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Hanneswasco

[V|REL] Collectable Collector

Recommended Posts

Hanneswasco

Collectable Collector
A teleporter to various collectables

Made by Hanneswasco

Features
You can teleport / add blips on the map to the following collectables:

  • Epsilon Tracts
  • Epsilon Vehicles
  • For Sale Signs
  • Hidden Packages
  • Letter Scraps
  • Monkey Mosaics
  • Nuclear Waste
  • Peyotes
  • Spaceship Parts
  • Stunt Jumps
  • Submarine Parts
  • Under the Bridges


Installation
Place CollectableController.asi and collectable_controller.ini in the GTA V directory where the ScriptHookV is also placed.
More info and download of ScriptHookV here.

Control Keys
You can edit the keys for the menu in the collectable_collector.ini file using the Symbolic Constant Name you can find on this website.

Default keys:

  • F5 to open/close
  • NUMPAD 5 to enter
  • NUMPAD 0 or backspace to go back
  • NUMPAD 8 for up
  • NUMPAD 2 for down
Write coordinates to file
When the setting WRITE_COORDS in the collectable_collector.ini file is set to 1, you can write your current location to the file coordinates.txt in the GTA V directory.
This can be done by a key that you can also change in the .ini-file. By default this is F7.
This function can be handy if you want to help me adding new collectables. If you want to send me coordinates, please send me a personal message or post in this topic. If I will use your coordinates, you will ofcourse be mentioned in the Special thanks-section. :)

 

Change blip colours
In the collectable_collector.ini file, you can change the colour values of the different collectables.
For more info about which colour value represents which colour, see blipcolours.png or the image below.
blipcolours_zpsn1nmpujl.png

 

Special thanks to
Alexander Blade: ScriptHookV and Native Trainer
WikiGTA.org / PatrickW / Dutchy3010 / IGN: coordinates

Download

Latest version 2.0:

http://www.modmy5.com/en/mods/4e952b05

https://www.gta5-mods.com/scripts/collectible-collector

 

Troubleshooting

If you have crashes or any other problems. First try to update to the newest Script Hook and read the troubleshooting section there.


Screenshots
nuclearwaste26_zpsmsrcdbjb.jpg
(Click to enlarge)

 

Slideshow with more pictures

Changelog

 

 

 

Changes in v1
More or less locations added to Spaceship Parts, Letter Scraps, For Sale Signs,
Epsilon Tracts, Hidden Packages, Peyotes and Stunt Jumps
Able to change the keys to enter and navigate in the menu in a .ini-file
Changes in v1.1
Fixed bug that didn't allow to change the key to open the menu in the .ini-file
Changed teleporting positions slightly
Changes in v1.2
Teleported automatically above ground instead of under ground
Changes in v1.3
Spaceship Parts and Letter Scraps now have perfect spawn positions
Changes in v1.4
Added Epsilon Vehicles and Under the Bridges
Epsilon Tracts, For Sale Signs, Peyotes and Stunt Jumps now have perfect spawn positions
Deleted Parachuting locations since it is useless (there are blips on the map)
Teleport to marker function added
Changes in v1.5
Added Monkey Mosaics
Hidden Packages now have exact locations
Able to write locations to file if option is turned on in .ini-file
Changes in v1.6
Added Nuclear Waste and Submarine Parts
The active menu-item now is remembered
Changed the drawing height of the menu and the amount of maximum visible menu items, so it doesn't cover the minimap
Changes in v1.7
Corrected Peyote #11 location
Added second back-key for the menu (by default: backspace)
When the key to open the menu is pressed when the menu is open, the menu will now be closed instead of going back to the previous menu
Changes in v2.0
Corrected Stunt Jump #9 location
Added the option to add blips on the radar at collectable locations
Changes in v2.1
Fixed bug where you couldn't edit the blip icons

 

 

Edited by Hanneswasco

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PatrickJr.

Awesome stuff!

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ikt

You might be able to find the object itself and teleport to it, instead of using hardcoded values.

 

Great work anyway :) How's GTAForum? Haven't been there since forever.

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the battler

Using it right now for spaceship and letter collecting purposes.

 

Not too far, but some spawns are a bit off.

 

Spaceship part 2, I don't know if possible but it would maybe be better to spawn in the water on top of the part instead of add the edge of the dock.

 

Spaceship part 5 dropped me in the middle of the texture so I fell down into the ocean, but I was still able to swim just a few seconds onto shore and go back to the spawn point and retrieve the part.

 

For now I'm at 5 but it works good, although I had to change the key so I could use it without the Native Trainer activating.

 

Edit: Took me about 30 minutes with relative ease getting 50 spaceship parts.

 

Some spawns were right next to it, some I guessed were in the water below me, and some I had to climb up a ladder or go up stairs. Wasn't too hard, but could be improved with spawn locations for spaceships as far as I know.

Edited by the battler

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NexusAU

Nice!

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PekaFeed

Awesome.

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Hanneswasco

You might be able to find the object itself and teleport to it, instead of using hardcoded values.

 

Great work anyway :) How's GTAForum? Haven't been there since forever.

I could indeed do this in a next version, but this requires some time.

Edit: oh I read your suggestion wrongly. Great idea! I will have a look at it.

 

I'm "retired" at GTAForum.nl now, but for as far as I know, things are still more or less the same but more new people. :p

 

Using it right now for spaceship and letter collecting purposes.

 

Not too far, but some spawns are a bit off.

 

Spaceship part 2, I don't know if possible but it would maybe be better to spawn in the water on top of the part instead of add the edge of the dock.

 

Spaceship part 5 dropped me in the middle of the texture so I fell down into the ocean, but I was still able to swim just a few seconds onto shore and go back to the spawn point and retrieve the part.

 

For now I'm at 5 but it works good, although I had to change the key so I could use it without the Native Trainer activating.

 

Ah yes, because I didn't want you to spawn right on top of the object, you spawn on x+3, y+3, z+1. I thought it would be nicer to manually pick up the object yourself. :)

Edited by Hanneswasco

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cowabunga

Is it compatible with Alexander's Native Trainer? I mean, since both of them use the same control keys...

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PekaFeed

Spaceship Parts - only 39

Letter Scraps - only 42

 

Because some places are buggy and i fall into textures :(

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PekaFeed

Also, i change in collectable_collector.ini OPEN = VK_F4 to OPEN = VK_F5 but anyway f5 not working, and collectable collector opens only on f4

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mis009

Awesome!! good work

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Hanneswasco

Is it compatible with Alexander's Native Trainer? I mean, since both of them use the same control keys...

Also, i change in collectable_collector.ini OPEN = VK_F4 to OPEN = VK_F5 but anyway f5 not working, and collectable collector opens only on f4

I wanted it to be compatible by allowing you to change the controls. But there seems to be something wrong with it, I'll have a look at it now.

 

Spaceship Parts - only 39

Letter Scraps - only 42

 

Because some places are buggy and i fall into textures :(

I haven't tested all the locations yet. Some are indeed buggy, I need to find a solution for this too.

 

_____________

 

Edit:

The controls in the ini-file should now work. I read the ini file but forgot to replace the hardcoded value to open the menu. -.- I also changed the default value to open the menu to F5, so it's compatible with Alexander Blade's native trainer.

 

I also changed the values where you get teleported to to x+1, y+1, z+2, hoping you get teleported to a better place and not in textures etc.

 

The newest version (1.1) is in the first post of this topic.

Edited by Hanneswasco

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AgentWD40

Spaceship Parts - only 39

Letter Scraps - only 42

 

Because some places are buggy and i fall into textures :(

I haven't tested all the locations yet. Some are indeed buggy, I need to find a solution for this too.

 

these natives should help out.

 

REQUEST_COLLISION_AT_COORD(x, y, z)

LOAD_ALL_OBJECTS_NOW();
GET_GROUND_Z_FOR_3D_COORD(x, y, z, float *groundZ);
SET_CHAR_COORDINATES(GetPlayerPed(), x, y, groundz); << GTAIV NATIVE

 

(optional)

REQUEST_ADDITIONAL_COLLISION_AT_COORD(x, y, z);

IS_ENTITY_WAITING_FOR_WORLD_COLLISION(ped);

Edited by AgentWD40

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MIXAZZZ

doesnt work

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Hanneswasco

these native should help out -

 

REQUEST_COLLISION_AT_COORD(x, y, z)

LOAD_ALL_OBJECTS_NOW();GET_GROUND_Z_FOR_3D_COORD(float x, float y, float z, float *groundZ)

GET_GROUND_Z_FOR_3D_COORD(float x, float y, float z, float *groundZ)

SET_CHAR_COORDINATES(GetPlayerPed(), wpcoords.x, wpcoords.y, groundz); << GTAIV NATIVE

 

(optional)

REQUEST_ADDITIONAL_COLLISION_AT_COORD(x, y, z)

IS_ENTITY_WAITING_FOR_WORLD_COLLISION(ped)

Thanks for your help. I had a look at Alexander Blade's way to teleport to a waypoint and did it that way (with a few adaptations here and there). It's not the most beautiful way but it seems to work without much trouble:

 

// Check height levels for ground existencestatic float groundCheckHeight[] = {coords.z,100.0, 150.0, 50.0, 0.0, 200.0, 250.0, 300.0, 350.0, 400.0,450.0, 500.0, 550.0, 600.0, 650.0, 700.0, 750.0, 800.0}; float tempZ;for (int i = 0; i < sizeof(groundCheckHeight) / sizeof(float); i++){ENTITY::SET_ENTITY_COORDS_NO_OFFSET(e, coords.x, coords.y, groundCheckHeight[i], 0, 0, 1);WAIT(50);if (GAMEPLAY::GET_GROUND_Z_FOR_3D_COORD(coords.x, coords.y, groundCheckHeight[i], &tempZ)){coords.z = tempZ + 2.0;break;}}// if ground not found then don't change z // TeleportENTITY::SET_ENTITY_COORDS_NO_OFFSET(e, coords.x, coords.y, coords.z, 0, 0, 1);

So this means the height-problem is solved I think, and everything should be accessible (haven't tested it all, I'm too lazy).

Download link to newest version with this update in first post.

 

@ MIXAZZZ: tell me what doesn't work.

Edited by Hanneswasco

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MIXAZZZ
@ MIXAZZZ: tell me what doesn't work.

 

 

All, plugin not run. Under no key combinations it does not run. Even cleaned .ASI Alexander to not conflict - your ASI does not start.

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Hanneswasco

 

@ MIXAZZZ: tell me what doesn't work.

 

 

All, plugin not run. Under no key combinations it does not run. Even cleaned .ASI Alexander to not conflict - your ASI does not start.

 

Does Alex' native trainer still work? Did you place both the .asi and .ini file in the GTA V directory? Unfortunately I haven't implemented any logging system or anything yet.

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Craigsters

Well this override Alexander Blades's native trainer files asiloader.txt , dsound.dll, NativeTrainer.asi, ScriptHookV.dll, and ScriptHookV.txt in G:\Steam\steamapps\common\Grand Theft Auto V beside the games exe?

 

Are they compatible?

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MIXAZZZ

Hanneswasco, Craigsters

Steam version? YES

 

--- Stuff with GTAV.EXE ---

dsound

ScriptHookV

ScriptPlugin.asi

CollectableCollector.asi

collectable_collector.ini

 

asiloader log to :: SP.asi - loaded, CC.asi - loaded. CC not run, (F5.F4 and other keys from .ini)

Edited by MIXAZZZ

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Craigsters

Hanneswasco, Craigsters

Steam version? YES

 

--- Stuff with GTAV.EXE ---

dsound

ScriptHookV

ScriptPlugin.asi

CollectableCollector.asi

collectable_collector.ini

 

asiloader log to :: SP.asi - loaded, CC.asi - loaded. CC not run, (F5.F4 and other keys from .ini)

I buy all my games from steam, the stores here in Canada are awful at keeping popular brand games stocked, or at least Best Buy Canada, Wal-Mart and Toys R Us and EB games I avoid

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Player360

The Collectable Collector v1-2 link goes to the old version of this script v1 mod!

Edited by Player360

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Craigsters

The Collectable Collector v1-2 link goes to the old version of this script v1 mod!

same here

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Hanneswasco

 

The Collectable Collector v1-2 link goes to the old version of this script v1 mod!

same here

 

Fixed.

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Player360

 

 

The Collectable Collector v1-2 link goes to the old version of this script v1 mod!

same here

 

Fixed.

 

Thank you ! ; )

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PekaFeed

can you also add teleports to 30 Nuclear Waste?

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PatrickJr.

Would you add things like the Monkey Mosaics, Murder Mysterys ect

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Craigsters

testing in my next game launch, I took a screen shoot of your text readme and added the jpeg image to my tablet, so I know what buttons to use, I have no ideal if a emerson tablet can open a PC text file, but know jpeg images work on it!.. :^:

 

 

Owe I have all the wikia maps showing on maps where the stunts and collectibles are in game on my tablet, but trying to find them with parts of your map blurred out because that area wasn't discovered yet was tedious and put off in favor of other game playing issues, like maxin characters skill's or finishing the storyline first

 

 

update

 

I just tested it and the first two locations for the scrap you where put inside the building, on the airport location, I was put inside a vent and had to use the native trainer to teleport out, and there was nothing at all on that whole roof with scrap paper
Update 2
Found the real location randomly placing markers on map and using the native to get to it
update
I'm finding locations with no scrap paper at all and I climb thing's,jump thing's and look in every dumpster etc, I'll wait until this is improved upon or until I start a new game
5CMhela.jpg

 

 

pXlH0xO.jpg
mGVMrjX.jpg
Edited by Craigsters

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ubtri

Thanks for this!

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Craigsters

I copied all the image locations from the IGN site http://ca.ign.com/wikis/gta-5/Letter_Scraps_1-25 and well use those images in conjunction with the trainer Collectable Collector trainer, so if I'm stuck, I'll look to the picture locations as to a ideal of where in that teleported area, to my tablet to view

Edited by Craigsters

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Rich246

Would it be possible for you to add the Submarine Parts and the Nuclear Waste too please?

Edited by Rich246

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