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Enhanced Native Trainer


arewenotmen
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Well, ladies and germs - ENT has finally been updated to include Cunning Stunts (including all 500+ props added by hand...). Told ye of little faith that an update was in the works...

 

4RctvhZ.jpg

 

You'll have to disable despawning of DLC cars to prevent the cars despawning but they're all there. All stunt props are also there for your map making pleasure (you can also read in XML files made by other menus like Menyoo for maps etc and can add to them (I didn't add this. It's been in ENT for ages but I haven't heard anyone using it)).

 

Just to save anyone from having to read my previous posts:-

 

Recent changes:

 

  • Debug info is now a toggleable option (default off) under "world -> area effects". This is for those who want to debug random crashes related to the area effects options etc (and for those who don't want to see it all the time)
  • Gravity Gun has been added (under Weapons). Equip the Stungun and just aim at an entity to 'pick them up' and press your fire key to get rid of them (works on controller and mouse + keyboard). "Equip Stungun" notification disappears after the option is disabled at the moment (I'll fix it so it doesn't appear on the screen all the time).
  • "On/Off" has been replaced with checkboxes instead (felt it was cleaner).
  • All Cunning Stunts vehicles have been added (they will despawn unless you use the "Disable despawn of DLC vehicles" option) with full customisation out the box.
  • All Cunning Stunts props have been added ranging from race course Decor (flags, tyre walls etc) to full track pieces (loops, pipes etc).

All props seem to spawn properly, but if any of them don't - please tell me so I can either remove them or see if I've entered them wrong in the source.

 

You can get the cunning stunts update version of ENT here.

VAPID DESERT RAID (RACE) & VAPID TROPHY TRUCK (RACE) on offroad car still can't spawned....please update this with new Biker DLC

Edited by CloudsNine
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Flying Scotsman

Hold onto your modding hats ladies and germs - ENT has been updated 3 days after the last DLC dropped and not 3 months after!

5EMistI.jpg

 

Changelog:

 

  • Added all Biker DLC vehicles + weapons including so far unreleased vehicles (like the Tron bike (SHOTARO) and Rat Rod in the middle of the image above. 9 unreleased vehicles in total so far are available to spawn and modify). As always - disable despawn of DLC vehicles.
  • Vehicles are marked with the "Biker" prefix.
  • Bikes can be customised via ENT like any other vehicle. Rejigged the code so it shows Bike related headings instead of Car ones (i.e instead of "Skirts" it'll display "Sissy Bar" or instead of "Spoiler", it'll display "Drive Chain Cover").
  • As per request - you can now lock your vehicle doors. The option can be found under Vehicle options (at the moment. I'll move it to Door options when I can figure out what's going on in there). If activated, you cannot leave/be pulled out of your vehicle (including bikes).
  • Compiled using the latest Scripthook lib. To prevent issues, make sure to use the latest scripthook (at the time of this post).

 

 

Known Issues:

  • Trophy Truck (TROPHY) and Desert Raid (TROPHY2) don't want to spawn properly. I've double checked the name(s) of both against in-files ones and the wiki listed ones and they're spelt correctly but even typing it manually via manual input doesn't spawn them. Really not sure what's going on.
  • Trikes display car related mod headings. This is due to how I'm getting the type of vehicle. Since a Trike isn't a motorbike, it'll display car related headings (just like the Quadbike above) because it thinks it's a car. I'll fix this later with a QoL (quality of life) update when I have time. Mods are still applied properly however!

Download

 

 

can you add all objects palms,tress,etc... and others without use spawn object unlocker thanks how to Menyoo not required spawn object unlocker

 

I'm not even sure how they're doing it to be honest. If you can find relevant natives or a source I can look at then most likely I can add it in, but without either I'm not sure.

Edited by Zemanez
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Hey, @Zemanez...

 

It's good you're updating this awesome trainer after abandoning it from original author @arewenotmen, but... Man, why you're uploading your updated versions on Dropbox or other sh*tty services like Mediafire where links becomes invalid after while??? Please upload your updated versions on gta5-mods.com (which is more proof).

 

Thanks!

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Flying Scotsman

Hey, @Zemanez...

 

It's good you're updating this awesome trainer after abandoning it from original author @arewenotmen, but... Man, why you're uploading your updated versions on Dropbox or other sh*tty services like Mediafire where links becomes invalid after while??? Please upload your updated versions on gta5-mods.com (which is more proof).

 

Thanks!

 

 

Please upload to gta5-mods.com

 

The only time the Dropbox link breaks is if over 1000 people download it in a short period of time (doubt that'll happen with ENT) or if I delete the file when I update ENT.

 

I've made a new entry on GTA5mods anyway as Arewenotmen made the original post, I've had to make a new one (for update 30+). It'll need more screenshots however (haven't got the time to put more in today).

 

Once it's approved, you should be able to find it on my profile.

Edited by Zemanez
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Thanks for the swift update, Zemanez!

 

edit: 2 minor bugs I've found (which could just be issues my end):
Western Maverick (Sheriff) heli doesn't spawn and has no spawn preview image
Western Cliffhanger motorbike has no spawn preview image
Edited by pudsey
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Flying Scotsman

 

Thanks for the swift update, Zemanez!

 

edit: 2 minor bugs I've found (which could just be issues my end):
Western Maverick (Sheriff) heli doesn't spawn and has no spawn preview image
Western Cliffhanger motorbike has no spawn preview image

 

 

I knew about the Cliffhanger one now missing a preview image (it's very weird. I swear it had one before I put the new images in, but I don't see any obvious mistakes). I'll look at it later on.

 

Didn't know about the Maverick one however. It seems to be suffering the same fate as the Trophy Truck and Desert Raid (doesn't spawn even though the name is correct).

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Holy moly, you're awesome signore Zemanez. :) Well done, it's been a long time since the last official update. If only someone could update the front page of this forum.

 

p.s. about Western Maverick (Sheriff), i've asked Arewenotmen about it a long time ago and he said that that heli must be deleted from the list at all. Well smth like this.

p.p.s. listen, actually i have a tiny list of some problems this trainer has, so, i'll publish it later and maybe you'll have some time or wish (or both) to consider some of the things.

 

Ciao. Grazie. :)

Edited by Slash_Alex
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Flying Scotsman

Holy moly, you're awesome signore Zemanez. :) Well done, it's been a long time since the last official update. If only someone could update the front page of this forum.

 

p.s. about Western Maverick (Sheriff), i've asked Arewenotmen about it a long time ago and he said that this heli must be deleted from the list at all. Well smth like this.

p.p.s. listen, actually i have a tiny list of some problems this trainer has, so, i'll publish it later and maybe you'll have some time or wish (or both) to consider some of the things.

 

Ciao. Grazie. :)

 

A list of bugs would help. I'd make my own issue tracker, but I need the input from others to tell me what's up.

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Thank you for the 'Lock Doors' func, BUT actually it doesn't work the way it's supposed to be, as pedestrians still can brake the window and open a car to pull you out. Sadly.

 

p.s. and could you make 1000$ (or even 100$) a minimal sum to add (it's probably the simplest thing). :)

Edited by Slash_Alex
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@Zemanez, can you get somehow a permission to can edit the first post of thread started by @arewenotmen? Because thread isn't started by you and you most likely cannot edit the first post however the information on it is pretty outdated now... :facedesk: There're also a download links there that might be dead too...

Edited by 65536
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Flying Scotsman

@Zemanez, can you get somehow a permission to can edit the first post of thread started by @arewenotmen? Because thread isn't started by you and you most likely cannot edit the first post however the information on it is pretty outdated now... :facedesk: There're are also a download links there that might be dead too...

I'm not sure. I can make a new thread, but I don't want to tread on toes if Arewenotmen comes back is all.

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Signore Zemanez, here is a list of some 'rough edges' (IMHO) the ENT has.

I've been looking through my old notes, have found some old issues and also added some new:


1. All the cars thumbs (images, previews) in the 'Vehicle Spawner' menu work just fine (after a desktop link game start) until you load any savegame from the game 'Load Game' menu. After that a third part of them (approximately) are just black squares.

2. 'Add All Perfomance Upgrades' func in the 'Modifications' submenu works just fine while you're in the car. But this state cannot be saved. After you got out of the car and then get back in all the recent upgrades are reset, so you have to activate it again. It's not a big problem i guess.

3. 'Snowball' and 'Flare', some melee weapons, etc. cannot be saved, so you have to turn them ON (or use the 'Add all weapons' func) after each game start. It's probably the online game stuff only and cannot be saved?!

4. When you set the 'Vehicle Invincibility' as 'Mech.+ Vis.+ Cosmetic' the game doesn't consider this mode as a fully protected against scratches and dents (and that's very strange). So you will never finish any mission with the 'Not a scratch' mark using this mode. But it works fine using the 'Mech.+ Visual' mode. What is it, a tiny bug?

5. BTW, if you're landing a plane (helicopter) using any 'Vehicle Invincibility' mode, the game will always consider this landing as 'awful'. So you have to turn this mode OFF at all if you want to finish some missions with 100% score (to make 'a perfect touchdown').

6. Is it possible to make a confirmation dialog for the 'Reset All Settings' and the 'Delete' a saved vehicle?

7. Look, is it possible to make all the weapons added by the 'Give all weapons' function to be added with maximum characteristics by default (or make it an option like in the 'Vehicles' menu)?!

8. Why there is no a function in the trainer like a 'jump to a yellow marker'? It's very convenient to use on missions, or when you're racing and made a mistake, it would be convenient just to use this func and jump to the next checkpoint (yellow marker). Now, on a mission, i have to manually set a purple marker above a yellow one and then use the 'Go To Marker' func just to jump to the yellow marker. Why can't it be done through a separate func?

9. How to open the 'Animations' submenu in the 'Player Options' menu?

10. There is a message 'Equip the Stungun' on the screen and it doesn't want to disappear when the 'Gravity Gun' func is enabled. Remember? :)

11. Could you just make an option that either driving light or lower beam (like it happens now) to be ON when you get in a car. 'Cause it's pretty inconvenient to switch to driving light all the time or just turn head lights OFF. And maybe to add the third option - head lights always OFF when you get in a car (so you have to turn it ON yourself like in real life).

12. And maybe you could improve the 'Lock Doors' func, otherwise it's almost useless.


p.s. what is the 'Wind' function for in the 'Weather' menu? Is it supposed to change smth in the game? :)

p.p.s. the problem with the ReShade compatibility is still important, but i understand that you're powerless to do anything here.


Have fun. :)

Edited by Slash_Alex
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WildBrick142
  • Trophy Truck (TROPHY) and Desert Raid (TROPHY2) don't want to spawn properly. I've double checked the name(s) of both against in-files ones and the wiki listed ones and they're spelt correctly but even typing it manually via manual input doesn't spawn them. Really not sure what's going on.

Spawn them with "trophytruck" and "trophytruck2". "trophy" and "trophy2" are the gxt/handling names.

 

 

 

7IEj8yt.png

lKhCJ18.png

 

 

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For some reason, the trainer prevents me from going into any of the LSC workshops. The doors just won't open.

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@Zemanez, can you do add in XML file entries for toggleable options letting they to be enabled / disabled by default? Also there seems to be an issue with Object Spawner. For some reason, the "Immovable" option in "Spawn Options" submenu is disabled by default. This caused when I've spawned a Stunt pipe from Cunning Stunts update, it do start to spinning crazy on ground! After switching this option ON, the objects started spawning normally and I can move them flawlessly. I think this "Immovable" option for spawned objects should be ENABLED instead of DISABLED by default.

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@Zemanez, can you do add in XML file entries for toggleable options letting they to be enabled / disabled by default? Also there seems to be an issue with Object Spawner. For some reason, the "Immovable" option in "Spawn Options" submenu is disabled by default. This caused when I've spawned a Stunt pipe from Cunning Stunts update, it do start to spinning crazy on ground! After switching this option ON, the objects started spawning normally and I can move them flawlessly. I think this "Immovable" option for spawned objects should be ENABLED instead of DISABLED by default.

 

Dear Zemanez, yes, he has a point (about ENABLED by default). :)

Edited by Slash_Alex
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Flying Scotsman

 

  • Trophy Truck (TROPHY) and Desert Raid (TROPHY2) don't want to spawn properly. I've double checked the name(s) of both against in-files ones and the wiki listed ones and they're spelt correctly but even typing it manually via manual input doesn't spawn them. Really not sure what's going on.

Spawn them with "trophytruck" and "trophytruck2". "trophy" and "trophy2" are the gxt/handling names.

 

 

 

7IEj8yt.png

lKhCJ18.png

 

 

 

 

Thanks, got it working. Uploading the fixed version to GTA5mods.

 

For some reason, the trainer prevents me from going into any of the LSC workshops. The doors just won't open.

 

Make sure you disable the "Disable despawn of DLC vehicle" option as it disables the shop script (which is what causes the DLC vehicles to despawn).

 

@Zemanez, can you do add in XML file entries for toggleable options letting they to be enabled / disabled by default? Also there seems to be an issue with Object Spawner. For some reason, the "Immovable" option in "Spawn Options" submenu is disabled by default. This caused when I've spawned a Stunt pipe from Cunning Stunts update, it do start to spinning crazy on ground! After switching this option ON, the objects started spawning normally and I can move them flawlessly. I think this "Immovable" option for spawned objects should be ENABLED instead of DISABLED by default.

 

I can change the default option for that pretty easily. I've tried doing an XML system in the past when I made my own ENT fork (Pandora - pre-joining ENT's team for update 29+) and it didn't play nice with the database file at all (like full on crashes etc).

 

 

@Zemanez, can you do add in XML file entries for toggleable options letting they to be enabled / disabled by default? Also there seems to be an issue with Object Spawner. For some reason, the "Immovable" option in "Spawn Options" submenu is disabled by default. This caused when I've spawned a Stunt pipe from Cunning Stunts update, it do start to spinning crazy on ground! After switching this option ON, the objects started spawning normally and I can move them flawlessly. I think this "Immovable" option for spawned objects should be ENABLED instead of DISABLED by default.

 

Dear Zemanez, yes, he has a point (about ENABLED by default). :)

 

 

I'll have a tinker with it.

 

 

Signore Zemanez, here is a list of some 'rough edges' (IMHO) the ENT has.
I've been looking through my old notes, have found some old issues and also added some new:
1. All the cars thumbs (images, previews) in the 'Vehicle Spawner' menu work just fine (after a desktop link game start) until you load any savegame from the game 'Load Game' menu. After that a third part of them (approximately) are just black squares.
2. 'Add All Perfomance Upgrades' func in the 'Modifications' submenu works just fine while you're in the car. But this state cannot be saved. After you got out of the car and then get back in all the recent upgrades are reset, so you have to activate it again. It's not a big problem i guess.
3. 'Snowball' and 'Flare', some melee weapons, etc. cannot be saved, so you have to turn them ON (or use the 'Add all weapons' func) after each game start. It's probably the online game stuff only and cannot be saved?!
4. When you set the 'Vehicle Invincibility' as 'Mech.+ Vis.+ Cosmetic' the game doesn't consider this mode as a fully protected against scratches and dents (and that's very strange). So you will never finish any mission with the 'Not a scratch' mark using this mode. But it works fine using the 'Mech.+ Visual' mode. What is it, a tiny bug?
5. BTW, if you're landing a plane (helicopter) using any 'Vehicle Invincibility' mode, the game will always consider this landing as 'awful'. So you have to turn this mode OFF at all if you want to finish some missions with 100% score (to make 'a perfect touchdown').
6. Is it possible to make a confirmation dialog for the 'Reset All Settings' and the 'Delete' a saved vehicle?
7. Look, is it possible to make all the weapons added by the 'Give all weapons' function to be added with maximum characteristics by default (or make it an option like in the 'Vehicles' menu)?!
8. Why there is no a function in the trainer like a 'jump to a yellow marker'? It's very convenient to use on missions, or when you're racing and made a mistake, it would be convenient just to use this func and jump to the next checkpoint (yellow marker). Now, on a mission, i have to manually set a purple marker above a yellow one and then use the 'Go To Marker' func just to jump to the yellow marker. Why can't it be done through a separate func?
9. How to open the 'Animations' submenu in the 'Player Options' menu?
10. There is a message 'Equip the Stungun' on the screen and it doesn't want to disappear when the 'Gravity Gun' func is enabled. Remember? :)
11. Could you just make an option that either driving light or lower beam (like it happens now) to be ON when you get in a car. 'Cause it's pretty inconvenient to switch to driving light all the time or just turn head lights OFF. And maybe to add the third option - head lights always OFF when you get in a car (so you have to turn it ON yourself like in real life).
12. And maybe you could improve the 'Lock Doors' func, otherwise it's almost useless.
p.s. what is the 'Wind' function for in the 'Weather' menu? Is it supposed to change smth in the game? :)
p.p.s. the problem with the ReShade compatibility is still important, but i understand that you're powerless to do anything here.
Have fun. :)

 

 

The previews are streamed from the game's files automatically. When you load a save for the first time, ENT loads the images during the loading screen (that's how the native behaves). When you re-load the game, the game has already loaded its assets (models, textures etc) so ENT can't request/load them again because the game just says "No, they're there already....". That's not something I can change :(.

 

Never knew about the performance issue to be honest. Whenever I've used it, it they seem to stick (if I go back into Engine for example, it's still set to "engine 4". Not sure what's going on with that.

 

Those are Online weapons, yeah so technically speaking they shouldn't work in Singleplayer by default. To save them, I think Arewenotmen would have to edit the database system to save them (I know a bit of SQL but it's so easy to break it). It could also be the game removing them automatically because they shouldn't be in Singleplayer.

 

The cosmetic damage one is actually an interesting one. Currently, ENT waits for the flag which sets the car as damaged and repairs it (so as to not bog down the game with useless loops which would seriously affect the performance of low spec PCs). What you're seeing is the game setting the flag (car being damaged) and storing that value somewhere (for a mission for example) and ENT comes along, sees the flag and 'resets' the flag but not the stored value - hence why you get "this car was damaged" messages. Not really something I can change either.

 

I've got code for applying all the mods to weapons, but I'm not sure if it'll play nice with ENT at all. I've had issues in the past with trying to port code over from my other fork and ENT throwing a hissy.

 

The "teleport to mission marker" one I did try. Like the above one, porting code over which worked elsewhere just crashed ENT as soon as the game started and there's no indication as to why either. I'll look into it because it would be useful, but it won't be added any time soon though.

 

I know about the Grav gun message, yeah. It's not a simple thing to edit either (since it's a loop) so I'm going to have to figure something out.

 

I'll look into the headlights one though (and the money one you wanted).

 

The 'Wind Function' came from A.B's original native trainer. It just kicks up more dust in the desert or blows props (like paper) around a bit more. Nothing really obvious.

 

ReShade will have to have a better programmer look at it because I'm way above my head regarding that.

Edited by Zemanez
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For some reason, the trainer prevents me from going into any of the LSC workshops. The doors just won't open.

 

Make sure you disable the "Disable despawn of DLC vehicle" option as it disables the shop script (which is what causes the DLC vehicles to despawn).

Ah, so that's what it was. Thank you for clearing that up, much appreciated.

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eGameVersion version = getGameVersion();		if (version < 20)		{			*getGlobalPtr(2558120) = 1;		}		if ((version < 22 && version > 19))		{			*getGlobalPtr(2562051) = 1;		}		if (version < 26 && version > 21)		{			*getGlobalPtr(2566708) = 1;		}		if (version > 25)		{			*getGlobalPtr(2576573) = 1;		}

Zemanez, why don't you use the above to prevent de-spawning MP vehicles, no need to stop the shop script and backwards compatible as well :)

 

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Thank you for your time, not goin' to bother you for now, but i just wanted to notice about that performance issue that i don't know what that 'Add All Perfomance Upgrades' function do exactly to a car, but i have just noticed that a car accelerated and got to a point much faster when that function's applied.

 

Ciao&Grazie!

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Flying Scotsman
eGameVersion version = getGameVersion();		if (version < 20)		{			*getGlobalPtr(2558120) = 1;		}		if ((version < 22 && version > 19))		{			*getGlobalPtr(2562051) = 1;		}		if (version < 26 && version > 21)		{			*getGlobalPtr(2566708) = 1;		}		if (version > 25)		{			*getGlobalPtr(2576573) = 1;		}

Zemanez, why don't you use the above to prevent de-spawning MP vehicles, no need to stop the shop script and backwards compatible as well :)

 

 

 

The funny thing is, code like that already exists in ENT but I could never find the latest pointer so it got stuck on the equilavent of "if (version < 26 && version > 21)...".

 

Added that updated pointer set in however (major thanks!).

 

I've just uploaded a Quality of Life (QoL) update with bugfixes from my first upload, so the new pointers will be in the next one (don't want to spam the admins with requests to approve the file).

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eGameVersion version = getGameVersion();		if (version < 20)		{			*getGlobalPtr(2558120) = 1;		}		if ((version < 22 && version > 19))		{			*getGlobalPtr(2562051) = 1;		}		if (version < 26 && version > 21)		{			*getGlobalPtr(2566708) = 1;		}		if (version > 25)		{			*getGlobalPtr(2576573) = 1;		}

Zemanez, why don't you use the above to prevent de-spawning MP vehicles, no need to stop the shop script and backwards compatible as well :)

 

 

 

The funny thing is, code like that already exists in ENT but I could never find the latest pointer so it got stuck on the equilavent of "if (version < 26 && version > 21)...".

 

Added that updated pointer set in however (major thanks!).

 

I've just uploaded a Quality of Life (QoL) update with bugfixes from my first upload, so the new pointers will be in the next one (don't want to spam the admins with requests to approve the file).

 

Maybe you should join the skype dev channel, we share stuff like this, so no-one needs to figure everything out on his own. Give my your skype ID via PM and I will add you to the group.

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Amazing work!

 

Are you guys gonna add the new DLC weapons as well?

the new weapons are already added!

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Amazing work!

 

Are you guys gonna add the new DLC weapons as well?

the new weapons are already added!

 

Really? Pipe Bomb, Pool Cue, Mini SMG, etc.? Hmm, weird, I didn't seem to have them upon activating the "give all weapons" option.

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Really? Pipe Bomb, Pool Cue, Mini SMG, etc.? Hmm, weird, I didn't seem to have them upon activating the "give all weapons" option.

That might be a bug. But they're all there still, go to Weapons>Individual Weapons and they're all there, including the ones you named.

Edited by pudsey
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Hello
I have been studying for scripting GTA 5 on C ++ ...
Can I get the source code for your own reference, and not for public use ...
Thank you...
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asdfchlwnsgy1236

 

@Zemanez Last update works very well, good job!

 

The only thing I miss is an Alphabetic Saved Cars List, because I have more than 20 pages of saved cars (most of them Replacer's converted to Add-On's) and If I want to search for an specific car of the list and I don't know where it was, I have to search in each page until I find it. I there could be an option to classify cars by name, year or brand, would be much easier.

That'll probably take a much better programmer than me I'm afraid (I'm pretty bad with sorting algorithms).

 

Oh, what a coincidence.

I added the option to sort the saved vehicles list.

Unfortunately, I'm not a good programmer either, so I couldn't sort them by brand or year.

 

I just added the code. Now we just have to wait for Zemanez to get the files up on GTA5-mods.

 

 

 

 

Really? Pipe Bomb, Pool Cue, Mini SMG, etc.? Hmm, weird, I didn't seem to have them upon activating the "give all weapons" option.

That might be a bug. But they're all there still, go to Weapons>Individual Weapons and they're all there, including the ones you named.

 

imakuni1995 is most likely using an older version of ENT.

I get all of the weapons mentioned through "Give All Weapons" with the current version, so it shouldn't be a bug.

Edited by asdfchlwnsgy1236
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