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Simple Trainer for GTAV


sjaak327
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Well... 2Np1ETO.jpg

Yes I have seen this with testing as well. Not something I can possibly do anything about, except disabling hiding the exterior. You see, people whinge about one thing, then something else happens.Of course, just by moving it will suddenly become all visible again.Please realize, this isn't a mod dedicated to online apartments, in fact, they are just a few teleports part of over a 1000 teleports. No need to make a fuss [email protected], that's the spirit :Dby the way, my main Fiber line is down for some reason, and I forgot to install the DYNDNS client to fail over to my cable connection, so the site is up and running but the connection isn't :D I did include two additional download links in the OP :DDyndns client just updated the IP's so site should be up in about five minutes or so.

 

Both apartments do this in this building when I teleport into it with your trainer. However, when I enter with SP Apartment, it doesn't have this bug. In SP Apartment, you first spawn in the apartment in the same spot as you would when you go into that apartment in GTA Online. This might have something to do with it.

 

Well, all it ever was in my case was a teleport. In fact for the Original apartments to work, MP maps isn't even needed. However, the hiding exterior won't work when MP maps is disabled, and the same problem occurs. SP apartment must do something with the interior that I'm not doing.There is no chance this is due to the object fix, as that one only works on a select few interiors, not on the online apartment ones, so that code doesn't even run whilst inside.

 

Try putting the teleport by the door. It might help. That is where you start in the apartment in both SP Apartment, and GTA Online.

 

Nah that isn't it. I verified using older trainer, but this problem has Always existed :) I had a look at the source of SP apartment, and they do the exact same thing, they call three natives for interiors which I also call for those apartments.

 

this is what they do:

 

Dim interiorID As Integer = Native.Function.Call(Of Integer)(Hash.GET_INTERIOR_AT_COORDS, X, Y, Z)

196 Native.Function.Call(Hash._0x2CA429C029CCF247, New InputArgument() {interiorID})

197 Native.Function.Call(Hash.SET_INTERIOR_ACTIVE, interiorID, True)

198 Native.Function.Call(Hash.DISABLE_INTERIOR, interiorID, False)

 

 

now this is of course all in vb, the C++ equivalent, which I'm doing is:

 

interior = INTERIOR::GET_INTERIOR_AT_COORDS(Interiors[interiorP].x, Interiors[interiorP].y, Interiors[interiorP].z);

INTERIOR::_0x2CA429C029CCF247(interior);

STREAMING::SET_INTERIOR_ACTIVE(interior, 1);

INTERIOR::DISABLE_INTERIOR(interior, 0);

 

which is the exact same thing.

 

I noticed the coords are one to one copied from this trainer :D

 

So beats me, same code no differences.

 

I believe that code is outdated. But I'm not talking about the cords to load the apartment, I'm talking about the cords your teleported to when you enter the apartment.

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I know and I tried using their coords for teleport (close to the door) doesn't make any difference.

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I know and I tried using their coords for teleport (close to the door) doesn't make any difference.

That is strange.

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I know and I tried using their coords for teleport (close to the door) doesn't make any difference.

That is strange.

 

Well it even happens without trainer running or with an older version of the trainer running. The two alta apartments are the worst, but changing the camera angle will clear it up.

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Did you try putting GRAPHICS::_0x4B5CFC83122DF602() before hiding the exteriors and GRAPHICS::_0x3669F1B198DCAA4F() after? It might make a difference (I haven't tried it) because they're always called when hiding exteriors in the game scripts.

Edited by TaazR
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Did you try putting GRAPHICS::_0x4B5CFC83122DF602() before hiding the exteriors and GRAPHICS::_0x3669F1B198DCAA4F() after? It might make a difference (I haven't tried it) because they're always called when hiding exteriors in the game scripts.

LOL !

 

You did mention those natives in your documentation thread, I did try those with and without, didn't notice any difference and subsequently forgot about them.

 

But indeed, adding both natives to the hiding seems to solve the issue !

 

Thanks !

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So to actually save an Online Character, I would load my character, detect in Director Mode, make adjustments to correct the character, then save in a clothing slot to keep him/her?

 

Edit: I figured it out. I have a request though. Do you think you could add a Free Mode Character Menu in the Model Spawning options? Basically it would have a few characteristics.

-Lets you load and save Characters similar to the Cloths menu.

-Lets you load your character without changing to the model, then loading your characters features. You can load your character while using another player model as it changes to the correct model for you.

-Allows you to save coordinates to your character so you can give them a default spawn location. (I'll make mine spawn by my apartment for SP Apartment. I feel that this feature would be a nice bonus as it would feel like your changing to a different character, rather than transforming your story character into your Online character.)

 

I always thought a feature like that in a mod would be a very cool one! I hope this can be added in the future.

 

Thanks for adding the MP player customization, Sjaak327! Is there a hair highlight option for these models? I don't seem to see one, but I could be missing it.

 

Thanks for taking the time to keep this trainer updated!

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So to actually save an Online Character, I would load my character, detect in Director Mode, make adjustments to correct the character, then save in a clothing slot to keep him/her?

 

Edit: I figured it out. I have a request though. Do you think you could add a Free Mode Character Menu in the Model Spawning options? Basically it would have a few characteristics.

-Lets you load and save Characters similar to the Cloths menu.

-Lets you load your character without changing to the model, then loading your characters features. You can load your character while using another player model as it changes to the correct model for you.

-Allows you to save coordinates to your character so you can give them a default spawn location. (I'll make mine spawn by my apartment for SP Apartment. I feel that this feature would be a nice bonus as it would feel like your changing to a different character, rather than transforming your story character into your Online character.)

I always thought a feature like that in a mod would be a very cool one! I hope this can be added in the future.

 

Thanks for adding the MP player customization, Sjaak327! Is there a hair highlight option for these models? I don't seem to see one, but I could be missing it.

 

Thanks for taking the time to keep this trainer updated!

 

What is hair highlight supposed to mean ? Opacity ? There is another "hair system" in the tattoo menu, which offers different hair overlays.

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Did you try putting GRAPHICS::_0x4B5CFC83122DF602() before hiding the exteriors and GRAPHICS::_0x3669F1B198DCAA4F() after? It might make a difference (I haven't tried it) because they're always called when hiding exteriors in the game scripts.

LOL !

 

You did mention those natives in your documentation thread, I did try those with and without, didn't notice any difference and subsequently forgot about them.

 

But indeed, adding both natives to the hiding seems to solve the issue !

 

Thanks !

 

Nice! At least we can name them now. Maybe something like BEGIN_HIDE_MAP_OBJECT and END_HIDE_MAP_OBJECT? Idk you can decide :p

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What is hair highlight supposed to mean ? Opacity ? There is another "hair system" in the tattoo menu, which offers different hair overlays.

 

I should have been more clear, sorry about that. I'm referring to how when a person plays in online multiplayer mode, in the menu for the barbershop, you can add streaks of color to your online protagonists hair - So I'm wondering in single player mode, would this be a possibility? Maybe it's already in the overlay menu, and I missed it... I will look into more 'options' in the menu as well. I did see the hair system in the tattoo menu with different hair overlays, thanks, but I was wondering about the potential of different colored streaks in hair.

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About the vehicle displayed name, yeah saw that it correctly display into the "load save part" dont know how i loaded that last time tho but all good.

( maybe some little reorganisation in the various menu could be nice :p )

 

Quick question could it be possible for you to

 

- add a option to control as driver the turret for the pickup insurgent / armed karin pick up / Valkyrie ( just the copilot gun ), and so the lastest armed limo ?

I'am quite dying since a WHILE to used thoses vehicle AND shoot in SP, but there is nothing at all that allow that.

 

- add the police helicopter projector to other heli, and so make it target the camera direction ?

 

otherwise nice work on the trainer :)

About your turret request: Why not use my VAutodrive mod? It offers exactly what you are asking for.

https://www.gta5-mods.com/scripts/vautodrive

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I wasn't quite sure who to report it to, as I'm not sure if you did anything in the trainer to get the hydraulics working on the Low Riders, but I found something odd regarding them. The audio for them seems to work in Director Mode, but doesn't in Story Mode. Any chance you could look into this?

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Which native is involved with vehicle component toggling?

 

Also how do I find this information, the ScriptHookV native db doesn't mention anything about vehicle components and this trainer probably isn't open source.

 

Edit - Never mind, it's probably SET_VEHICLE_EXTRA

Edited by ikt
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Question Removed

Edited by FixingG00D
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I think I found the natives that allow stealth and action mode to work on peds.

 

  void REQUEST_ACTION_MODE_ASSET(char *asset) // 290E2780BB7AA598 572BA553 BOOL HAS_ACTION_MODE_ASSET_LOADED(char *asset) // E4B5F4BF2CB24E65 F7EB2BF1 void REMOVE_ACTION_MODE_ASSET(char *asset) // 13E940F88470FA51 3F480F92 void REQUEST_STEALTH_MODE_ASSET(char *asset) // 2A0A62FCDEE16D4F 280A004A BOOL HAS_STEALTH_MODE_ASSET_LOADED(char *asset) // E977FC5B08AF3441 39245667 void REMOVE_STEALTH_MODE_ASSET(char *asset) // 9219857D21F0E842 8C0B243A
I believe that these natives need to be called to get stealth and action mode animations to work on spawned peds.
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When I spawn a Ped he/she start to attack me.
That should not happen.
When I spawn two combat Peds they stand still and do nothing.

are both these errors cos of the mod "ZiPPORAID_sh*tHEADPEDS_V14" I use?

 

or is it broken in this mod?

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Please, add an option in .ini to disable spawning attackers while pressing Page Up.

HHnErXC.png


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Firstly, thankyou.

 

Have tried update and reverted back to Trainer V 3.0 which is still working well for regular added vehicles and related mods testing / tooling around in general.

 

Reason: Added vehicles list and add by name became cactus.

 

Everything is apparently disabled or invalid model. This is after updating Trainer V ini file with relevant slot names / details and enable switches set to 1. It seems like I'm missing something but no mention in changelog afaik. Config file seems mostly the same, apart from 4 million extra vehicles slots that don't work.

 

I love this trainer and simple things in general, I have tested several other native this and trainer that, but this one has been the most stable over time. Please help point out my retardation and/or patch a fix for this and future updates. cheers

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Omg, an gta 5 update is out xD When would people start asking for an update sjaak327 ;) xD But ye, hi.

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Just type banshee2 or sultanrs when Scripthook update will be published.

HHnErXC.png


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Just type banshee2 or sultanrs when Scripthook update will be published.

Ik, but i've got to wait for my gta 5 to be updated so i am able to play online first, but since my internet is the slowest that has ever existed, it will take an hour......... but it feels like a million years.

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Update would not be massive anyway, as far as I could see it's only two vehicles.

 

Edit make that three.

Edited by sjaak327
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banshee2, sultanrs, btype3

HHnErXC.png


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@sjaak327


offtopic: Do you have a copy of GTAV.exe and launcher from Steam version? If yes - please, send me via PM, I didn't expect to see new update, like everybody here, so I don't have a copy.

 

 

Edited by _CP_

HHnErXC.png


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@machine4578
Oh, great, God bless you.

HHnErXC.png


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