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Simple Trainer for GTAV


sjaak327
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Not sure jared87, I fail to see what benefit this will bring. I understand you don't like the categorization, and would like a alphabetic list, now what I could do is present a separate menu option that will let you scroll with num4/num6 with the order desidered, maybe even categorize them by say bike, cars and planes, the same as how you scroll through objects1-objects6, would that be something you would like, and if so, what order should those be in, by modelname, by manufacter and then model name ?

 

 

Such a separate menu option for vehicle spawning like it is almost given to spawn objects sounds great. It should be ordered by model name. :)

 

@sjaak327, I have one more question. Will this new feature be within the next update?

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Not sure jared87, I fail to see what benefit this will bring. I understand you don't like the categorization, and would like a alphabetic list, now what I could do is present a separate menu option that will let you scroll with num4/num6 with the order desidered, maybe even categorize them by say bike, cars and planes, the same as how you scroll through objects1-objects6, would that be something you would like, and if so, what order should those be in, by modelname, by manufacter and then model name ?

 

 

Such a separate menu option for vehicle spawning like it is almost given to spawn objects sounds great. It should be ordered by model name. :)

 

@sjaak327, I have one more question. Will this new feature be within the next update?

 

Dude give him a break! He sure has more important things to do than to implement a feature that is requested by just one person!

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...

I tried that here, but no crash, can you reproduce this every time ? I also have the Retail version, but don't use openiv.asi.

 

Yep, reproducible every time. I just removed OpenIV.asi and verified game contents, and still replicated it.

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ClareXoBearrx3R9

 

 

 

 

 

 

 

 

 

 

 

 

 

Not sure jared87, I fail to see what benefit this will bring. I understand you don't like the categorization, and would like a alphabetic list, now what I could do is present a separate menu option that will let you scroll with num4/num6 with the order desidered, maybe even categorize them by say bike, cars and planes, the same as how you scroll through objects1-objects6, would that be something you would like, and if so, what order should those be in, by modelname, by manufacter and then model name ?

 

 

Such a separate menu option for vehicle spawning like it is almost given to spawn objects sounds great. It should be ordered by model name. :)

 

@sjaak327, I have one more question. Will this new feature be within the next update?

 

This is really a minute point IMHO. The entire project is well done and clearly had a lot of time put into it. People should let him focus his spare time in this on bigger things, like bug fixes, etc. I personally like the categorization method instead, not to mention that he can't possibly cater to everyone's desire.
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PacketOverload_x64bit

Thanks again for a new SNT sjaak. Without SNT GTA is just...so much less fun. Appreciate it.

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...

I tried that here, but no crash, can you reproduce this every time ? I also have the Retail version, but don't use openiv.asi.

 

Yep, reproducible every time. I just removed OpenIV.asi and verified game contents, and still replicated it.

 

Well I am unable to reproduce this on my game, not even once. I am wondering does your game also crash when you leave changing the head id out of the steps ?

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Sjaak327 thanks for the update, all is great with latest gta V, scripthook and your trainer.

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sonnybarnett

Dead bodies of spawned peds dissapear very fast. Has the trainer influance on it?

What about eybrows and facial hair for Multiplayer model?

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sjaak327 did u update the trainer to spawn T20 and latest vehicles via mod menu?since the trainer is still v 1.6

 

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Use spawn vehicle by name and type T20/BRAWLER/CHINO/VINDICATOR/TORO.

HHnErXC.png


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I don't think you did anything to them at all lol. They're the exact same locations as in the previous version.

 

Dumb question, but how do I move an object. I can't find anyway to in the Trainer menu, unless I'm blind and for some reason can't find it at all.

the first five locations you posted:

 

LETTER SCRAP 01 | 1027.393 | -3026.306 | 14.327 |

|-----------------|-----------|-----------|-----------|

| LETTER SCRAP 02 | -1048.442 | -2734.241 | 13.852 |

|-----------------|-----------|-----------|-----------|

| LETTER SCRAP 03 | -80.708 | -2726.595 | 8.740 |

|-----------------|-----------|-----------|-----------|

| LETTER SCRAP 05 | 749.039 | -2297.526 | 20.651 |

|-----------------|-----------|-----------|-----------|

| LETTER SCRAP 06 | 1508.928 | -2120.707 | 76.565 |

|-----------------|-----------|-----------|-----------|

 

 

and the corresponding teleport records in trainer:

 

{ 1027.39f, -3026.306f,14.327f, "paperscrap_1" },

{ -1048.442f, -2734.241f, 13.852f,"paperscrap_2" },

{ -80.708f, -2726.595f, 8.740f, "paperscrap_3" },

{ 749.039f, -2297.526f, 20.651f, "paperscrap_5" },

{ 1508.928f, -2120.707f, 76.565f, "paperscrap_6" },

 

I did change them :D

 

Move objects is in the objects menu :) You can't really miss is, "move last spawned object", you can also move a specific object in the edit specific object submenu.

Edited by sjaak327
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1.7 is out now:

 

Changes from 1.6

-added 6 vehicles, two weapons, 6 horns from the Ill Gotten Gains Update Part II

-fixed issue with object loading and collision

-keybinds for Spawn Random bodygard and player ragdoll

-added Night Vision and Thermal Vision on weapons menu

-people reported crashes in model spawning, now I cannot reproduce the issue on my game, but have added two lines of code that hopefully solve this issue.

 

Ini Changes:

 

Keybindings (copy those to your existing trainerv.ini)

SpawnRBodyKey1=75 //Spawn Random Bodyguard Default K

SpawnRBodyKey2=103 //Spawn Random Bodyguard Default Num7

RagdollKey1=75 //Ragdoll Default K

RagdollKey2=104 //Ragdoll Default Num 8

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You're doing some great things here man, really amazed.

 

I have a quick question about the Bodyguards/Drivers; In the options menu where you can set the "driving style" they seem to drive the same no matter what I choose, do these even make a difference? Is there a driving style that makes the drivers act like normal ped/civillians and and follow road laws?

 

Thanks in advance.

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Fufu's lover

You're doing some great things here man, really amazed.

 

I have a quick question about the Bodyguards/Drivers; In the options menu where you can set the "driving style" they seem to drive the same no matter what I choose, do these even make a difference? Is there a driving style that makes the drivers act like normal ped/civillians and and follow road laws?

 

Thanks in advance.

I also don't see big differences between driving styles but Sjaak posted this 1 month ago.

Hope it helps

 

@Sjaak, thanks for another update!

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Not sure jared87, I fail to see what benefit this will bring. I understand you don't like the categorization, and would like a alphabetic list, now what I could do is present a separate menu option that will let you scroll with num4/num6 with the order desidered, maybe even categorize them by say bike, cars and planes, the same as how you scroll through objects1-objects6, would that be something you would like, and if so, what order should those be in, by modelname, by manufacter and then model name ?

 

 

Such a separate menu option for vehicle spawning like it is almost given to spawn objects sounds great. It should be ordered by model name. :)

 

@sjaak327, I have one more question. Will this new feature be within the next update?

 

This is really a minute point IMHO. The entire project is well done and clearly had a lot of time put into it. People should let him focus his spare time in this on bigger things, like bug fixes, etc. I personally like the categorization method instead, not to mention that he can't possibly cater to everyone's desire.

 

I admit that I have asked this last question too rushed and want to apologize for this.

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I don't think you did anything to them at all lol. They're the exact same locations as in the previous version.

 

Dumb question, but how do I move an object. I can't find anyway to in the Trainer menu, unless I'm blind and for some reason can't find it at all.

the first five locations you posted:

 

LETTER SCRAP 01 | 1027.393 | -3026.306 | 14.327 |

|-----------------|-----------|-----------|-----------|

| LETTER SCRAP 02 | -1048.442 | -2734.241 | 13.852 |

|-----------------|-----------|-----------|-----------|

| LETTER SCRAP 03 | -80.708 | -2726.595 | 8.740 |

|-----------------|-----------|-----------|-----------|

| LETTER SCRAP 05 | 749.039 | -2297.526 | 20.651 |

|-----------------|-----------|-----------|-----------|

| LETTER SCRAP 06 | 1508.928 | -2120.707 | 76.565 |

|-----------------|-----------|-----------|-----------|

 

 

and the corresponding teleport records in trainer:

 

{ 1027.39f, -3026.306f,14.327f, "paperscrap_1" },

{ -1048.442f, -2734.241f, 13.852f,"paperscrap_2" },

{ -80.708f, -2726.595f, 8.740f, "paperscrap_3" },

{ 749.039f, -2297.526f, 20.651f, "paperscrap_5" },

{ 1508.928f, -2120.707f, 76.565f, "paperscrap_6" },

 

I did change them :D

 

Move objects is in the objects menu :) You can't really miss is, "move last spawned object", you can also move a specific object in the edit specific object submenu.

 

 

The locations in v1.7 are correct now and they probably were since v1.6 because I probably forgot to replace TrainerV.asi from v1.5 lol :)

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I don't think you did anything to them at all lol. They're the exact same locations as in the previous version.

 

Dumb question, but how do I move an object. I can't find anyway to in the Trainer menu, unless I'm blind and for some reason can't find it at all.

the first five locations you posted:

 

LETTER SCRAP 01 | 1027.393 | -3026.306 | 14.327 |

|-----------------|-----------|-----------|-----------|

| LETTER SCRAP 02 | -1048.442 | -2734.241 | 13.852 |

|-----------------|-----------|-----------|-----------|

| LETTER SCRAP 03 | -80.708 | -2726.595 | 8.740 |

|-----------------|-----------|-----------|-----------|

| LETTER SCRAP 05 | 749.039 | -2297.526 | 20.651 |

|-----------------|-----------|-----------|-----------|

| LETTER SCRAP 06 | 1508.928 | -2120.707 | 76.565 |

|-----------------|-----------|-----------|-----------|

 

 

and the corresponding teleport records in trainer:

 

{ 1027.39f, -3026.306f,14.327f, "paperscrap_1" },

{ -1048.442f, -2734.241f, 13.852f,"paperscrap_2" },

{ -80.708f, -2726.595f, 8.740f, "paperscrap_3" },

{ 749.039f, -2297.526f, 20.651f, "paperscrap_5" },

{ 1508.928f, -2120.707f, 76.565f, "paperscrap_6" },

 

I did change them :D

 

Move objects is in the objects menu :) You can't really miss is, "move last spawned object", you can also move a specific object in the edit specific object submenu.

 

The locations in v1.7 are correct now and they probably were since v1.6 because I probably forgot to replace TrainerV.asi from v1.5 lol :)

 

Lol :)

 

Yeah I did not change them in 1.7, for a minute I thought I was going crazy though :)

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You're doing some great things here man, really amazed.

 

I have a quick question about the Bodyguards/Drivers; In the options menu where you can set the "driving style" they seem to drive the same no matter what I choose, do these even make a difference? Is there a driving style that makes the drivers act like normal ped/civillians and and follow road laws?

 

Thanks in advance.

Whilst at first sight the driving styles don't seem to make much difference, in reality it's the difference in getting where you need to be versus not getting there at all.

 

For instance, initially I set the default driving style to 1, but found out that the ped or player (you can give a drive task to the player as well) would get stuck behind a parked car ! Simply because that driving style apparently doesn't mean overtaking, not even a parked car. I changed it to 5 as the default, and found this to be much better.

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I admit that I have asked this last question too rushed and want to apologize for this.

No need to apologize for this. I will add this into the next version, you only need to tell me how you want it, a big list with all 370 something vehicles, or do I need to make a distinction between boats, planes and cars ?

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You're doing some great things here man, really amazed.

 

I have a quick question about the Bodyguards/Drivers; In the options menu where you can set the "driving style" they seem to drive the same no matter what I choose, do these even make a difference? Is there a driving style that makes the drivers act like normal ped/civillians and and follow road laws?

 

Thanks in advance.

Whilst at first sight the driving styles don't seem to make much difference, in reality it's the difference in getting where you need to be versus not getting there at all.

 

For instance, initially I set the default driving style to 1, but found out that the ped or player (you can give a drive task to the player as well) would get stuck behind a parked car ! Simply because that driving style apparently doesn't mean overtaking, not even a parked car. I changed it to 5 as the default, and found this to be much better.

 

Have you looked at the DrivingStyle enum of the ScriptHookVDotnet? It uses way more complex numbers and could be interesting to fiddle with. I use it in my VAutodrive mod and it works great.

https://github.com/crosire/scripthookvdotnet/blob/dev/source/Ped.hpp

Edited by Cyron43
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AndyGanteks

Nice update. Is it possible to get the briefcase, digi scanner and smoke grenade launcher(some hidden weapons and equips which GU Mod 1.5 had) into the next version of SNT?

Edited by AndyGanteks
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You're doing some great things here man, really amazed.

 

I have a quick question about the Bodyguards/Drivers; In the options menu where you can set the "driving style" they seem to drive the same no matter what I choose, do these even make a difference? Is there a driving style that makes the drivers act like normal ped/civillians and and follow road laws?

 

Thanks in advance.

Whilst at first sight the driving styles don't seem to make much difference, in reality it's the difference in getting where you need to be versus not getting there at all.

 

For instance, initially I set the default driving style to 1, but found out that the ped or player (you can give a drive task to the player as well) would get stuck behind a parked car ! Simply because that driving style apparently doesn't mean overtaking, not even a parked car. I changed it to 5 as the default, and found this to be much better.

 

Have you looked at the DrivingStyle enum of the ScriptHookVDotnet? It uses way more complex numbers and could be interesting to fiddle with. I use it in my VAutodrive mod and it works great.

https://github.com/crosire/scripthookvdotnet/blob/dev/source/Ped.hpp

 

Not yet due to lack of time, I peronally like driving style 5, and I feel that this style does what I need it to do.

 

Looking at the list, it seems they enumed hex values:

 

Normal = 0xC00AB,

23 IgnoreLights = 0x2C0025,

24 SometimesOvertakeTraffic = 5,

25 Rushed = 0x400C0025,

26 AvoidTraffic = 0xC0024,

27 AvoidTrafficExtremely = 6,

 

 

There seem to be quite a few more driving styles and they are all hexadecimal. I know that the decimal styles do make a difference (like the difference between 1 and 5 as I mentioned).

 

I might add those hex values and make them selecteable in trainer, as long as people don't ask me what they do exactly :D

 

 

 

You're doing some great things here man, really amazed.

 

I have a quick question about the Bodyguards/Drivers; In the options menu where you can set the "driving style" they seem to drive the same no matter what I choose, do these even make a difference? Is there a driving style that makes the drivers act like normal ped/civillians and and follow road laws?

 

Thanks in advance.

Whilst at first sight the driving styles don't seem to make much difference, in reality it's the difference in getting where you need to be versus not getting there at all.

 

For instance, initially I set the default driving style to 1, but found out that the ped or player (you can give a drive task to the player as well) would get stuck behind a parked car ! Simply because that driving style apparently doesn't mean overtaking, not even a parked car. I changed it to 5 as the default, and found this to be much better.

 

Have you looked at the DrivingStyle enum of the ScriptHookVDotnet? It uses way more complex numbers and could be interesting to fiddle with. I use it in my VAutodrive mod and it works great.

https://github.com/crosire/scripthookvdotnet/blob/dev/source/Ped.hpp

 

Not yet due to lack of time, I peronally like driving style 5, and I feel that this style does what I need it to do.

 

Looking at the list, it seems they enumed hex values:

 

Normal = 0xC00AB,

23 IgnoreLights = 0x2C0025,

24 SometimesOvertakeTraffic = 5,

25 Rushed = 0x400C0025,

26 AvoidTraffic = 0xC0024,

27 AvoidTrafficExtremely = 6,

 

 

There seem to be quite a few more driving styles and they are all hexadecimal. I know that the decimal styles do make a difference (like the difference between 1 and 5 as I mentioned).

 

I might add those hex values and make them selecteable in trainer, as long as people don't ask me what they do exactly :D

 

However

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Have you looked at the DrivingStyle enum of the ScriptHookVDotnet? It uses way more complex numbers and could be interesting to fiddle with. I use it in my VAutodrive mod and it works great.

https://github.com/crosire/scripthookvdotnet/blob/dev/source/Ped.hpp

Not yet due to lack of time, I peronally like driving style 5, and I feel that this style does what I need it to do.

 

Looking at the list, it seems they enumed hex values:

 

Normal = 0xC00AB,

23 IgnoreLights = 0x2C0025,

24 SometimesOvertakeTraffic = 5,

25 Rushed = 0x400C0025,

26 AvoidTraffic = 0xC0024,

27 AvoidTrafficExtremely = 6,

 

 

There seem to be quite a few more driving styles and they are all hexadecimal. I know that the decimal styles do make a difference (like the difference between 1 and 5 as I mentioned).

 

I might add those hex values and make them selectable in trainer, as long as people don't ask me what they do exactly :D

 

Yes it's pretty weird. Maybe those are some kind of bit mask idk. I'm looking forward to the day someone finds out. :)
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I admit that I have asked this last question too rushed and want to apologize for this.

No need to apologize for this. I will add this into the next version, you only need to tell me how you want it, a big list with all 370 something vehicles, or do I need to make a distinction between boats, planes and cars ?

 

Thanks, sjaak327. I'm for the distinction between boats, planes and cars.

 

By the way, I'm not really sure if I have understood this correctly so far: it will be an other submenu at the end of the vehicle spawn menu, right?

Edited by jared87
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thanks for the updates sjaak.

 

question: i've got cars saved in my Load vehicle menu. Is there a way to update the trainer and keep these cars?

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Fufu's lover

thanks for the updates sjaak.

 

question: i've got cars saved in my Load vehicle menu. Is there a way to update the trainer and keep these cars?

I think after save your cars you have to go in options, 2nd page and select the last option "save settings to trainer.ini" Then the cars you saved into slots can be loaded anytime.

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1.7 is out now:

 

Changes from 1.6

-added 6 vehicles, two weapons, 6 horns from the Ill Gotten Gains Update Part II

-fixed issue with object loading and collision

-keybinds for Spawn Random bodygard and player ragdoll

-added Night Vision and Thermal Vision on weapons menu

-people reported crashes in model spawning, now I cannot reproduce the issue on my game, but have added two lines of code that hopefully solve this issue.

 

Ini Changes:

 

Keybindings (copy those to your existing trainerv.ini)

SpawnRBodyKey1=75 //Spawn Random Bodyguard Default K

SpawnRBodyKey2=103 //Spawn Random Bodyguard Default Num7

RagdollKey1=75 //Ragdoll Default K

RagdollKey2=104 //Ragdoll Default Num 8

many thanks for updating this ultimate all-in-one trainer :D

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thanks for the updates sjaak.

 

question: i've got cars saved in my Load vehicle menu. Is there a way to update the trainer and keep these cars?

I think after save your cars you have to go in options, 2nd page and select the last option "save settings to trainer.ini" Then the cars you saved into slots can be loaded anytime.

 

 

not sure if they save into trainer.ini. but if they do it'll be erased as trainer.ini will be replaced with the new version.

 

there must be a way.

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Of course there is :D

 

Just replace only the asi file and leave the ini there.

 

There is a reason why ini changes are listed in the readme, copy those few lines into your existing ini and your saved cars will be available to you with no problems, including all the other settings, and other stuff you saved.

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