DK22Pac Posted November 6, 2012 Share Posted November 6, 2012 (edited) Let me explain what is 'comprules' parameter and how to use it. What is it This parameter determines how vehicle extras will spawn. How to use General presentation: < extra slot 2 >< extra slot 1 ><type><var3 id><var2 id><var1 id><type><var3 id><var2 id><var1 id>Let's see few examples from original vehicles.ide SECURICA 3f10We have only 4 digits here. This means this vehicle uses only one slot for extra.Vehicle can use 2 slots too. Then, the number will have 8 digits. The first digit is spawning type for this slot. type variation id ranges1 - must be created 0 - num of variations in slot2 - must be created, but at rainy weather only 0 - num of variations in slot3 - random creation (could be created or not) 0 - num of variations in slot4 - must be created with any component 0 - 4Next three digits are variation ids (extra component ids), in this order: var3 var2 var1What is variation id? It is an id of vehicle extra component (extra1, extra2,...).Basically, extra1 will have id '0', extra2 - '1', and so on... The only exception is when some extra is missed: chassis|+--extra1 # this one will have id 0+--extra3 # no 'extra2' in hierarchy, this one will have id 1If there only 1 or 2 variations in a slot, other ids are set to value 'f' (-1 in decimal).So. Line SECURICA 3f10Means: We have 1 slot for spawning extra. This extra spawns randomly (type 3) and it uses extras with ids 0 and 1 (means it will select some of them). It doesn't use 3rd variation, since var3 is set to 'f'. TRAM 1012This means extra will always spawn and will use 0|1|2 extra components. SPEEDER 4fffType 4 means game will select random variation id in ranges 0 - 4.If vehicle has a component with this id, it will spawn it, otherwise it will ignore spawning. For example, you'll create 4 extras and will use '4fff' parameter. chassis|+--extra1 # id 0+--extra2 # id 1+--extra3 # id 2+--extra4 # id 3Game could spawn all of them for 1st slot. But if randomizer will select number '4', spawning will be ignored. NRG500 1f341210Nrg bike uses 2 slots to spawn extras: 1210 first slot1f34 second slotI think you already can describe it.Extra from first slot will be always spawned, with components 0|1| 2. Extra from second slot will be always spawned, with components 3|4 Now let's try to experiment. SECURICA 3f10Change it to SECURICA 1ff11ff0And you'll see securica will spawn with 2 extras at same position (always) Edited March 12, 2017 by DK22Pac Link2012, Dosceve, thehambone and 5 others 8 Link to comment https://gtaforums.com/topic/530575-tutcomponent-rules/ Share on other sites More sharing options...
Silent Posted November 6, 2012 Share Posted November 6, 2012 Nice, you can suspect that Comet was supposed to have roof then That looks like a decent work, but I'm a bit confused with 1 and 4 types - is 4 used only with fff IDs? Link to comment https://gtaforums.com/topic/530575-tutcomponent-rules/#findComment-1061859740 Share on other sites More sharing options...
DK22Pac Posted November 6, 2012 Author Share Posted November 6, 2012 (edited) Type '4' gets random id (0-5) so it ignores these ('fff') parameteres. Type Values to choose1 var1 var2 var32 var1 var2 var33 -1 var1 var2 var34 0 1 2 3 4 Edited March 12, 2017 by DK22Pac Link to comment https://gtaforums.com/topic/530575-tutcomponent-rules/#findComment-1061859788 Share on other sites More sharing options...
Silent Posted November 6, 2012 Share Posted November 6, 2012 What if comprules are 0 at all (eg. Monster Truck)? It looks like "do whatever you want, you can spawn them or not". Not sure if 2/3 extras can be spawned at the same time then though? Link to comment https://gtaforums.com/topic/530575-tutcomponent-rules/#findComment-1061859813 Share on other sites More sharing options...
DK22Pac Posted November 6, 2012 Author Share Posted November 6, 2012 Yes, in this case it will randomly spawn available extra. Link to comment https://gtaforums.com/topic/530575-tutcomponent-rules/#findComment-1061859959 Share on other sites More sharing options...
-Anti- Posted February 19, 2017 Share Posted February 19, 2017 (edited) Thanks for this explanation. It helped me a lot. Though I found a few things that do not seem to be true or need more explanation imo. I tried this with VC but I guess it should be the same for the other III era games. 1st: No more than 6 extras are possible. 2 - must be created, but at rainy weather only If there is no rain either no extra or one of the (up to) six extras will be created. Excluding the extras that are already bound to another slot. (eg. if the other slot is 1f10 extra1 and extra2 cant be created randomly at the "2/rain slot" when there is no rain) 4 - must be created with any component 0 - 5 4fff only uses extra 1-5. extra6 cant be created. Also there will always be an extra created. No extra is impossible. A component which is highest in hierarchy will have id '0'. Next component will have 1,... No matter, which number after "extra" word it has. That seems to be wrong. When I tried the hirachy within the dff and the order of the three digits (for var3 var2 var1) have no relevance. Only the number behind "extra" is important. (But var3 var2 var1 have to be used in ascending order otherwise the game will crash. So eg 12f3 or 13f2 is not allowed. It has to be 1f23 or 1f32.) Also: If you use 1, 2 (during rain) or 3 and leave the second slot empty, one of the unused extras will (or will not) be created randomly in addition to the extra in slot 1. //:Not important: If you do something like this: 1f103f10 extra 1 and 2 can be created at the same time (meaning there is no hirachy) but I cant think of any possible use for this. Question: The number of slots is probably hardcoded, right? Any chance to allow more slots to be used? *Looking towards the Limit Adjusters* Edited February 19, 2017 by -Anti- Link to comment https://gtaforums.com/topic/530575-tutcomponent-rules/#findComment-1069412897 Share on other sites More sharing options...
DK22Pac Posted March 12, 2017 Author Share Posted March 12, 2017 4fff only uses extra 1-5. extra6 cant be created. Also there will always be an extra created.Yes. Probably a R*s mistake Question: The number of slots is probably hardcoded, right? Any chance to allow more slots to be used?We have only 6 slots for extras.https://github.com/DK22Pac/plugin-sdk/blob/master/plugin_sa/game_sa/CVehicleModelInfo.h#L88 That seems to be wrong.Yes. First post was updated. -Anti- 1 Link to comment https://gtaforums.com/topic/530575-tutcomponent-rules/#findComment-1069451782 Share on other sites More sharing options...
DK22Pac Posted April 9, 2017 Author Share Posted April 9, 2017 Oh, another one... -Anti- 1 Link to comment https://gtaforums.com/topic/530575-tutcomponent-rules/#findComment-1069507454 Share on other sites More sharing options...
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