buy weapons, then we have possibility to choose weapons we want buy by prssing left/right arrows to switch between weapons (therefore we switch between weapon slots/classes) and then we can buy what we selected. But would it be possible to do something which would work like that:

 

IF i repeat IF we ever will option to add (not replace, but add) new weapons, not only stingers/spikes, by MVL or MWL (not existing yet ;D ) on example a new assault class/slot rifle, then could it be done when we would like to get it, then we go to Ammunation, switch by L/R arrows to default ingame M4 or Ruger and THEN switch it to this new one added via MVL/MWL rifle by pressing UP/DOWN arrows which would be on the same weapon slot/class as Ruger/M4, and after doing so Ruger/M4 model on Ammunation display is replaced by this new weapon model, so then we could buy this new weapon without using any new hotkeys but via Ammunation. It would be more realistic and more elegantly, but that is just an idea. Tell me what do you think or is it possible do to Maxo?

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Ha smile.gif According to selecting the new weapon... i thought about sth like when normally going to Ammunation to buy weapons, then we have possibility to choose weapons we want buy by prssing left/right arrows to switch between weapons (therefore we switch between weapon slots/classes) and then we can buy what we selected. But would it be possible to do something which would work like that:

 

IF i repeat IF we ever will option to add (not replace, but add) new weapons, not only stingers/spikes, by MVL or MWL (not existing yet ;D ) on example a new assault class/slot rifle, then could it be done when we would like to get it, then we go to Ammunation, switch by L/R arrows to default ingame M4 or Ruger and THEN switch it to this new one added via MVL/MWL rifle by pressing UP/DOWN arrows which would be on the same weapon slot/class as Ruger/M4, and after doing so Ruger/M4 model on Ammunation display is replaced by this new weapon model, so then we could buy this new weapon without using any new hotkeys but via Ammunation. It would be more realistic and more elegantly, but that is just an idea. Tell me what do you think or is it possible do to Maxo?

To be honest I have no idea how ammunation works, I think I've never even used it in-game (only ever played like half a dozen first missions in VC). If it's implemented as an SCM script, then it's not really up to me, since I don't use SCM. However, I can change/update how certain opcodes work if that would help.

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Yeah, Ammunation is fully SCMy.

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Anyway, for using the added weapons I could implement some hotkeys, add it to the window menu and make sure all weapon-related opcodes handle the new weapons properly.

 

For first person weapons there would probably have to be a texture for the aim mode too and possibly a crosshair, both of which could be PNG files.

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Is adding custom animations possible?(After watchin your videos I doubt that there's anything you couldn't do)

Because if it is then with adding a swimming animation, removing the life loss effect in water and keeping the camera behind the player you could create the ability of swimming. The lack of which is the most annoying thing in III & VC.The anim could be converted from SA.I'm sure that many modders would be happy to help you.

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Is adding custom animations possible?(After watchin your videos I doubt that there's anything you couldn't do)

Because if it is then with adding a swimming animation, removing the life loss effect in water and keeping the camera behind the player you could create the ability of swimming. The lack of which is the most annoying thing in III & VC.The anim could be converted from SA.I'm sure that many modders would be happy to help you.

Swimming was already made several times.

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Is adding custom animations possible?(After watchin your videos I doubt that there's anything you couldn't do)

Because if it is then with adding a swimming animation, removing the life loss effect in water and keeping the camera behind the player you could create the ability of swimming. The lack of which is the most annoying thing in III & VC.The anim could be converted from SA.I'm sure that many modders would be happy to help you.

The Python scripting that's included with 0.98 already has a wide range of animation functions, here's the list:

 

FUNCTIONS:loadAnimationFile(animFilePath)unloadAnimationFile(animFilePath)initAnimType(animationType, animIndex, animGroupIndex, animFlags)getStockAnimation(animGroupIndexOrName, animIndexOrName)addPedAnimation(ped, animationType)blendPedAnimation(ped, animationType, blendSpeed)getAllPedAnimations(ped)findPedAnimation(ped, animIndex)getAnimPed(animation)getAnimIndex(animation / animationType)getAnimGroupIndex(animation / animationType)getAnimName(animation / animationType)getAnimFlags(animation / animationType)getAnimLength(animation / animationType)getAnimProgress(animation)getAnimSpeed(animation)getAnimBlendProgress(animation)getAnimBlendSpeed(animation)getAnimCallback(animation)setAnimCallback(animation, callbackType, callbackFunc, callbackArgument)setAnimFlags(animation, flags)setAnimProgress(animation, progress)setAnimSpeed(animation, speed)setAnimBlendProgress(animation, blendProgress)setAnimBlendSpeed(animation, blendSpeed)removeAnim(animation)invokeAnimCallback(animation, callbackTuple)EVENTS:eventInternalAddAnim(ped, animType)eventInternalBlendAnim(ped, animType)

 

Some comments on how these functions work are in "script_functions.txt" included with the release and many of these functions are also demonstrated in sample scripts.

 

So yes, you can use "loadAnimationFile" to load an animation file and then "addPedAnimation" and "blendPedAnimation" to play these animations. Or you can intercept an animation started by the game by using the callbacks "eventInternalAddAnim" or "eventInternalBlendAnim" to replace the animations triggered by the game with custom ones.

Edited by maxorator
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Sorry, my bad wow.gif But still they are quite funny when it comes to leaving from water smile.gif

 

maxorator: I wish you'd move to III modding. I'm making a mod for III in my freetime.The plans were adding more weapons,clothes, cars, interiors, buyable properties and a GTA2 style respect system.Some of it is possible like adding cars (only 9), and the interiors, buyable stuff, clothing with a bit of scm coding.The respect system should be possible too.Didn't try that one out yet.

Edited by fidox
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I posted this yesterday but it was on the end of the last page so perhaps it was not seen.

 

 

Out of curiosity would it be possible to add a feature to the XML so when can specify the spawn points for that weapon?

(I don't like the idea of having to make tonnes of CLEO scripts or modifying the SCM to make new spawns for the weapons)

 

 

Edit:

 

Perhaps it is about time for the name change I suggested, Maxo's Vice Loader, I know you said at the time that it only loads vehicles, but it looks like Weapons are not far off... and then perhaps pedestrians panic.gif

Edited by ALMOST610
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Out of curiosity would it be possible to add a feature to the XML so when can specify the spawn points for that weapon?

(I don't like the idea of having to make tonnes of CLEO scripts or modifying the SCM to make new spawns for the weapons)

Yeah, perhaps. But I guess there would be a general setting to turn those automatic spawn points off.

 

 

Perhaps it is about time for the name change I suggested, Maxo's Vice Loader, I know you said at the time that it only loads vehicles, but it looks like Weapons are not far off... and then perhaps pedestrians panic.gif

Not sure, haven't decided yet.

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Actually, adding a spawn points generator would be useful. Say, when you stay in some point holding a weapon and press some keys combination, script creates an entry with coordinates and weapon ID and from now on this weapon spawns here just like normal. Same with vehicles. Park car somewhere, press some keys (idk, maybe the same ones as with weapons) and now this car spawns here with doors always unlocked and no wanted when steal it.

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Actually, adding a spawn points generator would be useful. Say, when you stay in some point holding a weapon and press some keys combination, script creates an entry with coordinates and weapon ID and from now on this weapon spawns here just like normal. Same with vehicles. Park car somewhere, press some keys (idk, maybe the same ones as with weapons) and now this car spawns here with doors always unlocked and no wanted when steal it.

+1

 

Perhaps output the data to an XML with all the spawn points we create, and also allow for the spawns to be in each individual weapon/vehicles XML (So when people download our mods they have the spawns built into them)

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Actually, adding a spawn points generator would be useful. Say, when you stay in some point holding a weapon and press some keys combination, script creates an entry with coordinates and weapon ID and from now on this weapon spawns here just like normal. Same with vehicles. Park car somewhere, press some keys (idk, maybe the same ones as with weapons) and now this car spawns here with doors always unlocked and no wanted when steal it.

+1

 

Perhaps output the data to an XML with all the spawn points we create, and also allow for the spawns to be in each individual weapon/vehicles XML (So when people download our mods they have the spawns built into them)

I suppose I could indeed implement something like this. I guess the format in individual XML files should then be the same as in the one that lists manually set locations, so they could be easily copied between them.

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Did somebody made a GTA III version? If not, can somebody make it please. I heard about a Liberty City version but I can't find it.

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Did somebody made a GTA III version? If not, can somebody make it please. I heard about a Liberty City version but I can't find it.

It was the same VC Version running on the GTA LC Mod.

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Is adding custom animations possible?(After watchin your videos I doubt that there's anything you couldn't do)

Because if it is then with adding a swimming animation, removing the life loss effect in water and keeping the camera behind the player you could create the ability of swimming. The lack of which is the most annoying thing in III & VC.The anim could be converted from SA.I'm sure that many modders would be happy to help you.

Swimming was already made several times.

This is interesting, as with a possibility of custom animations comes "new" kinds of vehicles.

 

The San Andreas/VCS BMX bike comes to mind; There are some skateboard "vehicles" that could also benefit from this.

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For weapon files I'll probably use a similar method as with vehicles - for fixed ID there would be something like "w105_someweapon.7z" and without the prefix it'll assign the first available ID. The IDs would start from 100.

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For weapon files I'll probably use a similar method as with vehicles - for fixed ID there would be something like "w105_someweapon.7z" and without the prefix it'll assign the first available ID. The IDs would start from 100.

Would weapon IDs starting at 100 conflict with other ID's?

 

(Ped's if I am not mistaken)

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For weapon files I'll probably use a similar method as with vehicles - for fixed ID there would be something like "w105_someweapon.7z" and without the prefix it'll assign the first available ID. The IDs would start from 100.

Would weapon IDs starting at 100 conflict with other ID's?

 

(Ped's if I am not mistaken)

Weapon IDs have nothing to do with model indices used by anything else. Normal weapons occupy the range 0-36.

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For weapon files I'll probably use a similar method as with vehicles - for fixed ID there would be something like "w105_someweapon.7z" and without the prefix it'll assign the first available ID. The IDs would start from 100.

Would weapon IDs starting at 100 conflict with other ID's?

 

(Ped's if I am not mistaken)

Weapon IDs have nothing to do with model indices used by anything else. Normal weapons occupy the range 0-36.

Alright, thanks for clearing that up. icon14.gif

 

===========================

 

Out of curiosity do you know what the difference is between these Sirens?

 

Vehicle, Siren Sample, Siren Freq

"Police"('27','10511')

"Enforcer"('27','11029')

"Predator"('27','11912')

"Fire Truck"('27','10588')

"FBI Washington"('27','11471')

"FBI Rancher"('27','10511')

"FBI Cheetah"('27','11000')

 

Note, FBI Rancher & Police Are Identical.

 

They all use the same sound (sample 27), but although the Frequency is different I am not sure what the actual difference between them is.

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bahraini_carguy

 

===========================

 

Out of curiosity do you know what the difference is between these Sirens?

 

Vehicle, Siren Sample, Siren Freq

                        "Police"('27','10511')

                        "Enforcer"('27','11029')

                        "Predator"('27','11912')

                        "Fire Truck"('27','10588')

                        "FBI Washington"('27','11471')

                        "FBI Rancher"('27','10511')

                        "FBI Cheetah"('27','11000')

 

Note, FBI Rancher & Police Are Identical.

 

They all use the same sound (sample 27), but although the Frequency is different I am not sure what the actual difference between them is.

why not test it in the game?

i don't know what is the difference between them but anyone knows tell me.

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===========================

 

Out of curiosity do you know what the difference is between these Sirens?

 

Vehicle, Siren Sample, Siren Freq

                        "Police"('27','10511')

                        "Enforcer"('27','11029')

                        "Predator"('27','11912')

                        "Fire Truck"('27','10588')

                        "FBI Washington"('27','11471')

                        "FBI Rancher"('27','10511')

                        "FBI Cheetah"('27','11000')

 

Note, FBI Rancher & Police Are Identical.

 

They all use the same sound (sample 27), but although the Frequency is different I am not sure what the actual difference between them is.

why not test it in the game?

i don't know what is the difference between them.

I have been and I could not tell any real difference, that is why I asked.

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bahraini_carguy
===========================

 

Out of curiosity do you know what the difference is between these Sirens?

 

Vehicle, Siren Sample, Siren Freq

                        "Police"('27','10511')

                        "Enforcer"('27','11029')

                        "Predator"('27','11912')

                        "Fire Truck"('27','10588')

                        "FBI Washington"('27','11471')

                        "FBI Rancher"('27','10511')

                        "FBI Cheetah"('27','11000')

 

Note, FBI Rancher & Police Are Identical.

 

They all use the same sound (sample 27), but although the Frequency is different I am not sure what the actual difference between them is.

why not test it in the game?

i don't know what is the difference between them.

I have been and I could not tell any real difference, that is why I asked.

maybe a small difference.

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Vehicle, Siren Sample, Siren Freq

                        "Police"('27','10511')

                        "Enforcer"('27','11029')

                        "Predator"('27','11912')

                        "Fire Truck"('27','10588')

                        "FBI Washington"('27','11471')

                        "FBI Rancher"('27','10511')

                        "FBI Cheetah"('27','11000')

why not test it in the game?

i don't know what is the difference between them.

I have been and I could not tell any real difference, that is why I asked.

maybe a small difference.

If you are wondering why I must know the difference, it is so I can document it and use it for the Siren Sound Setting Section.

 

https://dl.dropbox.com/u/42357312/Websites/...-Generator.html

 

(That version is still in development, any suggestions, changes or anything please let me know)

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If you are wondering why I must know the difference, it is so I can document it and use it for the Siren Sound Setting Section.

 

https://dl.dropbox.com/u/42357312/Websites/...-Generator.html

 

(That version is still in development, any suggestions, changes or anything please let me know)

The last value, sample frequency, basically determines the pitch of the audio. The difference in those values there seems to be small enough to be difficult to actually notice.

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If you are wondering why I must know the difference, it is so I can document it and use it for the Siren Sound Setting Section.

 

https://dl.dropbox.com/u/42357312/Websites/...-Generator.html

 

(That version is still in development, any suggestions, changes or anything please let me know)

The last value, sample frequency, basically determines the pitch of the audio. The difference in those values there seems to be small enough to be difficult to actually notice.

Ok, Thank You, I guess I will still include it in the XML Builder.

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Ok, Thank You, I guess I will still include it in the XML Builder.

The XML builder looks very nice by the way, good job. Especially the audio selection.

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Ok, Thank You, I guess I will still include it in the XML Builder.

The XML builder looks very nice by the way, good job. Especially the audio selection.

Thank You, I would like to have some fields like the audio completed before I continue on the SA,III,VC Handling to XML Converter.

I am not 100% sure I can get this working, atleast straight away, but I have a few ideas on it.

 

 

But here is my question for people, should the XML Converter be a separate App to the XML Builder, or should I just try to make Handling Dump feature, how it takes those lines, extracts the data and places them into the correct fields in the XML Builder.

 

I personally like the second sound of the second option as it still allows for changes to the data.

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The structure of a weapon XML file:

 

<?xml version="1.0" encoding="ASCII"?><weapon>   <basic>       <name>m4</name>       <logicalid>26</logicalid>   </basic>   <properties>       <type>instant_hit</type>       <range>90.000000</range>       <firerate>90</firerate>       <reload>1000</reload>       <clipsize>30</clipsize>       <damage>40</damage>       <speed>-1.000000</speed>       <radius>-1.000000</radius>       <lifespan>-1.000000</lifespan>       <spread>-1.000000</spread>       <offset>           <x>0.880000</x>           <y>-0.040000</y>           <z>0.160000</z>       </offset>       <animgroup>rifle</animgroup>       <animstart>14</animstart>       <animend>17</animend>       <animfire>15</animfire>       <anim2start>14</anim2start>       <anim2end>17</anim2end>       <anim2fire>15</anim2fire>       <animbreak>99</animbreak>       <modelindex>280</modelindex>       <model2index>-1</model2index>       <flags>00028050</flags>       <weaponslot>6</weaponslot>   </properties></weapon>

 

 

"name" is just for use in scripts and menus later.

"logicalid" determines which weapon it behaves as (0-36 for normal weapons, 80 for spikes).

The rest is the same as in "weapon.dat" file.

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