stef538 Posted April 16, 2014 Share Posted April 16, 2014 Hey guys, I was wondering if it was possible to hide and disable the collission of buildings is something like this possible ? Link to comment Share on other sites More sharing options...
pedro2555 Posted April 16, 2014 Share Posted April 16, 2014 Of buildings I doubt, but you can disable the collisions of other entities. Link to comment Share on other sites More sharing options...
LordOfTheBongs Posted April 16, 2014 Share Posted April 16, 2014 if u were to remove the building it would just be a big hole u could fall into, there isnt any ground under the buildings Link to comment Share on other sites More sharing options...
stef538 Posted April 16, 2014 Author Share Posted April 16, 2014 (edited) I know, i just want to know if it's possible , i know it's possible in III/VC/SA Edited April 16, 2014 by stef538 Link to comment Share on other sites More sharing options...
LordOfTheBongs Posted April 16, 2014 Share Posted April 16, 2014 I know, i just want to know if it's possible , i know it's possible in III/VC/SA if u have ever installed a map mod before then u would notice there is some file in the common/data folder (i think or it might be somewhere else) that has a list of map objects to load, maybe editing this files would prevent certain buildings from loading... u can do it via script if u can find where these get loaded and maybe edit the values in memory or detour the function that loads them maybe. Via script is not a beginner task. Link to comment Share on other sites More sharing options...
stef538 Posted April 16, 2014 Author Share Posted April 16, 2014 Hmmm Link to comment Share on other sites More sharing options...
Hitoyoshi Posted April 18, 2014 Share Posted April 18, 2014 i have tried but i dont know how the remove the collisions Link to comment Share on other sites More sharing options...
stef538 Posted April 19, 2014 Author Share Posted April 19, 2014 so you know how to remove the buildings but not the collision ? Link to comment Share on other sites More sharing options...
NTAuthority Posted April 19, 2014 Share Posted April 19, 2014 so you know how to remove the buildings but not the collision ? the same way you just remove buildings, as collision is separate from the building objects Inactive in GTA/R* title modification indefinitely pursuant to a court order obtained by TTWO. Good job acting against modding! Link to comment Share on other sites More sharing options...
stef538 Posted April 19, 2014 Author Share Posted April 19, 2014 (edited) yeah but how to remove the building, scriptwise i mean Edited April 19, 2014 by stef538 Link to comment Share on other sites More sharing options...
stef538 Posted June 9, 2014 Author Share Posted June 9, 2014 found a native like this : IS_MODEL_IN_CDIMAGE so Going to try it again! Link to comment Share on other sites More sharing options...
InfamousSabre Posted June 10, 2014 Share Posted June 10, 2014 Have you tried this native function? SWAP_NEAREST_BUILDING_MODEL(float x, float y, float z, float radius, uint modelfrom, uint modelto); Note that I have not tried this at all. Just saw the native and it looks useful if you can figure out the int (uint) to use for the models. stef538 1 Link to comment Share on other sites More sharing options...
stef538 Posted June 10, 2014 Author Share Posted June 10, 2014 (edited) Only need to fix the collision, and how to get it back ? because REQUEST_MODEL doesn't exactly work.. Edited June 10, 2014 by stef538 Link to comment Share on other sites More sharing options...
stef538 Posted June 10, 2014 Author Share Posted June 10, 2014 ok so i got the model to be visible again, but still no luck with the collision. Link to comment Share on other sites More sharing options...
NTAuthority Posted June 10, 2014 Share Posted June 10, 2014 collisions for buildings are fixed in place as static bounds, nothing to do about that Inactive in GTA/R* title modification indefinitely pursuant to a court order obtained by TTWO. Good job acting against modding! Link to comment Share on other sites More sharing options...
stef538 Posted June 10, 2014 Author Share Posted June 10, 2014 Damn.. Link to comment Share on other sites More sharing options...
AgentWD40 Posted June 10, 2014 Share Posted June 10, 2014 (edited) maybe edit memory address while in-game? this open source by thaCURSEDpie might help you. StructEdit mod by thaCURSEDpieA mod for GTA:IV which allows the in-game editing of specified memory values, such as the parameters listed in heandling.dat, weaponinfo.xml http://gtaforums.com/topic/497955-relsrcbiniv-structedit/ https://github.com/thaCURSEDpie/StructEdit Edited June 10, 2014 by hardsty1e Link to comment Share on other sites More sharing options...
stef538 Posted June 11, 2014 Author Share Posted June 11, 2014 didn't really work, but can't we convert model to object ? Link to comment Share on other sites More sharing options...
LordOfTheBongs Posted June 11, 2014 Share Posted June 11, 2014 (edited) Have you tried this native function?SWAP_NEAREST_BUILDING_MODEL(float x, float y, float z, float radius, uint modelfrom, uint modelto);Note that I have not tried this at all. Just saw the native and it looks useful if you can figure out the int (uint) to use for the models. try this to test... Vector3 p = Game.LocalPlayer.Character.Position;uint maxValueToCheck = 1000;//use whatever u likefloat radius = 10f;//go near some building for (uint x = 0; x <= maxValueToCheck; x++){ bool exit = false; for (uint y = 0; y <= maxValueToCheck; y++) { if (Game.isKeyPressed(Keys.End)) { Game.DisplayText("Exiting Building Swap Test..."); exit = true; break; } Game.DisplayText("Calling SWAP_NEAREST_BUILDING_MODEL Native With Params:\nPosition: " + p.ToString() + "\nRadius: " + radius.ToString() + "\nModel From: " + x.ToString() + "\nModel To: " + y.ToString() + "\n\nPress Enter To Test!!"); while (!Game.isKeyPressed(Keys.Enter)) Wait(0); GTA.Native.Function.Call("SWAP_NEAREST_BUILDING_MODEL", p.X, p.Y, p.Z, radius, x, y); Game.DisplayText("Did anything happen?? Press Enter To Continue!!"); while (!Game.isKeyPressed(Keys.Enter)) Wait(0); } if (exit) break;} didn't really work, but can't we convert model to object ? Model is a property of GTA objects (peds, vehicles, objects) so no... u can spawn an object with a specific model Edited June 11, 2014 by LordOfTheBongs Link to comment Share on other sites More sharing options...
stef538 Posted June 11, 2014 Author Share Posted June 11, 2014 (edited) Nope nothing happends... Model is a property of GTA objects (peds, vehicles, objects) so no... u can spawn an object with a specific model But you can't do that with a building.. right ? Or am I completely wrong here ? Edited June 11, 2014 by stef538 Link to comment Share on other sites More sharing options...
stef538 Posted June 11, 2014 Author Share Posted June 11, 2014 (edited) Well, I found this : #include <natives.h>#include <common.h>#include <strings.h>#include <types.h>#include <consts.h>void PrintMenu(char *string){PRINT_STRING_WITH_LITERAL_STRING_NOW("STRING", string, 2500, 1);}Object mapObject;SpawnobjectwithWandH(int mObject, float x, float y, float z, float h, float qx, float qy, float qz, float qw, bool freeze){if (IS_MODEL_IN_CDIMAGE(mObject)){REQUEST_MODEL(mObject);while (!HAS_MODEL_LOADED(mObject)) WAIT(0);CREATE_OBJECT(mObject, x, y, z, &mapObject, true);SET_OBJECT_HEADING(mapObject, h);SET_OBJECT_QUATERNION(mapObject, qx, qy, qz, qw);SET_OBJECT_PROOFS(mapObject, true, true, true, true, true);SET_OBJECT_VISIBLE(mapObject, true);FREEZE_OBJECT_POSITION(mapObject, freeze);MARK_MODEL_AS_NO_LONGER_NEEDED(mObject);}else{PrintMenu("Error, Model Does Not Exist In .img");}}void spawnmap(void){SpawnobjectwithWandH(0xBDB1B3E5, -827.942, 1709.24, -2.46431, 196.026, 0, 0, 0.990236, -0.139398, true);SpawnobjectwithWandH(0xBDB1B3E5, -826.783, 1705.2, -2.46178, 196.026, 0, 0, 0.990236, -0.139398, true);SpawnobjectwithWandH(0xBDB1B3E5, -825.679, 1701.36, -2.65925, 196.026, 0, 0, 0.990236, -0.139398, true);SpawnobjectwithWandH(0xBDB1B3E5, -816.59, 1705.22, -2.65672, 196.026, 0, 0, 0.990236, -0.139398, true);SpawnobjectwithWandH(0xBDB1B3E5, -816.855, 1708.68, -3.2542, 196.026, 0, 0, 0.990236, -0.139398, true);SpawnobjectwithWandH(0xBDB1B3E5, -818.314, 1711.59, -3.25167, 196.026, 0, 0, 0.990236, -0.139398, true);SpawnobjectwithWandH(0xBDB1B3E5, -816.243, 1702.2, -2.44913, 196.026, 0, 0, 0.990236, -0.139398, true);SpawnobjectwithWandH(0xBDB1B3E5, -815.358, 1697.67, -2.4466, 196.026, 0, 0, 0.990236, -0.139398, true);SpawnobjectwithWandH(0x3CEF0069, -804.224, 1713.74, -19.3254, 299.612, 0, 0, -0.502926, 0.864329, true);SpawnobjectwithWandH(0x3CEF0069, -801.275, 1708.63, -19.7234, 296.973, 0, 0, -0.522703, 0.852515, true);SpawnobjectwithWandH(0x3CEF0069, -800.766, 1703.48, -18.9214, 289.293, 0, 0, -0.57862, 0.815597, true);SpawnobjectwithWandH(0x3CEF0069, -747.914, 1737.73, -19.0394, 299.394, -0.020386, -0.0390128, -0.504166, 0.862484, true);SpawnobjectwithWandH(0x3CEF0069, -761.133, 1753.61, -18.1178, 328.333, 0.0208511, 0.0506641, -0.272106, 0.960706, true);SpawnobjectwithWandH(0x3CEF0069, -769.658, 1731.98, -19.7154, 309.692, 0, 0, -0.425052, 0.905169, true);SpawnobjectwithWandH(0x3CEF0069, -784.438, 1720.05, -19.3134, 308.252, 0, 0, -0.436393, 0.899756, true);SpawnobjectwithWandH(0x3CEF0069, -782.843, 1713.75, -18.8488, 307.378, -0.00642379, -0.0365416, -0.443275, 0.895618, true);SpawnobjectwithWandH(0x3CEF0069, -787.555, 1724.48, -19.0272, 307.454, 0.0296862, 0.0460472, -0.44168, 0.895498, true);SpawnobjectwithWandH(0x3CEF0069, -772.99, 1737.5, -18.6194, 315.614, 0.0263349, 0.0480426, -0.376849, 0.924653, true);SpawnobjectwithWandH(0x3CEF0069, -766.101, 1726.68, -18.8424, 307.073, -0.0177277, -0.0402904, -0.445276, 0.894311, true);SpawnobjectwithWandH(0xBDB1B3E5, -751.915, 1740.69, -2.34794, 31.2687, 0, 0, 0.269497, 0.963001, true);SpawnobjectwithWandH(0xBDB1B3E5, -755.947, 1742.53, -2.34541, 39.2687, 0, 0, 0.336016, 0.941856, true);SpawnobjectwithWandH(0xBDB1B3E5, -758.45, 1745.91, -2.34288, 39.2687, 0, 0, 0.336016, 0.941856, true);SpawnobjectwithWandH(0xBDB1B3E5, -755.195, 1754.29, -2.14035, 51, 0, 0, 0.430511, 0.902585, true);SpawnobjectwithWandH(0xBDB1B3E5, -752.167, 1751.09, -2.73782, 57, 0, 0, 0.477159, 0.878817, true);SpawnobjectwithWandH(0xBDB1B3E5, -748.773, 1749.52, -2.73529, 34, 0, 0, 0.292372, 0.956305, true);SpawnobjectwithWandH(0xBDB1B3E5, -745.443, 1746.44, -2.73276, 46, 0, 0, 0.390731, 0.920505, true);SpawnobjectwithWandH(0x3CEF0069, -734.837, 1754.56, -18.8722, 340.507, -0.0206315, -0.12011, -0.16803, 0.97822, true);SpawnobjectwithWandH(0x3CEF0069, -732.603, 1772.16, -18.9644, 5.5067, 0.00585418, -0.121729, 0.0476785, 0.9914, true);SpawnobjectwithWandH(0x3CEF0069, -739.481, 1791.53, -18.8109, 32.5067, 0.0341094, -0.116999, 0.277799, 0.952877, true);SpawnobjectwithWandH(0x3CEF0069, -756.503, 1804.91, -18.5176, 68.5067, 0.0685946, -0.100732, 0.558658, 0.820396, true);SpawnobjectwithWandH(0x3CEF0069, -780.416, 1808.4, -18.6607, 93.5068, 0.088771, -0.0834976, 0.722982, 0.680033, true);SpawnobjectwithWandH(0x3CEF0069, -783.604, 1793.65, -18.6951, 257.507, 0.0950396, 0.0762865, 0.774035, -0.621303, true);SpawnobjectwithWandH(0x3CEF0069, -753.951, 1770.73, -18.4506, 172.507, 0.00870789, -0.000570235, 0.997825, 0.0653424, true);SpawnobjectwithWandH(0x3CEF0069, -763.354, 1786.11, -18.5778, 243.507, 0.00742037, 0.00459246, 0.850289, -0.526244, true);SpawnobjectwithWandH(0x53052C95, -746.741, 1771.05, -20.2843, 165.37, 0, 0, 0.991861, 0.127322, true);SpawnobjectwithWandH(0x53052C95, -743.065, 1770.09, -20.8819, 170.37, 0, 0, 0.996471, 0.0839366, true);SpawnobjectwithWandH(0x53052C95, -739.159, 1769.1, -21.3224, 183.37, 0, 0, 0.999568, -0.0294066, true);SpawnobjectwithWandH(0x53052C95, -758.757, 1795.01, -20.5047, 239.37, -0.0378948, -0.0216018, 0.867933, -0.494762, true);SpawnobjectwithWandH(0x53052C95, -783.91, 1800.57, -21.6678, 266.004, -0.0623791, -0.0227135, 0.728631, -0.681682, true);SpawnobjectwithWandH(0xBDB1B3E5, -763.229, 1802.26, -2.5776, 162.958, 0, 0, 0.988962, 0.14817, true);SpawnobjectwithWandH(0xBDB1B3E5, -768.807, 1794.97, -1.97506, 157.958, 0, 0, 0.981558, 0.191167, true);SpawnobjectwithWandH(0xBDB1B3E5, -757.963, 1789.28, -1.97253, 146.958, 0, 0, 0.958716, 0.284365, true);SpawnobjectwithWandH(0xBDB1B3E5, -748.291, 1782.9, -1.97, 132.958, 0, 0, 0.916915, 0.399083, true);SpawnobjectwithWandH(0xBDB1B3E5, -740.95, 1785.25, -1.96747, 116.958, 0, 0, 0.85245, 0.522809, true);SpawnobjectwithWandH(0xBDB1B3E5, -748.697, 1794.16, -1.82138, 144.099, -0.0298576, -0.0636389, 0.94878, 0.30802, true);SpawnobjectwithWandH(0xBDB1B3E5, -757.663, 1800.19, -2.063, 152.099, -0.0253456, -0.0655667, 0.967955, 0.241086, true);SpawnobjectwithWandH(0xBDB1B3E5, -774.404, 1804.61, -2.38027, 189.954, -0.0130402, -0.00113566, 0.996144, -0.0867526, true);SpawnobjectwithWandH(0xBDB1B3E5, -770.433, 1727.4, -2.92622, 35.9767, 0, 0, 0.308824, 0.951119, true);SpawnobjectwithWandH(0xBDB1B3E5, -769.504, 1735.48, -2.92369, 35.9767, 0, 0, 0.308824, 0.951119, true);SpawnobjectwithWandH(0xBDB1B3E5, -737.679, 1777.21, -2.00748, 99.0897, 0, 0, 0.760914, 0.648853, true);SpawnobjectwithWandH(0xBDB1B3E5, -779.449, 1796.77, -2.29663, 168.074, -0.0693791, 0.00724665, 0.992167, 0.103632, true);SpawnobjectwithWandH(0x4F9981BE, -799.528, 1746.52, -20.3649, 266.885, -0.00633604, -0.0060006, 0.726038, -0.6876, true);SpawnobjectwithWandH(0x4F9981BE, -776.538, 1767.79, -19.9722, 266.885, -0.00633604, -0.0060006, 0.726037, -0.6876, true);SpawnobjectwithWandH(0xAA730FAF, -793.103, 1794.95, -0.305444, 293.103, 0, 0, -0.551189, 0.83438, true);SpawnobjectwithWandH(0xAA730FAF, -789.262, 1807.36, -0.271913, 293.103, 0, 0, -0.551189, 0.83438, true);SpawnobjectwithWandH(0xAA730FAF, -744.566, 1798.12, -0.238382, 293.103, 0, 0, -0.551189, 0.83438, true);SpawnobjectwithWandH(0xAA730FAF, -753.855, 1778.61, -0.204851, 293.103, 0, 0, -0.551189, 0.83438, true);SpawnobjectwithWandH(0xAA730FAF, -733.228, 1761.08, -0.17132, 293.103, 0, 0, -0.551189, 0.83438, true);SpawnobjectwithWandH(0xAA730FAF, -759.628, 1731.99, -0.137789, 293.103, 0, 0, -0.551189, 0.83438, true);SpawnobjectwithWandH(0xAA730FAF, -797.678, 1717.74, -0.104258, 293.103, 0, 0, -0.551189, 0.83438, true);SpawnobjectwithWandH(0xAA730FAF, -808.473, 1700.74, -0.0707269, 293.103, 0, 0, -0.551189, 0.83438, true);SpawnobjectwithWandH(0xAA730FAF, -811.927, 1708.84, -0.0371958, 293.103, 0, 0, -0.551189, 0.83438, true);SpawnobjectwithWandH(0xBDB1B3E5, -783.352, 1801.72, -2.19414, 0.459654, 0, 0, 0.00401123, 0.999992, true);SpawnobjectwithWandH(0xBDB1B3E5, -750.28, 1766.84, -1.51079, 83.8781, 0, 0, 0.66834, 0.743856, true);}void main(void){PRINT_STRING_WITH_LITERAL_STRING_NOW("STRING", "The Reefer", 2500, 1);spawnmap();while(true){THIS_SCRIPT_IS_SAFE_FOR_NETWORK_GAME();WAIT(0);}} but obviously it's in C++ So whatever I try, it doesn't really wants to work, but can we define buildings with this ? Edited June 11, 2014 by stef538 Link to comment Share on other sites More sharing options...
Maro Hannover Posted June 11, 2014 Share Posted June 11, 2014 (edited) Why don't turn of the car and player collisons off and fall into blue where there is no builder there ? Edited June 11, 2014 by Maro Hannover Link to comment Share on other sites More sharing options...
stef538 Posted June 11, 2014 Author Share Posted June 11, 2014 (edited) I'm making a TimeTravel mod, I want to remove the collision and buildings, if i am not in that timezone , so I don't really want to fall into the blue. Edited June 11, 2014 by stef538 Wiebrendh 1 Link to comment Share on other sites More sharing options...
Wiebrendh Posted June 11, 2014 Share Posted June 11, 2014 Why don't turn of the car and player collisons off and fall into blue where there is no builder there ? Well, if you do that, you will fall trough the ground.. I'm making a TimeTravel mod, I want to remove the collision and buildings, if i am not in that timezone , so I don't really want to fall into the blue. TimeTravel mod already exists.. It is called Back To The Feature. But that is an old mod, so a new one would be awsome stef538 1 Link to comment Share on other sites More sharing options...
Jitnaught Posted June 11, 2014 Share Posted June 11, 2014 I'm making a TimeTravel mod, I want to remove the collision and buildings, if i am not in that timezone , so I don't really want to fall into the blue. Turn off collisions, get the current ground position, and make a tick event that teleports you to that ground position? Link to comment Share on other sites More sharing options...
stef538 Posted June 11, 2014 Author Share Posted June 11, 2014 (edited) TimeTravel mod already exists.. It is called Back To The Future*. But that is an old mod, so a new one would be awsome I know.. http://www.moddb.com/mods/back-to-liberty-city lol. this one is mine. Edited June 11, 2014 by stef538 Wiebrendh 1 Link to comment Share on other sites More sharing options...
LordOfTheBongs Posted June 11, 2014 Share Posted June 11, 2014 Nope nothing happends... Model is a property of GTA objects (peds, vehicles, objects) so no... u can spawn an object with a specific model But you can't do that with a building.. right ? Or am I completely wrong here ? u tried the test code i made? did the test actually work? i never tested but was hoping u would be able to see some result in game testing different values Link to comment Share on other sites More sharing options...
stef538 Posted June 11, 2014 Author Share Posted June 11, 2014 (edited) I did try, and it didn't work , I only got some lag for 1 second. so it might have done something but I don't know.. I'm making a TimeTravel mod, I want to remove the collision and buildings, if i am not in that timezone , so I don't really want to fall into the blue. Turn off collisions, get the current ground position, and make a tick event that teleports you to that ground position? This also does not work, because the building collision is still there. Edited June 11, 2014 by stef538 Link to comment Share on other sites More sharing options...
Jitnaught Posted June 11, 2014 Share Posted June 11, 2014 I did try, and it didn't work , I only got some lag for 1 second. so it might have done something but I don't know.. I'm making a TimeTravel mod, I want to remove the collision and buildings, if i am not in that timezone , so I don't really want to fall into the blue. Turn off collisions, get the current ground position, and make a tick event that teleports you to that ground position? This also does not work, because the building collision is still there. It is, but player collision is off, so you would just go right through. Link to comment Share on other sites More sharing options...
stef538 Posted June 11, 2014 Author Share Posted June 11, 2014 whoa.. that isn't playable.. Link to comment Share on other sites More sharing options...
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