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[BETA] Szabo's Persistance Mod - Scripthook (LUA)


Szabo
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headscript

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 by headscript
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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 by Szabo
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reddevilthp

 

 

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?

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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.

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machine4578

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 by machine4578
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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.

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Darth_Starkiller

I get a weird bug with this mod. For some reason, every vehicle I save loads with xenon lights. Nothing major, but annoying.

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DeathBadger

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 by DeathBadger
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Rohith_Kumar_Sp

@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

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@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 :D

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Rohith_Kumar_Sp

 

@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 :D

 

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

 

oDyo4G3.png

 

Edit :

 

OFnwCfX.png

 

also wont show up in pause menu

 

XdrrCTA.png

 

using LUA from https://github.com/gallexme/LuaPlugin-GTAV/

 

Edited by Rohith_Kumar_Sp
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jdrnrgrs231

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

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carcols.dat

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.

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DeathBadger

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

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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?

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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".

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oliverrogerr

sooo no more updates? tis is the Best mod ever :lol: !!!!!! plis Szabos come back!!!!! :blink::cry:

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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.

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thebest07111

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

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Can you write this in C# (.NET)?

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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.

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  • 3 weeks later...

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 :p
-- ### UPDATE: Need to save it automatically
-- TODO: DISABLE SAVING STOLEN CARS (YOU FILTHY THIEVES >:( ... :p)
-- ### 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
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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?

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Rohith_Kumar_Sp

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.

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Rohith_Kumar_Sp

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 ?

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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?

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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 by rubenscpu
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