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Cyron43

[V|REL] Autodrive for GTA V

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Cyron43

Would it be possible to have an option that cycles you through passenger seats if the vehicle has more then 2?

 

For example you could sit in the back of one of the limos.

It's on the todo-list already. As long as this is not implemented you can use the "cycle through passenger seats" function of the simple native trainer.

Edited by Cyron43

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Tuskin38

 

Would it be possible to have an option that cycles you through passenger seats if the vehicle has more then 2?

 

For example you could sit in the back of one of the limos.

It's on the todo-list already. As long as this is not implemented you can use the "cycle through passenger seats" function of the simple native trainer.

 

Apparently I'm blind. Sorry haha

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Cyron43

@Tuskin38: No problem. :)

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louane

Really good job man ! Really !

 

In fact, I use Autodrive for "Bench" my GTA 5 config = Lot of Mods, Scripts and Textures. I let's turn 5 or 6 hours game alone :)

 

Thanks you

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Cyron43

Small update to V3.0.1

Sorry the todo-list isn't currently getting any shorter but the duties of life are calling.

Edited by Cyron43

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Cyron43

Ugh I've been programming my heart out yesterday. So it may look as if nothing's happening lately but rest assured there is. It just takes a while.

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hrezaei

Hey Cyron43

 

I had a request to make so i went to check the todo list which links to bitbucket. It wanted me to login, so i logged in with my account (I had an account from before that i have never used in bitbucket).

Now when i go to your link for todo-list, It shows me "access is denied"

I am not sure If something is up with my account or for some reason we don't have permission to see that page.

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Cyron43

Hey Cyron43

 

I had a request to make so i went to check the todo list which links to bitbucket. It wanted me to login, so i logged in with my account (I had an account from before that i have never used in bitbucket).

Now when i go to your link for todo-list, It shows me "access is denied"

I am not sure If something is up with my account or for some reason we don't have permission to see that page.

Thanks for letting me know. :)

I have set the issue tracker to public access now and you should be able to view it and you can also submit issue tickets. I didn't realize it was set to private because I'm always logged in.

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UncleCrank

Another request: How about an AI pilot for planes? That takes off and lands at LSIA and flies around San Andreas. Now that we have that golden plane with these awesome back seats I would love to be flown around.

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cybert

I'm not sure what happened, but after a rather long ride my friend/bodyguard in the front passenger seat forgot about me. When I pulled her out she ran away panicked.

 

Otherwise, I'm loving this mod, well done!!!

Edited by cybert

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Cyron43

Another request: How about an AI pilot for planes? That takes off and lands at LSIA and flies around San Andreas. Now that we have that golden plane with these awesome back seats I would love to be flown around.

If only that would be possible. There are some native functions regarding plane flight but the purpose of all the parameters is yet unknown and needs heavy research. Example:

void TASK_PLANE_MISSION(Any p0, Any p1, Any p2, Any p3, float p4,  float p5, float p6, Any p7, float p8, float p9, float p10,  Any p11, Any p12)

I'm not sure what happened, but after a rather long ride my friend/bodyguard in the front passenger seat forgot about me. When I pulled her out she ran away panicked.

 

Otherwise, I'm loving this mod, well done!!!

Thanks :)

Autodrive is not responsible for setting relationships other than between the player character and a spawned driver. What you describe happens when the mod that spawned your bodyguard does not set the relationship between your bodyguard and your player character to companion or another friendly relationship type. Please contact the creator of your bodyguard mod for this issue.

Edited by Cyron43

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cybert

Well, everything until getting into the car and autodrive was fine with my "friend". I'll do some more testing later.

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Evilebob

Hi cyron43

I believe I have a solution for shooting while driving and would like to test it out.

I'm having issue compiling the code as it's looking for: Cyron43.GtaV.Common;

Where can I find this include please?

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Cyron43

Hi cyron43

I believe I have a solution for shooting while driving and would like to test it out.

I'm having issue compiling the code as it's looking for: Cyron43.GtaV.Common;

Where can I find this include please?

You can download the latest build from my Bitbucket account.

https://bitbucket.org/CyronsTeam/vcommonfunctions/downloads

I am curious what you found. :)

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Evilebob

Thank you!

If the change works, I would like to send you the modified code so you can decide if you want to implement or not.

I still have very little time, so no eta but I have much confidence this will work.

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Cyron43

@Evilebob: Sure :)

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hrezaei

 

Hey Cyron43

 

I had a request to make so i went to check the todo list which links to bitbucket. It wanted me to login, so i logged in with my account (I had an account from before that i have never used in bitbucket).

Now when i go to your link for todo-list, It shows me "access is denied"

I am not sure If something is up with my account or for some reason we don't have permission to see that page.

Thanks for letting me know. :)

I have set the issue tracker to public access now and you should be able to view it and you can also submit issue tickets. I didn't realize it was set to private because I'm always logged in.

 

Thanks, I can view issues now.

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cybert

Looking forward to the new shooting while autopiloting solution!!

 

But I still would like to know how the "Spawn Driver" should actually work! I've configured the xml correctly. So I sit in any car, press J and a driver spawns in driver's seat while I get the passengers seat? Because nothing happens (and I really hope I don't have to get and install yet another mod just to cycle seats!!!), I just either autopilot or not, no matter what <AlwaysDriveYourself> is set to. Of course I still can't shoot in autopilot. I even can't get the insurgent gun mount to work, <WarpPlayerBack> set to false.

 

However driver spawning is supposed to work, maybe I can give a helpful suggestion since you dislike additional buttons. Press J for default autodrive, press and hold J for driver spawn (and as it would be much nicer, have him spawn somewhere close and go fetch/autodrive him and switch seats naturally, so it feels more organic than the magical spawning!)?!

Edited by cybert

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Cyron43

Looking forward to the new shooting while autopiloting solution!!

 

But I still would like to know how the "Spawn Driver" should actually work! I've configured the xml correctly. So I sit in any car, press J and a driver spawns in driver's seat while I get the passengers seat? Because nothing happens (and I really hope I don't have to get and install yet another mod just to cycle seats!!!), I just either autopilot or not, no matter what <AlwaysDriveYourself> is set to. Of course I still can't shoot in autopilot. I even can't get the insurgent gun mount to work, <WarpPlayerBack> set to false.

 

However driver spawning is supposed to work, maybe I can give a helpful suggestion since you dislike additional buttons. Press J for default autodrive, press and hold J for driver spawn (and as it would be much nicer, have him spawn somewhere close and go fetch/autodrive him and switch seats naturally, so it feels more organic than the magical spawning!)?!

1. Please upload the AutodriveConfig.xml because I suspect there's an error in it. Driver spawning works. I used this feature again and again with no issues ever. Also no one else complained yet.

2. With no driver spawned you have no autopilot when you are at the gun. That's just logical. Once point 1 is solved, point 2 will also work. Again, I have tested his thoroughly.

3. Yes your character gets warped onto the right front passenger seat and a driver appears out of nowhere on the driver seat. Almost the same happens in reverse order when you deactivate the autopilot. The vehicle stops, the driver leaves and wanders around and your character gets warped back onto the driver seat. Autodrive is optimized for fast response times as there are situations where the user needs to get the control back as fast as possible. So I decided to not use any visual sugar and just do what's essentially needed - and that fast. With that being said I will not change this.

Edited by Cyron43

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cybert

http://pastebin.com/96SFytu9

 

My other installed mods: Enhanced Native trainer, pedspawner*, onlineevents*, nicefly, vehloader/saver, policemod, advanced fuel*, enhanced taxi*, passenger*

 

Those with * I deactivated, stil no driver spawning luck. Thank you for looking into it!!

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Cyron43

@cybert: The config file has no errors but why have you changed the key for ToggleMovingTargetNavigation to G? This feature is not yet working anyway. So have you, by any chance, confused this with ToggleAutopilot?

On a sidenote: Please stop using so many exclamation marks. This is considered shouting and I have to fight with myself to keep my temper down.

Edited by Cyron43

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cybert

Exactly that, confused it with AutoToggle, sorry. I had a conflict with the PoliceMod.

So no problem solving here then, ok. I'll see about it in the upcoming updates :)

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Cyron43

Exactly that, confused it with AutoToggle, sorry. I had a conflict with the PoliceMod.

So no problem solving here then, ok. I'll see about it in the upcoming updates :)

I am glad we got this sorted out. :)

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FAZER93x

Please make ini file for change J key for release mod ,cant use it with LSPD mod because he use key J them.

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UncleCrank

 

Another request: How about an AI pilot for planes? That takes off and lands at LSIA and flies around San Andreas. Now that we have that golden plane with these awesome back seats I would love to be flown around.

If only that would be possible. There are some native functions regarding plane flight but the purpose of all the parameters is yet unknown and needs heavy research. Example:

void TASK_PLANE_MISSION(Any p0, Any p1, Any p2, Any p3, float p4,  float p5, float p6, Any p7, float p8, float p9, float p10,  Any p11, Any p12)

 

Well thats too bad :(. Today I had another idea. Would it be possible to create some kind of convoy with several NPC's that follow you around? Like a VIP convoy with a stretch limo in between some armoured kurumas.

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Cyron43

Please make ini file for change J key for release mod ,cant use it with LSPD mod because he use key J them.

Just go to Documents\Rockstar Games\GTA V\Modsettings

open VAutodriveConfig.xml with notepad or any XML editor and change any key you like.

How to do it: Once open you see this:

<ConfigurationContainer xmlns:i="http://www.w3.org/2001/XMLSchema-instance" xmlns="http://schemas.datacontract.org/2004/07/VAutodrive">  <AllowRandomDriverModel>true</AllowRandomDriverModel>  <AlwaysDriveYourself>true</AlwaysDriveYourself>  <DriverModel>ig_tanisha</DriverModel>  <Keys xmlns:d2p1="http://schemas.datacontract.org/2004/07/Cyron43.GtaV.Common">    <d2p1:KeyContainer>      <d2p1:Alt>false</d2p1:Alt>      <d2p1:Ctrl>false</d2p1:Ctrl>      <d2p1:Key>Left</d2p1:Key>      <d2p1:Name>SlowDown</d2p1:Name>      <d2p1:Shift>false</d2p1:Shift>    </d2p1:KeyContainer>    <d2p1:KeyContainer>      <d2p1:Alt>false</d2p1:Alt>      <d2p1:Ctrl>true</d2p1:Ctrl>      <d2p1:Key>Left</d2p1:Key>      <d2p1:Name>SlowDownFine</d2p1:Name>      <d2p1:Shift>false</d2p1:Shift>    </d2p1:KeyContainer>    <d2p1:KeyContainer>      <d2p1:Alt>false</d2p1:Alt>      <d2p1:Ctrl>false</d2p1:Ctrl>      <d2p1:Key>Right</d2p1:Key>      <d2p1:Name>SpeedUp</d2p1:Name>      <d2p1:Shift>false</d2p1:Shift>    </d2p1:KeyContainer>    <d2p1:KeyContainer>      <d2p1:Alt>false</d2p1:Alt>      <d2p1:Ctrl>true</d2p1:Ctrl>      <d2p1:Key>Right</d2p1:Key>      <d2p1:Name>SpeedUpFine</d2p1:Name>      <d2p1:Shift>false</d2p1:Shift>    </d2p1:KeyContainer>    <d2p1:KeyContainer>      <d2p1:Alt>false</d2p1:Alt>      <d2p1:Ctrl>false</d2p1:Ctrl>      <d2p1:Key>Right</d2p1:Key>      <d2p1:Name>MoreAggressive</d2p1:Name>      <d2p1:Shift>true</d2p1:Shift>    </d2p1:KeyContainer>    <d2p1:KeyContainer>      <d2p1:Alt>false</d2p1:Alt>      <d2p1:Ctrl>false</d2p1:Ctrl>      <d2p1:Key>Left</d2p1:Key>      <d2p1:Name>LessAggressive</d2p1:Name>      <d2p1:Shift>true</d2p1:Shift>    </d2p1:KeyContainer>    <d2p1:KeyContainer>      <d2p1:Alt>false</d2p1:Alt>      <d2p1:Ctrl>false</d2p1:Ctrl>      <d2p1:Key>J</d2p1:Key>      <d2p1:Name>ToggleAutopilot</d2p1:Name>      <d2p1:Shift>false</d2p1:Shift>    </d2p1:KeyContainer>    <d2p1:KeyContainer>      <d2p1:Alt>false</d2p1:Alt>      <d2p1:Ctrl>false</d2p1:Ctrl>      <d2p1:Key>J</d2p1:Key>      <d2p1:Name>ToggleMovingTargetNavigation</d2p1:Name>      <d2p1:Shift>true</d2p1:Shift>    </d2p1:KeyContainer>    <d2p1:KeyContainer>      <d2p1:Alt>false</d2p1:Alt>      <d2p1:Ctrl>false</d2p1:Ctrl>      <d2p1:Key>L</d2p1:Key>      <d2p1:Name>TriggerLanding</d2p1:Name>      <d2p1:Shift>false</d2p1:Shift>    </d2p1:KeyContainer>  </Keys>  <KillEnemies>true</KillEnemies>  <QuickRelease>false</QuickRelease>  <StopOnStreet>false</StopOnStreet>  <Version>3</Version>  <WarpPlayerBack>true</WarpPlayerBack></ConfigurationContainer>

You see there is a KeyContainer for every key used by this mod. The one you are asking about is this:

    <d2p1:KeyContainer>      <d2p1:Alt>false</d2p1:Alt>      <d2p1:Ctrl>false</d2p1:Ctrl>      <d2p1:Key>J</d2p1:Key>      <d2p1:Name>ToggleAutopilot</d2p1:Name>      <d2p1:Shift>false</d2p1:Shift>    </d2p1:KeyContainer>

You can not only change the key itself (here J) but you can also define whether you want it combined with Shift, Ctrl or Alt. You can set any combination you can think of. Want Ctrl+Shift+G for instance? Then set Ctrl to true, Shift to true and replace the J with a G. So this example would look like this after editing:

    <d2p1:KeyContainer>      <d2p1:Alt>false</d2p1:Alt>      <d2p1:Ctrl>true</d2p1:Ctrl>      <d2p1:Key>G</d2p1:Key>      <d2p1:Name>ToggleAutopilot</d2p1:Name>      <d2p1:Shift>true</d2p1:Shift>    </d2p1:KeyContainer>

CAUTION: Do NOT change the name! That is used internally to identify a KeyContainer.

Oh and while you are editing I suggest you change the KillEnemies tag to false. I think that could possibly conflict with some LSPDFR scenarios because this feature kills all enemies in the surrounding instantly while the autopilot is active.

 

 

 

Another request: How about an AI pilot for planes? That takes off and lands at LSIA and flies around San Andreas. Now that we have that golden plane with these awesome back seats I would love to be flown around.

If only that would be possible. There are some native functions regarding plane flight but the purpose of all the parameters is yet unknown and needs heavy research. Example:

 

void TASK_PLANE_MISSION(Any p0, Any p1, Any p2, Any p3, float p4,  float p5, float p6, Any p7, float p8, float p9, float p10,  Any p11, Any p12)

Well thats too bad :(. Today I had another idea. Would it be possible to create some kind of convoy with several NPC's that follow you around? Like a VIP convoy with a stretch limo in between some armoured kurumas.

 

That's outside the scope of this mod. Autodrive is strictly meant to be an autopilot for all kind of vehicles (where possible). Nothing more, nothing less.

Edited by Cyron43

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merandus

@Cyron43 The suspect AI is very good at driving in LSPDFR; Check it out

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Cyron43

@Cyron43 The suspect AI is very good at driving in LSPDFR; Check it out

Autodrive uses the TASK_VEHICLE_DRIVE_TO_COORD_LONGRANGE native function which is able to drive to a waypoint while fleeing suspects use the TASK_SMART_FLEE_COORD native function. The coordinate is used to flee FROM and not to. So you are comparing apples and bananas here.

 

@All: I have come to a point where I think "why bother? This mod is sufficient for me and my life gets a lot easier if I let go from further making it available to the public. No more feature implementation no revision of the guide and no complaining anymore". This mod was meant as a gift from me to the public. I don't get paid for it. I don't even ask for a donation. So either take it or leave it. I wouldn't loose anything if I revoke Autodrive from public availability. Oh yes there is one thing I would loose - frustration.

Edited by Cyron43

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pjrthefox

Cyron43

You should bother because not only is the mod a brilliant idea, but also there are those who appreciate your time and effort and the actual purpose of this mod.

For those who want this and that added, they obviously do not fully understand what it takes to write game scripts, just ignore them.

 

This mod does what it says on the tin.

Brilliant and thank you.

Cyron43, your work here is done. I do not think this needs anymore improvements or adjustments.

Edited by pjrthefox

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merandus

 

@Cyron43 The suspect AI is very good at driving in LSPDFR; Check it out

Autodrive uses the TASK_VEHICLE_DRIVE_TO_COORD_LONGRANGE native function which is able to drive to a waypoint while fleeing suspects use the TASK_SMART_FLEE_COORD native function. The coordinate is used to flee FROM and not to. So you are comparing apples and bananas here.

 

@All: I have come to a point where I think "why bother? This mod is sufficient for me and my life gets a lot easier if I let go from further making it available to the public. No more feature implementation no revision of the guide and no complaining anymore". This mod was meant as a gift from me to the public. I don't get paid for it. I don't even ask for a donation. So either take it or leave it. I wouldn't loose anything if I revoke Autodrive from public availability. Oh yes there is one thing I would loose - frustration.

 

Sorry If I said something that made you sad - I was just curious if you've seen LSPDFR's AI. I didn't know about those functions you described too; Thanks for explaining. Your mod is great, thanks for letting us enjoy from it

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