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Enhanced Native Trainer


arewenotmen
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arewenotmen

 

Given the calls for it, this is fair enough, but what really needs to happen here is we add key configuration to the project, otherwise we'll end up with loads of offshoots that confuse people and lag behind.

 

If noone else beats me to it and contributes the code, I eventually plan on adding an INI file that lets you define keys, and later, other settings.

 

However I don't know how long this will take.

This would make our dreams come true :D

 

I've done this, but I've run out of time to test and release it.

 

It doesn't support controllers yet AFAIK, but you can assign any key to any function. Keep an eye out for a release in the next few days.

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I have an issue regarding teleporting. It seems like Michael is the only one who can teleport when in a vehicle. Tried with Franklin and he teleported without the vehicle.

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arewenotmen

I have an issue regarding teleporting. It seems like Michael is the only one who can teleport when in a vehicle. Tried with Franklin and he teleported without the vehicle.

Are you sure? I can't reproduce this.

 

Again, in all releases so far, teleporting to a marker doesn't take the vehicle. It's fixed in the next one.

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arewenotmen

Release #11 is out. I'm posting it here rather than in the OP because I don't know whether it'll work for everyone yet. Give me some feedback.

 

 

UPDATE #11

 

Changes:

  • Flare gun added, BZ gas removed
  • Teleport-to-marker now takes vehicle with it
  • More fixes to avoid infinite load screen after death when in non-player skin; in fact, you now don’t die and get reset to Michael, who can then die
  • Optional config file (bundled) to define keyboard choices. Put this in the main GTAV directory alongside the .ASI file, and look carefully at its contents. Applies on starting the game.
  • Minor teleportation location tweaks
Compiled ASI and XML config, Release #11 on 08/05/15: here Edited by arewenotmen
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Sounds good :) What happened: I spawned a Rhino as Michael (at his safehouse) and choosed to teleport to the airport entrance. Both Michael and the Rhino got teleported to the entrance.

 

Switched to Franklin and sat a marker to his buyable LS Customs. Got into his car and pressed teleport to marker. Only Franklin was teleported.

 

I removed AB's trainer in the GTA directory before I added your trainer ;)

 

Glad you fixed it :D

Edited by GKID7891
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Dominoes282

Release #11 is out. I'm posting it here rather than in the OP because I don't know whether it'll work for everyone yet. Give me some feedback.

 

 

UPDATE #11

 

Changes:

  • Flare gun added, BZ gas removed
  • Teleport-to-marker now takes vehicle with it
  • More fixes to avoid infinite load screen after death when in non-player skin; in fact, you now don’t die and get reset to Michael, who can then die
  • Optional config file (bundled) to define keyboard choices. Put this in the main GTAV directory alongside the .ASI file, and look carefully at its contents. Applies on starting the game.
  • Minor teleportation location tweaks
Compiled ASI and XML config, Release #11 on 08/05/15: here

 

Beat me on the config file! I just got mine working but I see it's not necessary. :lol:

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jippa_lippa

Added Invisibility as well.

 

Amazing!!! Thanks!!! This is one of the most useful features ever!

Can i expect it being implemented in the trainer soon? :)

Thanks thanks, super thanks!

Edited by jippa_lippa
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Release #11 is out. I'm posting it here rather than in the OP because I don't know whether it'll work for everyone yet. Give me some feedback.UPDATE #11Changes:

  • Flare gun added, BZ gas removed
  • Teleport-to-marker now takes vehicle with it
  • More fixes to avoid infinite load screen after death when in non-player skin; in fact, you now don’t die and get reset to Michael, who can then die
  • Optional config file (bundled) to define keyboard choices. Put this in the main GTAV directory alongside the .ASI file, and look carefully at its contents. Applies on starting the game.
  • Minor teleportation location tweaks
Compiled ASI and XML config, Release #11 on 08/05/15: here

Personally, I prefer in on the OP, it'd get lost in the thread.

  • Like 3
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Can you please change the transparent menu to something colored,or add an option to change/color it...can't really focus on the text at a sunny day unless having them behind something dark.

Edited by _MK_
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PulseR_HD

the .xml doesn't work with niunManager V 1.0.0 what sould i do

o sh*t yeah it does that must just be a bug with the manager


game crashes when you open the world menu

Edited by PulseR_HD
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imakuni1995

My game crashing when story loading :(

Is your ScriptHook up to date?

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Awesome trainer! Is it possible to create a google doc as you had for the car groupings, and group all of the ped skins?

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Thanks for the trainer, I am looking forward to new updates :) is there a way to add teleport mission marker ?

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awesome tool :) thanks a lot.

 

one request if I may :

 

I wanted to try different types of plane, and I thought it would be cool if we could change the car/plane/boat etc .. while we're driving it.

is that possible ?

Like a "car changer" on the same level as the "car spawner"

 

cheers

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pasi123567

I just miss 2 things in every trainer from GTA 5.

 

1: If you spawn a new car and you want to spawn in it can you add that the last car you where in gets removed? Because sometimes i need to spawn 20 to get a right position because the old ones.

2. Simple but no trainer has it: Wheater lock!

 

All i want :D Would be really nice!

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arewenotmen

game crashes when you open the world menu

I can't reproduce this.

 

Is there a particular setting that causes it?

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PulseR_HD

 

game crashes when you open the world menu

I can't reproduce this.

 

Is there a particular setting that causes it?

 

ever can i dont wory about it

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cowabunga

I just miss 2 things in every trainer from GTA 5.

 

1: If you spawn a new car and you want to spawn in it can you add that the last car you where in gets removed? Because sometimes i need to spawn 20 to get a right position because the old ones.

2. Simple but no trainer has it: Wheater lock!

 

All i want :D Would be really nice!

 

+1 for the weather lock. I have to manually select extra sunny every five minutes.

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Huskerboy42

Would it be possible to implement some cool mods from this site into the trainer,

Some mods I think would be cool: Super Fast Traffic...............On/Off

Tsunami.............................On/Off

No Water............................On/Off

Heavy Cars.........................On/Off

Deformation........................Up/Down

No Traffic/Pedestrians........On/Off

Handling.............................Arcade/Realistic

Bodyguard

Spawn Bodyguard

(able to spawn any npc as a body guard, like in skin changer, no main characters or animals)

Give bodyguard weapons

Bodyguard Invincibility..On/Off

Remove Bodyguard(s)

Fully Upgrade (current) Car

Guns fire vehicles

(List of cars here like car spawner, tells which car will be shot)

License Plate Editor

Field of View......................(Slider)

Super Dense Traffic/Pedestrians (Slider) As seen here: http://gtaforums.com/topic/788390-just-a-heads-up-you-can-modify-settingsxml-for-much-greater-density-and-pedvehicle-variety/?hl=traffic&do=findComment&comment=1067359555

 

Some of these might not be possible but they would be super cool to have

Edited by Huskerboy42
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MAJLaunch

This is my extended version of Alexander's Native Trainer, which I will slowly continue to develop until I get bored.

 

It's open source, with a GitHub project.

 

UPDATE #10

 

Changes:

  • Bug fixes for menus
  • Wasn't applying settings when hidden with F4
  • Added throwable flare and the broken bottle to weapons
UPDATE #9

 

Changes:

  • All remaining menus converted to the new format
  • New and more detailed layout & colour scheme
  • Star representation of wanted level setting
  • Pressing the trainer key (F4) shows/hides the menu at its current position, instead of acting as a back button
  • Various teleport location fixes & additions thanks to dratom and fvqu
  • Menu reordering of various teleport stuff
Changes in earlier updates:

 

 

UPDATE #8

 

Changes:

  • Vehicle door menu added by TAWTonic
  • If you die when using a non-player model/skin, you are reset to Michael. This avoids the infinite loading screen bug that was previously encountered. The fact that it’s Michael rather than necessarily the right player choice may still cause problems in missions etc, so be careful.
UPDATE #7

 

Changes:

  • Updated to use new Script Hook version. You should have the latest game version, but you MUST have the new Script Hook AND have followed Alexander’s instructions for this to work.
  • Renamed the project from NativeTrainer to EnhancedNativeTrainer. This means that, for the first time, you need to remove any other NativeTrainer.asi files from your game directory as this will not overwrite them.
  • Extra teleportation destinations, now categorised. Thanks to PulseR_HD for providing the coordinates, and JakobTischler for putting them into code prior to categorisation.
  • Added the parachute to the ‘give all weapons’ behaviour
  • Added ‘output current’ option to teleport menu so developers/community can note coordinates of places they want to add
  • Now supports reloadable behaviour as per Alexander’s SDK readme – big improvement for developers!
  • Various menu tweaks and improvements, especially key handling which was updated to match Alexander's new example
UPDATE #6

 

New/Improved Features:

  • No more racist skin picker: the skin detail chooser has been enhanced so it allows you to pick non-default skin colours. This may also mean more choices are available in general. Thanks to AC3R665 on Reddit for spotting this. Further work may be required to filter out some invalid combinations.
  • Added various missing vehicles, notably the Swift helo, the Besra jet, a whole set of trains (not driveable) and a few other bits. Thanks to RM76 for spotting some missed items.
  • Various menu tweaks and improvements
UPDATE #5

 

New/Improved Features:

  • Teleportation menu converted into generic format, with the code ready for as many options as we like
  • Optional scenery (e.g. North Yankton) unloaded again once you teleport away to a non-marker location
Bug Fixes:
  • Fixed a menu issue where scrolling up/down would go to next page, whereas it should wrap around on same page
UPDATE #4

 

New/Improved Features:

  • North Yankton teleport option integrated – all credit to TacoDeBoss who wrote the meat of this. There is no need to load N/Y separately; it’s integrated into the feature
Bug Fixes:
  • All the industrial vehicles were inaccessible – category menus led to cars
  • Blista Compact & Race variant had names swapped
  • Other minor name corrections
  • Menu tweaks & bug fixes
UPDATE #3

 

New/Improved Features:

  • Vehicle spawn menu broken down into categories and full titles introduced; thank you to the community (GTAForums & Reddit) for helping populate this data
  • Removed "1/1" from menu header when only one page
  • Menu bug fixes
UPDATE #2

 

Internal Enhancements:

  • Refactored into multiple source files to reduce complexity
  • The skin choice menu uses the generic mechanism
  • Generic menus are now drawn vertically
  • Menu bug fixes
New/Improved Features:
  • Skins are split into Players, Animals and the rest, each of which is sorted alphabetically
  • Almost all skins have human-readable names
  • Some non-working skins (models ending in _P) removed
UPDATE #1

 

Internal Enhancements

 

To produce my new multi-level feature menus, I wanted a generic menu method instead of reproducing it each time.

 

Therefore I made one, which draws a menu based on a list of captions, a list of values, and then allows for optional callbacks when something is highlighted, actively chosen or the menu is exited.

 

 

template<typename T>bool drawGenericMenu(std::vector<std::string> captions, std::vector<T> values, int currentSelectionIndex, std::string headerText,    bool (*onConfirmation)(int selectedIndex, std::string caption, T value),    void (*onHighlight)(int selectedIndex, std::string caption, T value),    void(*onExit)(bool returnValue))
I will eventually refactor the existing menus into using this mechanism, alongside the other work I've got planned.

 

We'll then be able to change how menus are generated and look (e.g. vertical lists instead) in a single place.

 

New Feature: Skin Detail

 

The new feature in this release is the ability to change the details of your skin.

 

This allows you to select faces, clothes, accessories etc and then specific variations of each. The offered options are limited to those that the game tells me are valid for the preceding choices.

 

The menu hierarchy goes Skin Detail Chooser -> Component Type -> Drawable (e.g. which top to wear) -> Texture (e.g. what pattern it is)

 

There are a couple of things you might find weird that I'll explain in advance.

 

The options you select are applied as you highlight them, unlike the rest of the trainer where you have to specifically choose it with Num5. This seemed to be the most usable option. Really it would be nice if it was just a preview, and it restored your confirmed selections when you exited without confirming, and the menu architecture is designed for it, but doing it would require storing/getting more information than I can at present.

 

Also when you select something at a higher level and drill down, you get the first available drawable/texture choice, not what your character already has. Again this is about access to player info, and/or storing more detail in the trainer.

 

 

 

Pre-Built Release Download

 

Source and compiled ASI, Release #10 on 06/05/15: here

 

Read the bundled notes, especially if updating from Update 6 or earlier.

 

A cautionary note: treat these ASIs like any EXE - I could probably do what I like to the host PC. For safest results, always compile it yourself having understood the code.

 

Misc Notes

 

If it doesn't work, let me know if there's anything specifically wrong with what I've done, but you use this at your own peril, and wider trainer issues aren't my area.

 

You can ask for whatever weird feature you want, but you're better off asking for changes to existing behaviour, or doing the work yourself and feeding it in.

 

Other developers, feel free to get involved.

 

Very Nice man, Good job!

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McDodge34

Would it be possible to implement some cool mods from this site into the trainer,

Some mods I think would be cool: Super Fast Traffic...............On/Off

Tsunami.............................On/Off

No Water............................On/Off

Heavy Cars.........................On/Off

Deformation........................Up/Down

No Traffic/Pedestrians........On/Off

Handling.............................Arcade/Realistic

Bodyguard

Spawn Bodyguard

(able to spawn any npc as a body guard, like in skin changer, no main characters or animals)

Give bodyguard weapons

Bodyguard Invincibility..On/Off

Remove Bodyguard(s)

Fully Upgrade (current) Car

Guns fire vehicles

(List of cars here like car spawner, tells which car will be shot)

License Plate Editor

Field of View......................(Slider)

Super Dense Traffic/Pedestrians (Slider) As seen here: http://gtaforums.com/topic/788390-just-a-heads-up-you-can-modify-settingsxml-for-much-greater-density-and-pedvehicle-variety/?hl=traffic&do=findComment&comment=1067359555

 

Some of these might not be possible but they would be super cool to have

 

Think someone on reddit is working on this kind of thing with a in game mod manager, but it may take awhile to get this kind of thing going on, it needs to load and unload .asi or .lua scripts on the fly and not sure if its possible to do that.

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KingKamina

Awesome trainer. Helped me out so much so thanks for that. Just wanted to ask if it's possible to pause the timers that certain challenges and missions have? Those stunt plane trials are quite tricky :) Thanks again.

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WildBrick142

Some minor issues I found in the vehicles menu (Update #10 and #11, not sure about the rest)

  • Left/Right doors are swapped in car controller. Opening right door opens left door and vice versa.
  • Sentinel spawns a Sentinel XS and Sentinel XS spawns a Sentinel
  • Dune Buggy and Space Docker are made by BF, not Bravado
  • Dilettante (dilettante2) is owned by Merryweather, not FlyUS
  • Trashmaster spawns a rusty Trashmaster and rusty Trashmaster spawns a normal Trashmaster
  • Heist Barracks with shorter canvas (barracks3) is missing

There are also a few vehicle naming/vehicle manufacturer mistakes but they aren't as noticeable.

 

Also just wondering, why remove the BZ Gas? I know it's pretty much the exact same thing as Tear Gas but it'd be nice to have all possible weapons on the weapon wheel.

Edited by WildBrick142
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