headscript Posted June 2, 2015 Share Posted June 2, 2015 (edited) Holy sh*t headscript! We really need some 'stable' v10 versions so we can point the users to the same version of the lua plugin we (the devs) are using... at the moment pretty much every user is using a different plugin version (cause of the auto-build) and it seems nativedb gets screwed often, so this is a recipe for the disaster . I'm going to install the latest v10 version and update my mod momentarily guys. 10.1 is the latest stable the other one is just for devs 10.1 should work with all mods which got updated(not tested) Edited June 2, 2015 by headscript Link to comment Share on other sites More sharing options...
Szabo Posted June 2, 2015 Author Share Posted June 2, 2015 (edited) Holy sh*t headscript! We really need some 'stable' v10 versions so we can point the users to the same version of the lua plugin we (the devs) are using... at the moment pretty much every user is using a different plugin version (cause of the auto-build) and it seems nativedb gets screwed often, so this is a recipe for the disaster . I'm going to install the latest v10 version and update my mod momentarily guys. 10.1 is the latest stable the other one is just for devs 10.1 should work with all mods which got updated(not tested) I don't see any link to download that 'v10.1' version, the "Normal" link is still linking to v9. Edited June 2, 2015 by Szabo reddevilthp 1 Link to comment Share on other sites More sharing options...
reddevilthp Posted June 3, 2015 Share Posted June 3, 2015 Holy sh*t headscript! We really need some 'stable' v10 versions so we can point the users to the same version of the lua plugin we (the devs) are using... at the moment pretty much every user is using a different plugin version (cause of the auto-build) and it seems nativedb gets screwed often, so this is a recipe for the disaster . I'm going to install the latest v10 version and update my mod momentarily guys. 10.1 is the latest stable the other one is just for devs 10.1 should work with all mods which got updated(not tested) I don't see any link to download that 'v10.1' version, the "Normal" link is still linking to v9. Precisely. Even mods written for v10 work better on v9. Or does the link just say v9 but is actually v10.1? Link to comment Share on other sites More sharing options...
lolleroz Posted June 3, 2015 Share Posted June 3, 2015 Here's the download for the lua that the mod actually works on: https://codeload.github.com/gallexme/LuaPlugin-GTAV/zip/master don't use this link: http://178.62.61.147/index.php?title=Download I tried every version and none was working properly with szabo's mods......so yeah use the first link Link to comment Share on other sites More sharing options...
Szabo Posted June 3, 2015 Author Share Posted June 3, 2015 Hi guys, sorry for your problems. I talked to headscript and all the compatibility problems are going to be obsolete soon as he's going to release a proper stable version and I'm going to iron out the bugs using that version we'll all be using. At the moment my mods (latests on github) don't work with v9 nor v10.1 unfortunately. I'm using a 'rolling release' build to develop and I don't have the permission to distribute the lua plugin I'm using (so we can have the same version)... Perhaps I should ask headscript for such permission so in the mean time we at least can have fun while a proper solution isn't rolled out. Link to comment Share on other sites More sharing options...
machine4578 Posted June 4, 2015 Share Posted June 4, 2015 (edited) Hi guys, sorry for your problems. I talked to headscript and all the compatibility problems are going to be obsolete soon as he's going to release a proper stable version and I'm going to iron out the bugs using that version we'll all be using. At the moment my mods (latests on github) don't work with v9 nor v10.1 unfortunately. I'm using a 'rolling release' build to develop and I don't have the permission to distribute the lua plugin I'm using (so we can have the same version)... Perhaps I should ask headscript for such permission so in the mean time we at least can have fun while a proper solution isn't rolled out. no wonder its not working for me. but atleast now i know why. back to v107b that is still working great with v10(and v9) Lua Edited June 4, 2015 by machine4578 Link to comment Share on other sites More sharing options...
Anach Posted June 4, 2015 Share Posted June 4, 2015 Hi guys, sorry for your problems. I talked to headscript and all the compatibility problems are going to be obsolete soon as he's going to release a proper stable version and I'm going to iron out the bugs using that version we'll all be using. At the moment my mods (latests on github) don't work with v9 nor v10.1 unfortunately. I'm using a 'rolling release' build to develop and I don't have the permission to distribute the lua plugin I'm using (so we can have the same version)... Perhaps I should ask headscript for such permission so in the mean time we at least can have fun while a proper solution isn't rolled out. Well works perfectly for me ,and has done since I first started using it, with v9, v10 and the current dev build. I've been using the build from 4 days ago without any problems. Link to comment Share on other sites More sharing options...
Darth_Starkiller Posted June 5, 2015 Share Posted June 5, 2015 I get a weird bug with this mod. For some reason, every vehicle I save loads with xenon lights. Nothing major, but annoying. Link to comment Share on other sites More sharing options...
DeathBadger Posted June 10, 2015 Share Posted June 10, 2015 (edited) Really need help with this im new to modding completely and been trying to follow the posts. i Installed the Script Hook and the LUA Plugin v 10 as suggest. I changed the filepath to "C:/Szabo". I have changed my local savekey to multiply as some people suggested but still nothing. The Inside of my scripts folder looks like this: FOLDER - addins, FOLDER - libs, FILE - Keys.lua, FILE- main.lua, FILE - utils.lua then in my addins folder are 3 files: Basemodule.lua, exampleGUI.lua and Szabopersist.lua. Using windows 8 if this changes anything, Thanks for anyhelp atm having only 6 car is very annoying. EDIT: working fine after i deleted the thermal image lua no idea why this conflicts with it but the mod works as soon as i deleted it. Edited June 14, 2015 by DeathBadger Link to comment Share on other sites More sharing options...
Rohith_Kumar_Sp Posted June 11, 2015 Share Posted June 11, 2015 @Szabo Even when i disable the mod, when i press "0" it still says car saved and unsaved, this is annoying as "0" is the keybind for "back" in all the mods Link to comment Share on other sites More sharing options...
Tomasrehy Posted June 11, 2015 Share Posted June 11, 2015 @Szabo Even when i disable the mod, when i press "0" it still says car saved and unsaved, this is annoying as "0" is the keybind for "back" in all the mods You can rebind the key. It also annoyed me that even when disabled it still doesn't act as disabled, so I binded it to another key Link to comment Share on other sites More sharing options...
Rohith_Kumar_Sp Posted June 11, 2015 Share Posted June 11, 2015 (edited) @Szabo Even when i disable the mod, when i press "0" it still says car saved and unsaved, this is annoying as "0" is the keybind for "back" in all the mods You can rebind the key. It also annoyed me that even when disabled it still doesn't act as disabled, so I binded it to another key Did that , new problem, when ever i load the game, it says vehicles deleted, now my cards keeps deleting randomly everytime i load the game wtf ? Edit : reloading works, but i noticed it has stopped showing Edit : also wont show up in pause menu using LUA from https://github.com/gallexme/LuaPlugin-GTAV/ Edited June 11, 2015 by Rohith_Kumar_Sp Link to comment Share on other sites More sharing options...
jdrnrgrs231 Posted June 13, 2015 Share Posted June 13, 2015 last night i was modding cars and saving them outside my safe house and i must of had maybe 15-20 cars not lagging at all all of them saved. i saved and exited the game came back today and only had 3... Wtf Link to comment Share on other sites More sharing options...
carcols.dat Posted June 14, 2015 Share Posted June 14, 2015 Okay, you guys seem to be confused about the duplication issue. The problem is NOT that duplicates load upon reloading the script...because common sense dictates that is expected behavior. The actual issue is that duplicates spawn even if there's only one entry for each saved vehicle. This is a legitimate bug. Seems to be only with watercraft and aircraft in my case. Link to comment Share on other sites More sharing options...
DeathBadger Posted June 14, 2015 Share Posted June 14, 2015 Okay, you guys seem to be confused about the duplication issue. The problem is NOT that duplicates load upon reloading the script...because common sense dictates that is expected behavior. The actual issue is that duplicates spawn even if there's only one entry for each saved vehicle. This is a legitimate bug. Seems to be only with watercraft and aircraft in my case. Finally got the mod working was a differant mod which was causing this one not to work, but the duplication issue is happening to me as well but it is happening with cars only and not with boats or aircraft Link to comment Share on other sites More sharing options...
opposition Posted June 18, 2015 Share Posted June 18, 2015 Anyone else have the mod stop working the last few days? I think there was an update which broke this mod. Can anyone confirm this? Link to comment Share on other sites More sharing options...
Drewgamer Posted June 18, 2015 Share Posted June 18, 2015 Anyone else have the mod stop working the last few days? I think there was an update which broke this mod. Can anyone confirm this? I can't confirm as I stopped using it due to the fact that every time I got in a vehicle spawned by the "mechanic" from Single Player Garage all my LUA scripts broke. But it seemed to be keeping vehicles persistent for me (I never tried the vehicle saving aspect). I would err on the side of caution though and say that all of Szabo's scripts need a "fresh check". Link to comment Share on other sites More sharing options...
oliverrogerr Posted June 24, 2015 Share Posted June 24, 2015 sooo no more updates? tis is the Best mod ever !!!!!! plis Szabos come back!!!!! Link to comment Share on other sites More sharing options...
Evil.Tim Posted June 29, 2015 Share Posted June 29, 2015 I hope this mod isn't abandoned yet. Sometimes I can't disable it when I really need to, the keys for enabling/disabling the mod and saving/unsaving a car just stop working even though the mod iself continues to function normally. After loading the game or switching characters it starts working again. Link to comment Share on other sites More sharing options...
thebest07111 Posted July 4, 2015 Share Posted July 4, 2015 hope someone can help me yesterday i saved a few cars but today when i started my game and i want to get in a car it opens the door goes sit in it but then i automaticly will be teleported out of the car Hope you can hellp so i can drive it Link to comment Share on other sites More sharing options...
raburs Posted July 4, 2015 Share Posted July 4, 2015 Can you write this in C# (.NET)? Link to comment Share on other sites More sharing options...
Anach Posted July 4, 2015 Share Posted July 4, 2015 Still works perfectly fine. No problems here at all. Those of you with problems, check there aren't any other mods sharing hotkeys, as that will break functionality. Try the SDK version of the LUA script (You only need the lua_sdk.asi, not both), as the sdk version will display any error messages. If you are still having problems, then remove all your other mods and try and track down the conflicting or broken mod, because there are broken buggy mods out there. Finally, if you are running a pirated version of the game, then stop reporting bugs, because pirated versions have been always known to behave differently when it comes to mods, and this applies to almost all pirated games these days. Link to comment Share on other sites More sharing options...
MCP-14A Posted July 25, 2015 Share Posted July 25, 2015 Hello...looking for assistance with this mod. I have to most up to date version of GTA V, ScriptHook, and LUA SDK. My config is posted below. The problem I am experiencing is that it's as if I never installed this mod at all. No matter what key I set the save to nothing happens. I'll be in a vehicle I wish to save in a spot and when I hit the button nothing happens. No plate change, no message indicating the vehicle is saved, no nothing. Please help. -- -- #################################################################### -- SZABO'S PERSISTANCE MOD -- 0.0.1.06b NOTE: 'b' stands for BETA VERSION! Use at your own risk!!! -- #################################################################### -- -- CONFIGURE THE KEYS BELOW. Further down you find a list of the codes local savekey = 32 local reloadkey = 110 local disablemodkey = 46 local modenabled = true -- SET TO false if you don't want the persistence to be enabled by default - does not affect saved --vehicles, this only applies to the 'persistent' ones you drove, which can cause problems in missions -- CONFIGURE THE PATH WHERE THE FILE WILL BE SAVED. NOTE: Make sure Windows allows writing there. -- 99.9% of the problems will be due bad data on the line below OR Windows permissions nonsense. -- IMPORTANT!: Double-check the slashes (/) (they're NOT backslashes (\) ) and the LAST SLASH too! -- IMPORTANT!: The path must be between quotation marks ("). Use the default value for reference. local savepath = "C:/Users/Josh & Kristen/Documents/Rockstar Games/" -- CHOOSE A COOL TEXT TO APPEAR IN THE LICENSE PLATES OF YOUR SAVED VEHICLES! (Max. 8 dig.) -- IMPORTANT!: The text must be between quotation marks ("). Use the default value for reference. local platetext = "MCP" local useplates = true --change to false if you don't want the plates to change -- #################################################################### -- KEY CODES -- #################################################################### -- -- Space = 32 D4 = 52 O = 79 NumPad4 = 100 F9 = 120 -- PageUp = 33 D5 = 53 P = 80 NumPad5 = 101 F10 = 121 -- Next = 34 D6 = 54 Q = 81 NumPad6 = 102 F11 = 122 -- End = 35 D7 = 55 R = 82 NumPad7 = 103 F12 = 123 -- Home = 36 D8 = 56 S = 83 NumPad8 = 104 F13 = 124 -- Left = 37 D9 = 57 T = 84 NumPad9 = 105 F14 = 125 -- Up = 38 A = 65 U = 85 Multiply = 106 F15 = 126 -- Right = 39 B = 66 V = 86 Add = 107 F16 = 127 -- Down = 40 C = 67 W = 87 Separator = 108 F17 = 128 -- Select = 41 D = 68 X = 88 Subtract = 109 F18 = 129 -- Print = 42 E = 69 Y = 89 Decimal = 110 F19 = 130 -- Execute = 43 F = 70 Z = 90 Divide = 111 F20 = 131 -- PrintScreen = 44 G = 71 LWin = 91 F1 = 112 F21 = 132 -- Insert = 45 H = 72 RWin = 92 F2 = 113 F22 = 133 -- Delete = 46 I = 73 Apps = 93 F3 = 114 F23 = 134 -- Help = 47 J = 74 Sleep = 95 F4 = 115 F24 = 135 -- D0 = 48 K = 75 NumPad0 = 96 F5 = 116 -- D1 = 49 L = 76 NumPad1 = 97 F6 = 117 -- D2 = 50 M = 77 NumPad2 = 98 F7 = 118 -- D3 = 51 N = 78 NumPad3 = 99 F8 = 119 -- -- #################################################################### -- ABOUT THE MOD -- #################################################################### -- -- What this mod does: It makes the last vehicles you've entered never disappear AND it allows you -- to save as many vehicles as you want on the map, so they always stay there no matter what. -- This allows you to effectively create 'garages' anywhere. -- -- How to save vehicles: -- When driving a vehicle, park it and press the 'savekey', the plate will change to the one you configured, meaning that -- the vehicle will be saved AT THE POSITION IT WAS WHEN YOU PRESSED THE KEY. The map marker of the vehicle will change -- from ORANGE (meaning it was one of the 3 'persistent' vehicles), to GREEN, meaning it is a SAVED vehicle. -- Saved vehicles will never despawn, and you can revert all the saved vehicles to their saved positions by pressing -- the 'reloadkey'. -- If you want to 'unsave' a vehicle, simply press the 'savekey' again when driving it, the plate will change to -- NOTSAVED and the vehicle will despawn as soon as the engine sees fit. -- -- How it works: -- It manages the vehicles in three ways: -- 1- The saved vehicles that are spawned on the map will be marked in green on the radar and will despawn when you get far. -- This only affect the vehicles that you didn't drive (see below). -- 2- The saved vehicles that you drive will blink their marks, and after you have 3 of them, the former ones will revert -- back to their saved positions. This is necessary to avoid over-usage of VRAM. -- 3- The random vehicles you entered are marked in orange and won't despawn, but just as the above, after there are 3 of -- them on the map the former ones will be allowed to 'despawn'. -- -- The saved vehicles are saved to a file in the disk and will be there after you exit and relaunch the game. -- -- KNOWN ISSUES: -- THE FOLLOWING WON'T BE SAVED: Neon lights, Plate style -- If you don't change the paint type in LSC and browse other paints, the saved paint type is going to be the -- one that was highlighted when you cancelled. This doesn't apply to colours, only paint types are affected -- e.g.: matte, metallic, etc.. Please note that if you do change the paint type, no matter which painting was -- highlighted when you cancelled the purchase, it will work correctly. This problem will only happen on the -- rare occasions in which you enter the LSC with a paint 'x' in you car, then browse another category, say, -- 'chrome', and hit 'cancel' (Esc or B) until you leave LSC AND don't change the original paint 'x'. -- This shouldn't affect most people, but it's a bug that unfortunately I'm not able to fix. The bug is on the -- following native function: VEHICLE::GET_VEHICLE_MOD_COLOR_1(vehicle, 0, 0, 0) -- -- #################################################################### -- -- ADVANCED CONFIGURATION (Don't change this if unsure): local persistentqty = 3 --number of cars to never despawn, both from saveds and random local spawndistance = 70 -- distance the vehicles will appear local loopspeed = 5 -- increase ONLY if vehicles are taking too long to appear -- #################################################################### -- -- Copyright © 2015 Szabo on http://gtaforums.com -- -- This file is licensed under a restrictive authorial license that can be enforced in most countries. -- You need my permission to redistribute this file or to modify it (except for personal usage). -- The non-compliance of the terms above will result in legal proceedings. -- Thieves will be sued. Trespassers will be shot. Beware of the dog. -- -- By using this you agree that I take ABSOLUTELY NO responsibility for the usage of this mod. -- If it causes your roomba to go terminator and nuke our planet, it's your responsibility. -- -- #################################################################### -- CHANGELOG -- #################################################################### -- -- 0.0.1.06b - Custom tyres works now. (Thanks to unknown modder @ gtaforums.com) -- Paint shader works now. (See Known Issues) -- -- 0.0.1.02b - Improved backwards compatibility. -- -- 0.0.1b - Small code revamp and fixes, and now the following data will also be saved: -- Bulletproof tyres; metallic paint; rims paint; tyre smoke colour; livery (very few vehicles use this) -- -> Fixed my inttobool function_ which was the culprit of the Xenon Headlamps problems -- -- 0.0.0.07b - minor fixes -- -- PREVIOUS - no changelog for previous versions - see forum thread if curious -- -- #################################################################### -- CREDITS: (to be ordered) -- #################################################################### -- -- Alexander Blade for Script Hook -- headscript @ gtaforums.com for LUA Plugin for Script Hook -- -- #################################################################### -- THANKS: -- #################################################################### -- -- I would like to thank everyone who encouraged me in some way, either by voting, -- commenting, making a video, sharing a snippet, etc. -- -- And want to thank these guys specially: -- -> janimal @ gtaforums.com for helping me test and debug the mod extensively -- (TODO add more | please contact me if you think you should be here!) -- -- -- -- -- #################################################################### -- WARNING: THE LINES BELOW CONTAIN DEVELOPMENT DATA (IT'S MESSY) -- #################################################################### -- -- Plate styles: VEHICLE::GET_VEHICLE_PLATE_TYPE (not sure how to set, possibly SET_VEHICLE_NUMBER_PLATE_TEXT_INDEX) -- (None of the above seems to work correctly) -- -- #################################################################### -- -- OTHER INFOS TO SAVE, TODO & DEV TESTING/NOTES: -- ## MOVED TO THE BOTTOM OF THIS DOCUMENT ## -- -- #################################################################### -- -- TODO: Reveal all saved vehicles on the map when the game is paused. -- TODO: If VEHICLE::IS_VEHICLE_IN_GARAGE_AREA then don't save it -- ### UPDATE: Need to check every garage -- TODO: LOOP ALL VEHICLES AND IF THERE ARE PASSENGERS AND PLAYER IS NOT ONE OF THEM, ALLOW DESPAWN -- ^(Remove persistence of vehicle if it's being driven and player is not on it to prevent problems.) -- TODO: SAVE DIRT LEVEL JUST FOR FUN -- ### UPDATE: Need to save it automatically -- TODO: DISABLE SAVING STOLEN CARS (YOU FILTHY THIEVES > ... ) -- ### UPDATE: VEHICLE.IS_VEHICLE_STOLEN always returns false -- TODO: learn how to use lua properly -- TODO: a function_ to deal with the repetitive loops local szabopersist = {} local unvid = 0 local lastPlayerState = false local persistentVehicles = {} local savedVehicles = {} local spawnedSavedVehicles = {} local drivenSavedVehicles = {} local function booltoint(bool) if bool then return 1 else return 0 end end local function inttobool(int) if (tonumber(int) == 0 or int == false) then --print('inttobool - in, out: ', int, "false") return false else --print('inttobool - in, out: ', int, "true") return true end end local function file_exists(name) local f=io.open(name,"r") if f~=nil then io.close(f) return true else return false end end local function getdictlen(d) local c = 0 for x in pairs(d) do c = c + 1 -- C++ :B end return c end local function table_insertmultiple(xtable, ...) for _, v in ipairs({...}) do table.insert(xtable, v) end end local function disablepersistent() for i, v in ipairs(persistentVehicles) do ENTITY.SET_ENTITY_AS_NO_LONGER_NEEDED(v) UI.REMOVE_BLIP(UI.GET_BLIP_FROM_ENTITY(v)) end persistentVehicles = {} end local function getindexofvidinarray(vid, array) for i, vdata in ipairs(array) do if(vid == vdata[1]) then return i end end return -1 end local function isvehiclespawnedordriven(v) for _, spawneddata in ipairs(spawnedSavedVehicles) do if (v == spawneddata[2]) then return true end end for _, drivendata in ipairs(drivenSavedVehicles) do if (v == drivendata[2]) then return true end end return false end local function cleardriven() if (#drivenSavedVehicles > persistentqty) then print('resetting old saved vehicle to its position') local oldvehicle = drivenSavedVehicles[1][2] ENTITY.SET_ENTITY_AS_MISSION_ENTITY(oldvehicle, true, true) VEHICLE.DELETE_VEHICLE(oldvehicle) table.remove(drivenSavedVehicles, 1) end end function szabopersist.unload() --NOTE: this is only used for development -- print('unloading szabopersist') -- unloadspawnedsavedcars() -- disablepersistent() end local texttimer = 50 --this var is used for heatup too local texttoshow = "SZABO'S PERSISTANCE MOD" function showtext(str) texttimer = 50 texttoshow = str end local function drawtext() UI.SET_TEXT_FONT(0) UI.SET_TEXT_SCALE(0.6, 0.8) UI.SET_TEXT_COLOUR(255, 255, 255, 255) UI.SET_TEXT_WRAP(0, 1) UI.SET_TEXT_CENTRE(true) UI.SET_TEXT_DROPSHADOW(15, 15, 0, 0, 0) UI.SET_TEXT_EDGE(5, 0, 0, 0, 255) UI._SET_TEXT_ENTRY("STRING") UI._ADD_TEXT_COMPONENT_STRING(texttoshow) UI._DRAW_TEXT(0.5, 0) texttimer = texttimer-1 end local function removevehiclemarker(v) while (UI.GET_BLIP_FROM_ENTITY(v) ~= 0) do UI.REMOVE_BLIP(UI.GET_BLIP_FROM_ENTITY(v)) wait(0) end end local function setvehiclemarker(v, mtype) local blink = false local col = 16742399 --green-blue spawned if(mtype == 1) then --col = 2013200639 --green-yellow driven col = 16742399 --green-blue blink = true elseif (mtype == 2) then --col = 4294902015 --yellow persist col = 0xFF9900FF --orange persist end if (useplates and mtype ~= 2) then VEHICLE.SET_VEHICLE_NUMBER_PLATE_TEXT(v, string.sub(platetext, 1, 8)); end removevehiclemarker(v) local blip = UI.ADD_BLIP_FOR_ENTITY(v) UI.SET_BLIP_SCALE(blip, 0.6) UI.SET_BLIP_COLOUR(blip, col) if (blink) then UI.SET_BLIP_FLASHES(blip, true) end end local function addvehicletosavedarray(v) local coords = ENTITY.GET_ENTITY_COORDS(v, true) local colr, colg, colb = VEHICLE.GET_VEHICLE_CUSTOM_PRIMARY_COLOUR(v,0,0,0) local col2r, col2g, col2b = VEHICLE.GET_VEHICLE_CUSTOM_SECONDARY_COLOUR(v,0,0,0) local vals = {ENTITY.GET_ENTITY_MODEL(v), coords.x, coords.y, coords.z, ENTITY.GET_ENTITY_HEADING(v), colr, colg, colb, col2r, col2g, col2b} --using table.insert for easier debugging, 'final' version won't be like this table.insert( vals, VEHICLE.GET_VEHICLE_WHEEL_TYPE(v) ) --Wheels table.insert( vals, VEHICLE.GET_VEHICLE_WINDOW_TINT(v) ) --Film table.insert( vals, VEHICLE.GET_VEHICLE_MOD(v, 0) ) --Spoilers table.insert( vals, VEHICLE.GET_VEHICLE_MOD(v, 1) ) --Front Bumper table.insert( vals, VEHICLE.GET_VEHICLE_MOD(v, 2) ) --Rear Bumper table.insert( vals, VEHICLE.GET_VEHICLE_MOD(v, 3) ) --Side Skirt table.insert( vals, VEHICLE.GET_VEHICLE_MOD(v, 4) ) --Exhaust table.insert( vals, VEHICLE.GET_VEHICLE_MOD(v, 5) ) --Frame table.insert( vals, VEHICLE.GET_VEHICLE_MOD(v, 6) ) --Grille table.insert( vals, VEHICLE.GET_VEHICLE_MOD(v, 7) ) --Hood table.insert( vals, VEHICLE.GET_VEHICLE_MOD(v, 8) ) --Fender table.insert( vals, VEHICLE.GET_VEHICLE_MOD(v, 9) ) --Right Fender table.insert( vals, VEHICLE.GET_VEHICLE_MOD(v, 10) ) --Roof table.insert( vals, VEHICLE.GET_VEHICLE_MOD(v, 11) ) --Engine table.insert( vals, VEHICLE.GET_VEHICLE_MOD(v, 12) ) --Brakes table.insert( vals, VEHICLE.GET_VEHICLE_MOD(v, 13) ) --Transmission table.insert( vals, VEHICLE.GET_VEHICLE_MOD(v, 14) ) --Horns table.insert( vals, VEHICLE.GET_VEHICLE_MOD(v, 15) ) --Suspension table.insert( vals, VEHICLE.GET_VEHICLE_MOD(v, 16) ) --Armor table.insert( vals, VEHICLE.IS_TOGGLE_MOD_ON(v, 18) ) --Turbo table.insert( vals, VEHICLE.IS_TOGGLE_MOD_ON(v, 22) ) --Xenon table.insert( vals, VEHICLE.GET_VEHICLE_MOD(v, 23) ) --Front Wheels table.insert( vals, VEHICLE.GET_VEHICLE_MOD(v, 24) ) --Back Wheels (BIKES ONLY) --## UPDATE 0.0.1b changes below table.insert( vals, VEHICLE.GET_VEHICLE_TYRES_CAN_BURST(v)) -- bulletproof tyres -- OK table_insertmultiple( vals, VEHICLE.GET_VEHICLE_EXTRA_COLOURS(v, 0, 0)) --metallic/pearlscent highlight colour AND rims colour table.insert( vals, VEHICLE.GET_VEHICLE_LIVERY(v)) -- LIVERY FOR SOME MODELS (STOCK CARS) table_insertmultiple( vals, VEHICLE.GET_VEHICLE_TYRE_SMOKE_COLOR(v, 0, 0, 0)) -- OK -- tire smoke colour -- OK --## UPDATE 0.0.1.05b changes below table.insert( vals, VEHICLE.GET_VEHICLE_MOD_VARIATION(v, 23)) --custom tyres table.insert( vals, VEHICLE.GET_VEHICLE_MOD_VARIATION(v, 24)) --custom tyres --## UPDATE 0.0.1.06b below local paintshaderid = VEHICLE.GET_VEHICLE_MOD_COLOR_1(v, 0, 0, 0) --this is kinda buggy table.insert( vals, paintshaderid) local paintshaderid2 = VEHICLE.GET_VEHICLE_MOD_COLOR_2(v, 0, 0) table.insert( vals, paintshaderid2) unvid = unvid+1 table.insert(savedVehicles, {unvid, vals}) table.insert(drivenSavedVehicles, {unvid, v}) ENTITY.SET_ENTITY_AS_MISSION_ENTITY(v, true, true) setvehiclemarker(v, 1) cleardriven() showtext("THIS VEHICLE WAS SAVED AT THIS POSITION") end local function getcsvfromarrayentry(e) local valscsv = e[1] for i, val in ipairs(e) do if (i>1) then if (type(val) == type(true)) then valscsv = valscsv .. "," .. booltoint(val) else valscsv = valscsv .. "," .. val end end end return valscsv end local function getarrayentryfromstringdata(csvstr) local vals = {} for val in string.gmatch(csvstr, '[^,]+') do table.insert(vals, val) end table.insert(savedVehicles, {unvid, vals}) print(#savedVehicles) end local function loadsaveddata() local sfile = savepath .. "szabopersist" if (not file_exists(sfile)) then io.close(io.open(sfile, "w")) --kinda touch end for line in io.lines(sfile) do getarrayentryfromstringdata(line) unvid=unvid+1 end end -- function indieloop() -- while (true) do -- print(UI.IS_PAUSE_MENU_ACTIVE(), UI.GET_PAUSE_MENU_STATE()) -- end -- end function szabopersist.init() -- coroutine.resume(coroutine.create(indieloop)) loadsaveddata() end local function setvehicledata(v, dtype, parslist) if (parslist == nil) then return 2 elseif( type(parslist) ~= type({}) or #parslist < 1) then if (dtype == 'extracols') then print('resetting unsaved colours to neutral colour (backwards compatibility)') VEHICLE.SET_VEHICLE_EXTRA_COLOURS(v, 0, 0) end return 3 elseif (dtype == 'mod') then VEHICLE.SET_VEHICLE_MOD(v, parslist[1], parslist[2], false) elseif (dtype == 'togglemod') then VEHICLE.TOGGLE_VEHICLE_MOD(v, parslist[1], inttobool(parslist[2])) elseif (dtype == 'tyres') then VEHICLE.SET_VEHICLE_TYRES_CAN_BURST(v, inttobool(parslist[1])) elseif (dtype == 'extracols') then VEHICLE.SET_VEHICLE_EXTRA_COLOURS(v, parslist[1], parslist[2]) elseif (dtype == 'livery') then VEHICLE.SET_VEHICLE_LIVERY(v, parslist[1]) elseif (dtype == 'tsmoke') then VEHICLE.TOGGLE_VEHICLE_MOD(v, 20, true) VEHICLE.SET_VEHICLE_TYRE_SMOKE_COLOR(v, parslist[1], parslist[2], parslist[3]) elseif (dtype == 'ctyres') then if (parslist[1] == 'back') then VEHICLE.SET_VEHICLE_MOD(v, 24, VEHICLE.GET_VEHICLE_MOD(v, 24), inttobool(parslist[2])) else VEHICLE.SET_VEHICLE_MOD(v, 23, VEHICLE.GET_VEHICLE_MOD(v, 23), inttobool(parslist[2])) end elseif (dtype == 'paint') then if (parslist[2] ~= nil) then if (parslist[1] == 1) then VEHICLE.SET_VEHICLE_MOD_COLOR_1(v, parslist[2], 0, 0) else VEHICLE.SET_VEHICLE_MOD_COLOR_2(v, parslist[2], 0) end end end end local function spawnvehiclefromdata(vals) local enthash = vals[1] STREAMING.REQUEST_MODEL(enthash) while (not STREAMING.HAS_MODEL_LOADED(enthash)) do wait(0) end nearv = VEHICLE.GET_CLOSEST_VEHICLE(vals[2],vals[3],vals[4], 3, 0, 70) --print(nearv) if (nearv ~= 0 and not isvehiclespawnedordriven(nearv)) then print('delete') ENTITY.SET_ENTITY_AS_MISSION_ENTITY(nearv, true, true) VEHICLE.DELETE_VEHICLE(nearv) end local v = VEHICLE.CREATE_VEHICLE(enthash, vals[2],vals[3],vals[4], vals[5], true, true) VEHICLE.SET_VEHICLE_ON_GROUND_PROPERLY(v); --cloning vehicle VEHICLE.SET_VEHICLE_MOD_KIT(v, 0); --## 0.0.1.06b changes below setvehicledata(v, 'paint', {1,vals[44]}) --paint shader TODO:move up setvehicledata(v, 'paint', {2,vals[45]}) VEHICLE.SET_VEHICLE_CUSTOM_PRIMARY_COLOUR(v,vals[6],vals[7],vals[8]) VEHICLE.SET_VEHICLE_CUSTOM_SECONDARY_COLOUR(v,vals[9],vals[10],vals[11]) VEHICLE.SET_VEHICLE_WHEEL_TYPE(v, vals[12]); --Wheels VEHICLE.SET_VEHICLE_WINDOW_TINT(v, vals[13]); --Film setvehicledata(v, 'mod', {0, vals[14]}) -- VEHICLE.SET_VEHICLE_MOD(v, 0, vals[14], false); --Spoilers setvehicledata(v, 'mod', {1, vals[15]}) --Front Bumper setvehicledata(v, 'mod', {2, vals[16]}) --Rear Bumper setvehicledata(v, 'mod', {3, vals[17]}) --Side Skirt setvehicledata(v, 'mod', {4, vals[18]}) --Exhaust setvehicledata(v, 'mod', {5, vals[19]}) --Frame setvehicledata(v, 'mod', {6, vals[20]}) --Grille setvehicledata(v, 'mod', {7, vals[21]}) --Hood setvehicledata(v, 'mod', {8, vals[22]}) --Fender setvehicledata(v, 'mod', {9, vals[23]}) --Right Fender setvehicledata(v, 'mod', {10, vals[24]}) --Roof setvehicledata(v, 'mod', {11, vals[25]}) --Engine setvehicledata(v, 'mod', {12, vals[26]}) --Brakes setvehicledata(v, 'mod', {13, vals[27]}) --Transmission setvehicledata(v, 'mod', {14, vals[28]}) --Horns setvehicledata(v, 'mod', {15, vals[29]}) --Suspension setvehicledata(v, 'mod', {16, vals[30]}) --Armor setvehicledata(v, 'togglemod', {18, vals[31]}) --VEHICLE.TOGGLE_VEHICLE_MOD(v, 18, inttobool(vals[31])); --Turbo setvehicledata(v, 'togglemod', {22, vals[32]}) --Xenon setvehicledata(v, 'mod', {23, vals[33]}) --Front Wheels setvehicledata(v, 'mod', {24, vals[34]}) --Back Wheels (BIKE ONLY) --check if is bike? --## UPDATE 0.0.1b changes below setvehicledata(v, 'tyres', { vals[35] }) -- bulletproof tyres setvehicledata(v, 'extracols', {vals[36], vals[37]}) --metallic/pearlscent highlight colour AND rims colour setvehicledata(v, 'livery', {vals[38]}) --livery setvehicledata(v, 'tsmoke', {vals[39], vals[40], vals[41]}) -- tire smoke colour --## UPDATE 0.0.1.05b changes below setvehicledata(v, 'ctyres', {0, vals[42] }) setvehicledata(v, 'ctyres', {'back', vals[43] }) --check if is bike? --end cloning dolly STREAMING.SET_MODEL_AS_NO_LONGER_NEEDED(enthash) ENTITY.SET_ENTITY_AS_MISSION_ENTITY(v, true, true) -- setvehiclemarker(v) return v end local function unloadspawnedsavedcars() for k, v in pairs(spawnedSavedVehicles) do VEHICLE.DELETE_VEHICLE(v[2]) end for i, dd in ipairs(drivenSavedVehicles) do ENTITY.SET_ENTITY_AS_MISSION_ENTITY(dd[2], true, true) VEHICLE.SET_VEHICLE_CUSTOM_PRIMARY_COLOUR(dd[2],255,0,255) --for debug VEHICLE.DELETE_VEHICLE(dd[2]) end spawnedSavedVehicles = {} drivenSavedVehicles = {} end -- woof! woof! ... grrrrr WOOF! local lastkeystate = false local lastreloadkeystate = false local lastdisablekeystate = false local lazycounter = 0; local function lazyload(pped) if(lazycounter >= #savedVehicles) then lazycounter = 0 end lazycounter = lazycounter+1 local vid = savedVehicles[lazycounter][1] local vdata = savedVehicles[lazycounter][2] local playerCoords = ENTITY.GET_ENTITY_COORDS(pped, true) local spawned = false for _, spawneddata in ipairs(spawnedSavedVehicles) do if (vid == spawneddata[1]) then spawned = true break end end local driven = false for _, drivendata in ipairs(drivenSavedVehicles) do if (vid == drivendata[1]) then driven = true break end end if (GAMEPLAY.GET_DISTANCE_BETWEEN_COORDS(playerCoords.x, playerCoords.y, playerCoords.z, vdata[2], vdata[3], vdata[4], true ) < spawndistance) then if (not spawned and not driven) then spv = spawnvehiclefromdata(vdata) table.insert(spawnedSavedVehicles, {vid, spv}) print('vehicle near') end else if (spawned and not driven) then local spawnedindex = getindexofvidinarray(vid,spawnedSavedVehicles) VEHICLE.DELETE_VEHICLE(spawnedSavedVehicles[spawnedindex][2]) table.remove(spawnedSavedVehicles, spawnedindex) print('vehicle far') end end end local hot = false; function szabopersist.tick() local playerPed = PLAYER.PLAYER_PED_ID() local playerState = PED.IS_PED_IN_ANY_VEHICLE(playerPed, false) if(not hot) then print('heating up', texttimer) if (texttimer > 1) then if (not CAM.IS_SCREEN_FADED_OUT()) then texttimer = texttimer-1 end drawtext() return 0 else hot = true end end local loadpass = 0 while loadpass < loopspeed and #savedVehicles > 0 do lazyload(playerPed) loadpass = loadpass + 1 end if(get_key_pressed(savekey) and not lastkeystate) then local currentVehicle = PED.GET_VEHICLE_PED_IS_IN(playerPed, false) if (currentVehicle ~= 0) then local vehicleSaved = false for i, dvd in ipairs(drivenSavedVehicles) do if (dvd[2] == currentVehicle) then vehicleSaved = true print("vehicle is saved, unsaving it") table.remove(savedVehicles, getindexofvidinarray(dvd[1], savedVehicles)) table.remove(drivenSavedVehicles, i) ENTITY.SET_VEHICLE_AS_NO_LONGER_NEEDED(currentVehicle) removevehiclemarker(currentVehicle) if (useplates) then VEHICLE.SET_VEHICLE_NUMBER_PLATE_TEXT(currentVehicle, "NOTSAVED"); end showtext("THIS VEHICLE WAS UNSAVED") break end end if (not vehicleSaved) then for i, v in ipairs(persistentVehicles) do if (v == currentVehicle) then table.remove(persistentVehicles, i) print("turning persistent vehicle into saved vehicle") break end end print('saving vehicle') addvehicletosavedarray(currentVehicle) end local file = io.open(savepath .. "szabopersist", "w") io.output(file) for i, v in ipairs(savedVehicles) do local vdata = getcsvfromarrayentry(v[2]) io.write(vdata .. "\n") end io.close(file) end elseif(get_key_pressed(reloadkey) and not lastreloadkeystate) then unloadspawnedsavedcars() elseif(get_key_pressed(disablemodkey) and not lastdisablekeystate) then disablepersistent() modenabled = not modenabled if modenabled then showtext("Szabo's Persistance Mod ENABLED") else showtext("Szabo's Persistance Mod DISABLED") end end if (playerState and (not lastPlayerState)) then local currentVehicle = PED.GET_VEHICLE_PED_IS_IN(playerPed, false) local vehiclePersistent = false print("entered vehicle") for i, svdata in ipairs(spawnedSavedVehicles) do if (svdata[2] == currentVehicle) then table.insert(drivenSavedVehicles, {svdata[1], currentVehicle}) table.remove(spawnedSavedVehicles, i) vehiclePersistent = true setvehiclemarker(currentVehicle, 1) print("vehicle is saved, thus it's persistent, returning") cleardriven() break end end -- TODO: OPTIMIZE BELOW (check vehiclePersistent?) for i, svdata in ipairs(drivenSavedVehicles) do if (svdata[2] == currentVehicle) then vehiclePersistent = true print("vehicle is saved and in use, thus it's persistent, returning") break end end for _, v in ipairs(persistentVehicles) do if (v == currentVehicle) then vehiclePersistent = true print("vehicle already persistent, returning") break end end if (not vehiclePersistent and modenabled) then if (#persistentVehicles > persistentqty-1) then removevehiclemarker(persistentVehicles[1]) ENTITY.SET_ENTITY_AS_NO_LONGER_NEEDED(persistentVehicles[1]) table.remove(persistentVehicles, 1) print("allowing old vehicle to despawn") end table.insert(persistentVehicles, currentVehicle) ENTITY.SET_ENTITY_AS_MISSION_ENTITY(currentVehicle, true, true) setvehiclemarker(currentVehicle, 2) print("current vehicle won't despawn") end end lastkeystate = get_key_pressed(savekey) lastreloadkeystate = get_key_pressed(reloadkey) lastdisablekeystate = get_key_pressed(disablemodkey) lastPlayerState = playerState; if (texttimer > 0) then drawtext() end --szabopersist.debug() end function szabopersist.debug() local playerPed = PLAYER.PLAYER_PED_ID() local player = PLAYER.GET_PLAYER_PED(playerPed) local playerID = PLAYER.PLAYER_ID() local playerPos = ENTITY.GET_ENTITY_COORDS(playerPed, true) local currentVehicle = PED.GET_VEHICLE_PED_IS_IN(playerPed, false) if(get_key_pressed(107)) then local playerPed = PLAYER.PLAYER_PED_ID() local currentVehicle = PED.GET_VEHICLE_PED_IS_IN(playerPed, false) VEHICLE.SET_VEHICLE_MOD_KIT(currentVehicle, 0) local platestyle = (VEHICLE._0xF11BC2DD9A3E7195(currentVehicle)) print(platestyle) VEHICLE.SET_VEHICLE_NUMBER_PLATE_TEXT_INDEX(currentVehicle, 2) end -- THESE DO NOTHING -- VEHICLE.SET_VEHICLE_NUMBER_PLATE_TEXT_INDEX(currentVehicle, 3) -- VEHICLE.SET_VEHICLE_NUMBER_PLATE_TEXT_INDEX(v, 1) -- print('plate set') local lastv = PLAYER.GET_PLAYERS_LAST_VEHICLE() -- ENTITY.SET_ENTITY_AS_MISSION_ENTITY(lastv, true, true) -- VEHICLE.SET_VEHICLE_EXTRA_COLOURS(lastv, 0, 0) -- VEHICLE.CLEAR_VEHICLE_CUSTOM_PRIMARY_COLOUR(lastv) -- local paint, color, pearl = VEHICLE.GET_VEHICLE_MOD_COLOR_1(lastv, 0, 0, 0) --print(VEHICLE.GET_VEHICLE_MOD_COLOR_1(currentVehicle, 0, 0, 0)) -- print(paint, color, pearl) local paintshaderid = VEHICLE.GET_VEHICLE_MOD_COLOR_1(lastv, 0, 0, 0) --this is kinda buggy print(paintshaderid) --SHADERS: 0=metallic 1=classic 2=? 3=matte 4=metal 5=chrome -- VEHICLE.SET_VEHICLE_MOD_COLOR_1(lastv, 5, 0, 0) -- VEHICLE.SET_VEHICLE_CUSTOM_PRIMARY_COLOUR(lastv,255,0,0) -- print(VEHICLE.GET_VEHICLE_CUSTOM_PRIMARY_COLOUR(lastv,0,0,0)) --knowing if it's paused/ing --print(UI.IS_PAUSE_MENU_ACTIVE(), UI.GET_PAUSE_MENU_STATE(), CAM.IS_SCREEN_FADING_OUT(), CAM.IS_SCREEN_FADED_OUT()) -- print(VEHICLE.GET_VEHICLE_MOD_VARIATION(currentVehicle, 23)) --returns true if front tyres are custom(or all tyres for cars. 24 is rear bike tyres -- print(VEHICLE.GET_VEHICLE_MOD_VARIATION(currentVehicle, 23)) -- VEHICLE.SET_VEHICLE_MOD(currentVehicle, 23, VEHICLE.GET_VEHICLE_MOD(currentVehicle, 23), false) --as before 24 for rear bike tyres --VEHICLE.GET_VEHICLE_NUMBER_PLATE_TEXT_INDEX(currentVehicle) -- VEHICLE.SET_VEHICLE_MOD_KIT(currentVehicle, 1) -- VEHICLE.SET_CAN_RESPRAY_VEHICLE(currentVehicle, false) -- VEHICLE.GET_VEHICLE_COLOUR_COMBINATION(currentVehicle) -- VEHICLE.SET_VEHICLE_IS_CONSIDERED_BY_PLAYER(currentVehicle, true) -- VEHICLE.GET_VEHICLE_EXTRA_COLOURS(currentVehicle, 0,0) --print(VEHICLE.GET_VEHICLE_MOD_KIT(currentVehicle)) -- VEHICLE.SET_VEHICLE_MOD_COLOR_1(currentVehicle, 5, 0, 0) -- VEHICLE.SET_VEHICLE_DIRT_LEVEL(currentVehicle, 10) -- print(VEHICLE.GET_VEHICLE_COLOR(currentVehicle, 0,0,0)) -- VEHICLE.SET_CAN_RESPRAY_VEHICLE(currentVehicle, true) -- VEHICLE.SET_VEHICLE_MOD_KIT(currentVehicle, 0) -- bulletproof tyres -- OK --VEHICLE.GET_VEHICLE_TYRES_CAN_BURST(currentVehicle) -- OK --VEHICLE.SET_VEHICLE_TYRES_CAN_BURST(currentVehicle, false) -- OK --metallic/pearlscent highlight colour AND rims colour --VEHICLE.SET_VEHICLE_EXTRA_COLOURS(currentVehicle, 28, 81) -- OK --VEHICLE.GET_VEHICLE_EXTRA_COLOURS(currentVehicle, 0, 0)) -- OK - returns 2 values used for metallic paint shader and rims colour --VEHICLE.GET_VEHICLE_LIVERY(currentVehicle)) -- LIVERY FOR SOME MODELS (STOCK CARS) --VEHICLE.SET_VEHICLE_LIVERY(Vehicle vehicle, int LiveryIndex) // 0x7AD87059 -- tire smoke colour -- OK --VEHICLE.GET_VEHICLE_TYRE_SMOKE_COLOR(currentVehicle, 0, 0, 0) -- OK -- VEHICLE.TOGGLE_VEHICLE_MOD(currentVehicle, 20, true) -- VEHICLE.SET_VEHICLE_TYRE_SMOKE_COLOR(currentVehicle, 255, 0, 0) -- OK -- AND/OR ?? toggle mod 20 -- Not used?? --NOT USED (IN THE MOD) STUFF BELOW ##################################################### --needed??? --print(VEHICLE.GET_VEHICLE_COLOUR_COMBINATION(currentVehicle)) -- ALWAYS RETURNS THE SAME? -- SET_VEHICLE_COLOUR_COMBINATION(Any p0, Any p1) // 0xA557AEAD -- dirt lvl -- GET_VEHICLE_DIRT_LEVEL(Vehicle vehicle) // 0xFD15C065 -- SET_VEHICLE_DIRT_LEVEL(Vehicle Vehicle, float DirtLVL) // 0x2B39128B -- OK --BUGGED STUFF BELOW ##################################################################### -- plate style -- NW --VEHICLE.GET_VEHICLE_NUMBER_PLATE_TEXT_INDEX(currentVehicle) -- RETURNS AN ERROR --VEHICLE::GET_VEHICLE_PLATE_TYPE -- ALWAYS RETURNS 2 --SET_VEHICLE_NUMBER_PLATE_TEXT_INDEX -- DOES NOTHING -- the below doesn't work properly and I don't think is needed --(VEHICLE.GET_VEHICLE_MOD_COLOR_1(currentVehicle, 0, 0, 0)) -- 1st COLOR ID IN LSC --VEHICLE.GET_VEHICLE_MOD_COLOR_2(currentVehicle, 0, 0) -- 2nd COLOR ID IN LSC --the below works, but it's buggy and I couldn't find a way to get it when not in LSC -- VEHICLE.SET_VEHICLE_MOD_KIT(currentVehicle, 0) -- VEHICLE.CLEAR_VEHICLE_CUSTOM_PRIMARY_COLOUR(currentVehicle) -- VEHICLE.SET_VEHICLE_MOD_COLOR_1(currentVehicle, 5,0,0) -- VEHICLE.SET_VEHICLE_MOD_KIT(currentVehicle, 0) --VEHICLE.SET_VEHICLE_MOD_COLOR_2(currentVehicle, 5,0) --##TESTS / random dev data ##################################################### -- if(get_key_pressed(107)) then -- szabopersist.unload() -- end -- print( -- VEHICLE.GET_VEHICLE_MOD(currentVehicle, 17), -- VEHICLE.GET_VEHICLE_MOD(currentVehicle, 25), -- VEHICLE.GET_VEHICLE_MOD(currentVehicle, 26), -- VEHICLE.GET_VEHICLE_MOD(currentVehicle, 27) -- ) -- print( -- VEHICLE.IS_TOGGLE_MOD_ON(currentVehicle, 17), -- VEHICLE.IS_TOGGLE_MOD_ON(currentVehicle, 19), -- VEHICLE.IS_TOGGLE_MOD_ON(currentVehicle, 20), --tyre smoke -- VEHICLE.IS_TOGGLE_MOD_ON(currentVehicle, 21), -- VEHICLE.IS_TOGGLE_MOD_ON(currentVehicle, 23), -- VEHICLE.IS_TOGGLE_MOD_ON(currentVehicle, 24), -- VEHICLE.IS_TOGGLE_MOD_ON(currentVehicle, 25) -- ) -- print(VEHICLE.GET_VEHICLE_WHEEL_TYPE(currentVehicle), VEHICLE.GET_VEHICLE_MOD(currentVehicle, 23)) end return szabopersist Link to comment Share on other sites More sharing options...
gideonms Posted July 25, 2015 Share Posted July 25, 2015 Sorry if this is a stupid question, but this is my first time modding GTA V. If I get this mod, will I have to uninstall it every time I want to play online? Link to comment Share on other sites More sharing options...
MCP-14A Posted July 26, 2015 Share Posted July 26, 2015 no help at all? really? Link to comment Share on other sites More sharing options...
Rohith_Kumar_Sp Posted July 26, 2015 Share Posted July 26, 2015 Sorry if this is a stupid question, but this is my first time modding GTA V. If I get this mod, will I have to uninstall it every time I want to play online? here you go see the instructions and pinned comment, happy modding - https://www.gta5-mods.com/tools/gtav-mod-manager no help at all? really? ever heard of spoilers? anyway the Modder never returned to update the MOD since 3 months now, but the mod still works. just place your save slot for the mod proper. Link to comment Share on other sites More sharing options...
.Sharingan Posted July 29, 2015 Share Posted July 29, 2015 Does anyone know if this mod works together with Vehicle controller mod? http://gtaforums.com/topic/789415-vehicle-controller-lights-engine-doors-cruise-etc/ Im trying to make a video of a 'carmeet' with all my Online cars. I already have Save vehicle to file mod, which is awesome. T Link to comment Share on other sites More sharing options...
Rohith_Kumar_Sp Posted July 29, 2015 Share Posted July 29, 2015 Does anyone know if this mod works together with Vehicle controller mod? http://gtaforums.com/topic/789415-vehicle-controller-lights-engine-doors-cruise-etc/ Im trying to make a video of a 'carmeet' with all my Online cars. I already have Save vehicle to file mod, which is awesome. T it works, both mods have no relation to each other, next time, can you try instead ? Link to comment Share on other sites More sharing options...
lilw Posted August 1, 2015 Share Posted August 1, 2015 I've used this mod from beginning and it is really great. The more playing, the more upgrade part is install, but I found that there is some part does not save with this mod. For example, if I change the neon kit color front, back, side. it is not save. How can I do this? Can someone help me with this coding? Link to comment Share on other sites More sharing options...
rubenscpu Posted August 1, 2015 Share Posted August 1, 2015 (edited) PLEASE HELP ME'M TRYING TO NO ONE MONTH Good evening, excuse my English, In any way I can make this mod work. I put the Lua.asi and the scripts folder inside the Grand Theft Auto V. folder Put the ScriptHookV_1.0.393.4 within the Grand Theft Auto V folder, also tried to put the form that comes with the Bin folder within Grand Theft Auto V. I put the szabopersist within Grand Theft Auto V \ scripts \ addins.In the game stop the vehicle, preciono Numpad 0 and nothing happens, no sign that the mod is working, tested also all the numeric keypad, and also tried to change the localkey button The szabopersist edited as follows: -- CONFIGURE THE KEYS BELOW. Further down you find a list of the codes local savekey = 96 local reloadkey = 110 local disablemodkey = 109 local modenabled = True -- SET TO false if you don't want the persistence to be enabled by default - does not affect saved --vehicles, this only applies to the 'persistent' ones you drove, which can cause problems in missions -- CONFIGURE THE PATH WHERE THE FILE WILL BE SAVED. NOTE: Make sure Windows allows writing there. -- 99.9% of the problems will be due bad data on the line below OR Windows permissions nonsense. -- IMPORTANT!: Double-check the slashes (/) (they're NOT backslashes (\) ) and the LAST SLASH too! -- IMPORTANT!: The path must be between quotation marks ("). Use the default value for reference. local savepath = "C:/Users/Rubens/Documents/Rockstar Games" -- CHOOSE A COOL TEXT TO APPEAR IN THE LICENSE PLATES OF YOUR SAVED VEHICLES! (Max. 8 dig.) -- IMPORTANT!: The text must be between quotation marks ("). Use the default value for reference. local platetext = "teste" local useplates = true --change to false if you don't want the plates to change -- #################################################################### -- KEY CODES -- #################################################################### -- -- Space = 32 D4 = 52 O = 79 NumPad4 = 100 F9 = 120 -- PageUp = 33 D5 = 53 P = 80 NumPad5 = 101 F10 = 121 -- Next = 34 D6 = 54 Q = 81 NumPad6 = 102 F11 = 122 -- End = 35 D7 = 55 R = 82 NumPad7 = 103 F12 = 123 -- Home = 36 D8 = 56 S = 83 NumPad8 = 104 F13 = 124 -- Left = 37 D9 = 57 T = 84 NumPad9 = 105 F14 = 125 -- Up = 38 A = 65 U = 85 Multiply = 106 F15 = 126 -- Right = 39 B = 66 V = 86 Add = 107 F16 = 127 -- Down = 40 C = 67 W = 87 Separator = 108 F17 = 128 -- Select = 41 D = 68 X = 88 Subtract = 109 F18 = 129 -- Print = 42 E = 69 Y = 89 Decimal = 110 F19 = 130 -- Execute = 43 F = 70 Z = 90 Divide = 111 F20 = 131 -- PrintScreen = 44 G = 71 LWin = 91 F1 = 112 F21 = 132 -- Insert = 45 H = 72 RWin = 92 F2 = 113 F22 = 133 -- Delete = 46 I = 73 Apps = 93 F3 = 114 F23 = 134 -- Help = 47 J = 74 Sleep = 95 F4 = 115 F24 = 135 -- D0 = 48 K = 75 NumPad0 = 96 F5 = 116 -- D1 = 49 L = 76 NumPad1 = 97 F6 = 117 -- D2 = 50 M = 77 NumPad2 = 98 F7 = 118 -- D3 = 51 N = 78 NumPad3 = 99 F8 = 119 -- In the game within the vehicle tightening In a 0 to try to save the vehicle and nothing appears on the screen actually I do not see any sign that the mod is working. *********Observations: My game is original Steam, this updated offline version at 393.4 I tested with the mod in version 0.0.1.08b Edited August 1, 2015 by rubenscpu Link to comment Share on other sites More sharing options...
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