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Cyron43

[V|REL] Autodrive for GTA V

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El Dildo

I started using this mod recently and just wanted to say awesome work.

immediately one of my favorite additions to the game. it sounds dumb until you've tried it, but mods like this add an entire new dimension to GTAV :^:

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Cyron43

V3.1.2 V3.1.3 is out.

Edited by Cyron43

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hrezaei

Cyron43 Speaking of donations, Do you accept them? say, If i wanted to buy you a beer. There's lots of miles between me and you; so We can't literally go out and have a drink :)

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Cyron43

Thanks for the offer @hrezaei but I don't want money for this. beer.gif
All I'm asking for is that people understand the limits and the scope of this mod and why I don't expand it beyond that scope.

Edited by Cyron43

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hrezaei

That is cool, I love this mod therefore my beer offer, You could have a pizza too, It's my favourit when nobody's home.

That's true. Lol I listen to youtube videos and people drive themselves and crash into poles and die :DD let alone AI functions.

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Orlansky

I've been looking for and using variations of automatic driving ever since the game came out on the 360. Meaning kicking back and watching as the driving is done for me. But before your mod I couldn't autodrive with me as the driver. At least not that I know of. So I would hop on top of moving trucks, trailers, or the train and other vehicles like lots of other players did and still do. Or manually fly a helicopter to land on top of the blimp, get out of the helicopter and stand on the blimp and let the blimp fly itself around.

 

But now with your mod a whole new world of autodrive is opened up. With me of course driving, walking or flying and lots of options. I'll be busy with this mod for several months and longer. Thank you.

 

Edit - Ah I forgot, I'm a fan of continuous autodriving. So that it never stops, never gets stuck. Your mod has that already of course in wandering mode with cars/trucks and with boats and jetskis. But could you make an option for set paths to loop back continuously? So when we set a path to a destination it will return to the point of origin and then back and forth automatically?

 

It's not a big deal, just a little thing in which I'm interested. It may sound like a silly request because the nature of a set path is so when your vehicle arrives it stops at your destination as your mod does.

Edited by Orlansky

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Cyron43

Hi guys,

I just released a little addition (wip) that makes other drivers flee from you when hitting M. That reduces collisions somewhat. Please read my initial post on page 1 for further information.

Scrapped that due to the lack of feedback. :p

 

@Orlansky: Thank you for your kind words. :)

However your wish is very special, it's a simple wish but not so simple to do. I don't say it's impossible but it would cause a remarkable overhead in the code and I have still more important things on my todo list. Is it too much to ask for when you simply set the new(old) waypoint when you arrived?

Edited by Cyron43

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Orlansky

Setting the waypoint again is ok for now because I usually slow down the movement of the game to make the each trip last longer. I use the "slowmo" on the command line that comes with the original game to slow down the speed. Which also lessens the bobbing of some vehicles for a smoother appearing motion if someone prefers that.

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hrezaei

I was gonna cry, I thought the mod is not going to get any updates since the bitbucket link also stopped working for me. But then i checked the first post and i saw that you moved the download to gta5-mods. that site shows nearly 2000 downloads for autodrive, That's wonderful

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Cyron43

I was gonna cry, I thought the mod is not going to get any updates since the bitbucket link also stopped working for me. But then i checked the first post and i saw that you moved the download to gta5-mods. that site shows nearly 2000 downloads for autodrive, That's wonderful

Thanks and V5.0.0 is on it's way. :)

I just need to write that friggin PDF guide which is a pita.

EDIT: and fix some bugs I found in the meantime and add more functionality.

Edited by Cyron43

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Cyron43

Hi guys, V5.0.0 is ready but I need some serious test readers. If you like to help me get the guide flawless you can download it here
https://dl.dropboxusercontent.com/u/2485834/VAutodrive%20V5.0%20Guide.pdf
Your feedback about typos and needed improvements in this thread please.

Nevermind, you missed your chance.

Edited by Cyron43

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Cyron43

VAutodrive 5.0.0 is released. Download link in the initial post.

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Orlansky

Is there any way to make the larger and tall vehicles like haulers to avoid hitting bridges that are not high enough to pass under? Would be great if it could be done. To route them so they turn away from overpasses and bridges that are too low and keep on going.

 

This may sound like an odd request at first. But taking into account it may not be uncommon for users of this mod to autodrive some of the taller big vehicles such as the haulers, the cabs of big rigs, etc, then it may not sound so quirky.

 

Maybe it's near impossible to do but I had to ask. I'm trying out what I believe is the largest highest land vehicle in the game for fun right now in autodrive. It's the huge yellow dump hauler found at the open earth strip mines at the eastern part of the game world. And it hits the overpasses more often than other haulers.

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Cyron43

Is there any way to make the larger and tall vehicles like haulers to avoid hitting bridges that are not high enough to pass under? Would be great if it could be done. To route them so they turn away from overpasses and bridges that are too low and keep on going.

 

This may sound like an odd request at first. But taking into account it may not be uncommon for users of this mod to autodrive some of the taller big vehicles such as the haulers, the cabs of big rigs, etc, then it may not sound so quirky.

 

Maybe it's near impossible to do but I had to ask. I'm trying out what I believe is the largest highest land vehicle in the game for fun right now in autodrive. It's the huge yellow dump hauler found at the open earth strip mines at the eastern part of the game world. And it hits the overpasses more often than other haulers.

I can only command where to go (waypoint), how fast and which driving style. The rest is all done by the game's AI. One principle of the AI is to spawn certain vehicles in certain areas only. That's why you will never see the game spawing the dump hauler or the dock handler anywhere else than in their designated areas. This explains why there is no code that could handle it. For the same reason you will never see a big truck like the Phantom driving through the steep and narrow streets of Vinewood hills. You are asking for something which this game is technically not designed for.

Edited by Cyron43

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Orlansky

Yes, thanks for explaining it. I can work around it to an extent by setting waypoints in the AutoDrive mod to try to avoid those bridges. And having the big trucks go out in the open country more often in waypoint auto travel.

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Cyron43
New release V5.0.1

Minor bugs fixed.

- Driver stopped the vehicle before being removed when the autopilot was deactivated in the middle of a ride.

- Driver was not removed at the target on a slow approach.

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kinglee

Hi cyron

Do you think you can add a option for véhicule come to you with a driver when spawn driver option is enable with just one car and one chopper you can choose in your ini file... Like a taxi transport with more realism...

So just now your script is very very good... Love it !!!

Si just another thing ;-)

Do you think you can add a option to go out véhicule but driver Wait for you and you can enter back in the same vehicle with your driver...

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hrezaei

Amazing updates cyron43.

I have a suggestion to make: Can the mod remember your preset settings when you toggle autodrive on/off, and get out of the vehicles and get back in? When i set my speed and style get out of the car after i'm stopped and get back in, i need to readjust everything again.

Cheers

Hadi

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Cyron43

@kinglee : I have a separate vehicle delivery mod on my backlog because this function is outside of the designated scope of VAutodrive.

@kinglee and @hrezaei : Good idea about having the driver wait and resume driving after you get back in the car. I will implement that.

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Cyron43

New release V5.1.0

- now compatible to ScriptHokVDotNet V2.0

- you need to install Guad's NativeUI (also contained in this download)

- other preconditions have changed as well. Please read the "You need" section in the first post. I am sorry for this but the developers of the ScriptHookVDotNet have decided to go this way.

- guide has been updated.

- changed the maximum speed preset from 180mph to 85mph (causes a max speed of about 95mph) because the AI driving function doesn't exceed this speed anyway and the handling through curves gets better.

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wootwoots

Hello. I wanted to try the mod.. but it do not look to work. ( using the Mod Manager for serveral other mods, and no issues at all )

Is it because i'am on win10 with .net 4.6 ?

 

Oh and, the menu shortcut key can be changed too ? to set something else than ctrl+shift+m ?

Its not that handy since i use thoses 3 keys for different function in GTA5 ^^

 

thanks

Edited by wootwoots

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Cyron43

Hello. I wanted to try the mod.. but it do not look to work. ( using the Mod Manager for serveral other mods, and no issues at all )

Is it because i'am on win10 with .net 4.6 ?

 

Oh and, the menu shortcut key can be changed too ? to set something else than ctrl+shift+m ?

Its not that handy since i use thoses 3 keys for different function in GTA5 ^^

 

thanks

VAutodrive uses ScriptHookVDotNet 2.1 and that uses .net framework 4.5.2. So you have to have that version installed.

Yes you can also change the menu key. :)

It's not the first time I hear that the mod manager can't handle VAutodrive. As this is an issue with the mod manager, I suggest you contact the creator.

Also make sure you read the installation section of the guide carefully and make sure that all other components listed are installed as well.

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Cyron43

New release V5.2.0 (currently awaiting admin approval)

- Landing gears of helicopters with retractable landing gears are now automatically deployed when you initiate auto-land.

- Changed the maximum speed preset for helicopters to 150mph as this is the highest value I have measured (Max speed was generally set to 85mph with V5.1.0 before)

- Updated the guide

Edited by Cyron43

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wootwoots

VAutodrive uses ScriptHookVDotNet 2.1 and that uses .net framework 4.5.2. So you have to have that version installed.

Yes you can also change the menu key. :)

It's not the first time I hear that the mod manager can't handle VAutodrive. As this is an issue with the mod manager, I suggest you contact the creator.

Also make sure you read the installation section of the guide carefully and make sure that all other components listed are installed as well.

 

 

 

 

Alright, so just in case i gave a try and set the scripts folder into the GTA5 directory directly, and saddly, it didnt worked either. ( "j" key didnt made me automaticly go to the way point and ctrl+shift+"m" didnt opened the menu, and well, for me "m" ( = "," since i have azerty keyboard ) open the map )

I guess the issue its because windows 10 and framework 4.6... Because of that, i cant install 4.5.2 because the installer detect a more recent version :/

 

So yeah... guess i cant use that mod tho ....

 

And yes i have read the pdf

 

EDIT : i even try to install scripthook + scripthookDotNet 2.1 + autodrive scripts folder directly in the GTA5 game folder, and still nothing...

Could it be because "j" is my key for contextual action ? and "m" the menu key ?

otherwise, yeah, the issue is framework 4.5.2 we dont have with win10... :/

Edited by wootwoots

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Cyron43

 

VAutodrive uses ScriptHookVDotNet 2.1 and that uses .net framework 4.5.2. So you have to have that version installed.

Yes you can also change the menu key. :)

It's not the first time I hear that the mod manager can't handle VAutodrive. As this is an issue with the mod manager, I suggest you contact the creator.

Also make sure you read the installation section of the guide carefully and make sure that all other components listed are installed as well.

Alright, so just in case i gave a try and set the scripts folder into the GTA5 directory directly, and saddly, it didnt worked either. ( "j" key didnt made me automaticly go to the way point and ctrl+shift+"m" didnt opened the menu, and well, for me "m" ( = "," since i have azerty keyboard ) open the map )

I guess the issue its because windows 10 and framework 4.6... Because of that, i cant install 4.5.2 because the installer detect a more recent version :/

 

So yeah... guess i cant use that mod tho ....

 

And yes i have read the pdf

 

EDIT : i even try to install scripthook + scripthookDotNet 2.1 + autodrive scripts folder directly in the GTA5 game folder, and still nothing...

Could it be because "j" is my key for contextual action ? and "m" the menu key ?

otherwise, yeah, the issue is framework 4.5.2 we dont have with win10... :/

 

Isn't there a way to install .net 4.5.2 anyway? I'm sorry but I am currently short of time (renovating home, helping to fix bugs for the scripthookvdotnet developers). Have you googled if there is maybe a way?

My mods handle keys differently than the majority of other mods around. When the menu key is defined as Ctrl+Shift+M you cannot press just M. It strictly has to be Ctrl+Shift+M or it's not acknowledged as long as you haven't changed it. However, it doesn't matter if you press the left or the right Ctrl or Shift key.

 

Apparently the J key conflicts with another function in your game. So as soon as you are able to open the menu, you should change that to something else.

 

ScripthookV.asi, dinput8.dll (part of the ScripthookV download) and ScriptHookVDotNet.asi have to be in the installation folder of GTA V (usually "C:\Program files\Rocksdtar Games\Grand Theft Auto V" with the retail version).

 

VAutodrive.dll, VCommonFunctions.dll and NativeUI.dll have to be in the Scripts folder inside the installation folder of GTA V.

 

The configuration file of VAutodrive gets automatically generated on first run (that is as soon as you are in the game). It gets created in "C:\Users\{YourWindowsAccountName}\Documents\Rockstar Games\GTA V\ModSettings" (the ModSettings folder gets also created automatically) and it's name is VAutodriveConfig.xml. If you find this file then VAutodrive actually works. You can also edit this file manually if you have some XML knowledge.

Edited by Cyron43

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wootwoots

Well, i didnt found any "ModSettings" in my doc gta V folder, so the mod didnt even worked at all no matter the different install ( via mod manager or directly in the GTA 5 game folder )

And if the key can be change in the xml that perfect for editing :D

 

About installing 4.5.2 on win10.. the only suggestion i could found is to uninstall the 4.6;.. And well, no offence because i would really like to try the mod, but i wont mess up the 4.6 "just" for that mod ^^ ( and i dont really wanna try that )

 

But well, it look like its because of 4.5.2, so guess i'am going to give up ^^

 

thanks for the answer anyway :)

 

EDIT : Or if someone with win10 succeed to run the mod i would be curious to know what i'am missing :)

Edited by wootwoots

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Cyron43

Well, i didnt found any "ModSettings" in my doc gta V folder, so the mod didnt even worked at all no matter the different install ( via mod manager or directly in the GTA 5 game folder )

And if the key can be change in the xml that perfect for editing :D

 

About installing 4.5.2 on win10.. the only suggestion i could found is to uninstall the 4.6;.. And well, no offence because i would really like to try the mod, but i wont mess up the 4.6 "just" for that mod ^^ ( and i dont really wanna try that )

 

But well, it look like its because of 4.5.2, so guess i'am going to give up ^^

 

thanks for the answer anyway :)

 

EDIT : Or if someone with win10 succeed to run the mod i would be curious to know what i'am missing :)

I just got a reply from crosire (the main person behind scripthookvdotnet). He said .net 4.6 shouldn't be a problem but you need to install Visual C++ 2015 redistributable packages. https://www.microsoft.com/en-us/download/details.aspx?id=48145

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wootwoots

Yes we talk about that on the gta5-mods.com

Just because i needed visual c++ 2015 xD

 

All work fine now !

 

EDIT : So i could finaly try the mod !

 

- when you open the menu and press again the menu key instead of closing it, it look like it open it again

 

Would be nice to have

- An option to disable all shortcut effect / or delete the key assignment ( many mod also requier keybind.. and at the end i'am going to need 5-6keyboard to use them all :p )

- An option to not pause the game when we open the menu

- A option to not have the mouse cursor while the menu is open ( like that we can still manage the camera and navigate in the menu with the mouse wheel and the gta phone accept / cancel keys )

- A good organisation of the various option defined by shortcut to use them directly via the menu ( like when i manage the option from the "action menu" directly while playing )

 

otherwise, that's a very nice mod ! good work :D

Edited by wootwoots

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Cyron43

VAutodrive has been updated to V5.2.3 and is compatible to the september patch of GTA V. Make sure you update ScriptHookV, ScriptHookVDotNet and NativeUI as well (the latter is included in the VAutodrive download).

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Cyron43

UPCOMING AUTOPILOT FOR AIRPLANES (V5.3.0 or V6.0.0, not quite sure yet if there will be an addition to the config, which would be a breaking change)

Yes you got that right. :)

It looks like an AP for airplanes is highly anticipated. So I have finally implemented it. However, it's not as easy as just sitting in an aircraft and press J.

- I suggest you take off manually and as soon as you are airborne you can press J (waypoint needs to be set!)

- of course you can only land at airports.

- you can trigger autoland by pressing L. VAutodrive automatically chooses the nearest runway for you. Supported airports are McKenzie Rwy 27 and 09, Sandy Shores Rwy 08L, 26R and 04, LSIA Rwy 33L, 12R, 21 and 03, Aircraft carrier

- I suggest you fly to a final approach point some 100 meters away from the desired runway in order to achieve a smooth landing. Detailed information with examples will be in the guide once revised.

- guide needs to be updated (hopefully done tomorrow)

- You will get to see ablip as final approach point for the aircraft carrier, one blip for a helicopter landing spot on the carrier and one blip for the helipad on the Yacht

- KNOWN ISSUE: Once autoland is triggered, it cannot be aborted other than a restart of the scripthookVdotnet (insert key)

Do you guys still want to have it? Let me know by your comments.

Edited by Cyron43

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