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Vehicle Type Editing


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I have a simple question regarding the types of vehicles that can be added to vehicles.meta

How can we edit or add vehicle types? Where is the file located to do this?

 

Currently you can add the following to vehicles.meta:

VEHICLE_TYPE_BICYCLE
VEHICLE_TYPE_BIKE
VEHICLE_TYPE_BLIMP
VEHICLE_TYPE_BOAT
VEHICLE_TYPE_CAR
VEHICLE_TYPE_HELI
VEHICLE_TYPE_PLANE
VEHICLE_TYPE_SUBMARINE
VEHICLE_TYPE_TRAILER
VEHICLE_TYPE_TRAIN
VEHICLE_TYPE_QUADBIKE

 

Our team has created an Rhib boat with the turret however because it is a boat vehicle type the turret doesn't work. Switching it to a car vehicle type allows the turret to work however we lose all functionality of the boat. (It sinks like a rock).

 

If someone knows where the vehicle type file is located we may be able to resolve this. Please advise.

 

Who ever would like to help research this issue here you go: http://www.gta5-mods.com/vehicles/aquatic-vehicle

Edited by Dilapidated
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The only idea i have is that you use two different vehicle models, Set one as boat and one as a car.

Than use a script to switch the vehicles if is in water or not.

I think its not that hard like your idea ;)

 

what the code must do in your script:

 

ask in which vehicle -> ask is vehicle in water

save position

save rotation

save speed

delete old vehicle

spawn new vehicle ( boat or car )

set on position

set rotation

set speed

set ped in vehicle

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One issue with this. If I set it to a boat model while on the water then it floats again but it then renders the turret useless. :(

 

So while your idea would work in theory it still causes the user to not be able to use the turret while on the water.

 

Any other suggestions? Is there a vehicle type file anywhere than can be edited? Anyone know?

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I wonder if this is in a ymt file somewhere. There must be a file that has settings for specific vehicle types.

 

I'd love to be able to compare VEHICLE_TYPE_BOAT vs VEHICLE_TYPE_CAR in a diff merge program to see why vehicle weapons work for cars but not for boats.

 

Hopefully someone knows an answer for this.

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@GooD-NTS by any good chance, do you have anything in mind about allowing openiv to open .ymt files? i need to know entityxf modkit data, for modding purposes. Thanks

Support for .ymt editing will be after 2.7 release. We have everything we need, the only thing is left is implement it in OpenIV.
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OpenIV will have an .ymt editing possibility soon, so maybe that will be your answer to get turrets to work.

 

I hope so. I've done a lot of digging to try and track this down. I've went through almost every xbox 360 file as way to work around the currently encrypted ymt files. There are some though that are xmt files so hopefully once OpenIV supports it we'll know for sure.

 

If anyone wants to help here's a shortcut for you.

PC Version Meta/YMT Wiki: http://www.gtamodding.com/wiki/META

Xbox 360 Files: https://drive.google.com/folderview?id=0BwtG7xVTF5dpd1VYZzdockx2aU0&usp=sharing&tid=0BwtG7xVTF5dpRUdTY3R0M2RfMEU#list

 

I've searched everything I can think of with "vehicle" in it. The only one haven't been able to get access to is vfxvehicleinfo.ymt. The Xbox 360's file is in .xmt format sadly. Maybe thats the file?

 

Also I've tried thinking out of the box to see if maybe the controls weren't set for these aquatic vehicles... Because once you man the turret you can not fire and you can not rotate the turret while the vehicle type is a boat. I though maybe by adding these controls it would fix the issue so I edited settings.meta. It's a control file for those who have never messed with it. The settings.meta file I added is in x64/Data/Control... Within it are 4 classes. General, Ground, Fly, and Sub. To the best of my knowledge the Fly class covers both Planes and Helicopter vehicles therefore my assumption is the Sub class covers both the Submarines and the Boat vehicles. I looked for the most useful looking control files for the situation and ended up adding the following lines to the Sub class.

<Item>INPUT_VEH_ATTACK</Item><Item>INPUT_VEH_AIM</Item>

While starting the game I had to edit the default controls for this, so it looked promising.... no dice however.

This did enable me to do drivebys and shoot whilst driving the boat though lol... (not sure if that's in the vanilla game but if so then disregard)

 

Anywho I know you guys want weaponized boats badly. We will make attack submarines next if we can get the boat to work. Aquatic warfare is coming as soon as we can get around these small silly issues.

 

Feel free to search with me :) I've been looking for weeks now.

Edited by Dilapidated
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You can't edit those vehicle types, they are hardcoded in game code, so there is no file with settings for vehicle types.

 

@Good-NTS Thank you for confirming... hopefully there is a way to work around this to enable vehicle weapons on a boat/submarine. :(

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You can't edit those vehicle types, they are hardcoded in game code, so there is no file with settings for vehicle types.

@Good-NTS Thank you for confirming... hopefully there is a way to work around this to enable vehicle weapons on a boat/submarine. :(

Its good that we have fastman92 and his magic limit adjuster

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Working turret will depend on EXE code that's ececuted for cars and not executed for boats in GTA V.

So far, FXT loader for GTA V was made as part of my limit adjuster.

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Working turret will depend on EXE code that's ececuted for cars and not executed for boats in GTA V.

So far, FXT loader for GTA V was made as part of my limit adjuster.

Thanks for the explanation :)

Hopefully it's something that can be edited fairly easily. We put a lot of work into the model and the code so it would truly suck to scrap it.

 

I'm unsure of what steps to take to get around this. We have some C# scripters on the team but I'm not sure if we can get around this just by script.

Edited by Dilapidated
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  • 2 weeks later...

So I got to thinking.... the dodo seaplane has special handling lines that enables it to float in handling.meta.

 

to be more specific it uses this:

<Item type="CSeaPlaneHandlingData">
<fLeftPontoonComponentId value="12"/>
<fRightPontoonComponentId value="15"/>
<fPontoonBuoyConst value="50.0"/>
<fPontoonSampleSizeFront value="0.6"/>
<fPontoonSampleSizeMiddle value="0.3"/>
<fPontoonSampleSizeRear value="0.2"/>
<fPontoonLengthFractionForSamples value="0.95"/>
<fPontoonDragCoefficient value="1.0"/>
<fPontoonVerticalDampingCoefficientUp value="500.0"/>
<fPontoonVerticalDampingCoefficientDown value="1000.0"/>
<fKeelSphereSize value="0.3"/>
</Item>

 

I may be able to set the rhib to a car and add these handling lines to keep it from sinking... if nothing else this could allow someone to make a cool amphibious vehicle mod.

 

Anywho me and my team are hard at work with the release of RDE 2.2 coming out within the next few days so... would anyone be interested in testing this handling line out on a few vehicles and then driving off into the water?

Edited by Dilapidated
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SkylineGTRFreak

Hm, I tried this, but it doesn't really work. Vehicle will submerge, BUT it won't sink to the ground and float somewhere near the ground. But engine is killed and you're still sinking, so... meh.

 

 

Took the default insurgent, added the pontoon dummies of the Seaplane, edited the handling and tried it.

Edited by SkylineGTRFreak
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Hm, I tried this, but it doesn't really work. Vehicle will submerge, BUT it won't sink to the ground and float somewhere near the ground. But engine is killed and you're still sinking, so... meh.

 

 

Took the default insurgent, added the pontoon dummies of the Seaplane, edited the handling and tried it.

 

Thanks for checking Skyline. Since you created the rhib model I've looked for ways to get it to work..... maybe one of these days we'll have some luck.

 

The search continues I guess.... anyone have any other suggestions?

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I have this problem too... I hope someone can help please I purchased a 100 dollar model to put in gta 5 and cannot get passed this script hard code..

 

https://www.youtube.com/watch?v=1X__IDjyOfQ

 

Thanks for uploading a video of this. Hopefully the more attention this gets the better our chances of figuring out a work around.

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  • 2 weeks later...

I have been looking through and found in the vehicles.meta the flags FLAG_HAS_TURRET_SEAT_ON_VEHICLE and FLAG_HAS_REAR_MOUNTED_TURRET. Have you tried using these with your boat?

Yes sir we have and edited the handling.meta files for the weapon ourselves :)

 

Download RDE and test it out for yourself if you'd like :)

Why not just use the boat and use a helper script for the weapons? It might not have a fancy UI but I'm pretty sure you can just rig the A button or X keyboard button to explosions.

 

We've attempted to do something like this but the thing is the turret itself doesn't move at all. Even with scripts we had issues with it. It's like the game is hardcoded for boats not to be able to have weapons. You can't aim, you can't fire, the turret doesn't move, etc... its completely locked out. I'm not saying that scripting wont work but for our tests its not a viable solution as the game code simple overwrites it. Wouldn't hurt for someone else to try their luck though I suppose.

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  • 1 month later...
Dilapidated

So I understand the issue with the armed boat, but what issue are you having with the submersible?

Same issue. Vehicle weapons do not work for it either. (Only the RHIB has vehicle weapons currently in the download above but I can add the vehicle weapons back to the submersible3 model if you'd like to test)

 

Also the same resolution... changing the vehicle type to a car allows the vehicle weapons work again.... but as you know a car vehicle type doesn't make for a good submarine... well it sinks but that's about it lol

Edited by Dilapidated
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Dilapidated

The submarine is supposed to fire torpedoes or something?

Exactly, you nailed it!

 

We were in the midst of creating a torpedo vehicle weapon. To do this we created a file called weapontorpedo.meta based off plane_rocket and slowed the speed of the projectile to mimic a torpedo. Progress on this was completely haulted however because why do all the work when the vehicle itself will not fire weapons.

 

Just think... if we can resolve this issue submarine warfare could be a reality in GTA 5.

Edited by Dilapidated
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InfamousSabre

Not only that, but Assassins Creed style boat warfare too.

 

Since the torpedoes dont require any animations or anything like that, you could always just fire them via script. I think the native is SHOOT_SINGLE_BULLET_BETWEEN_COORDS. Or you could control them completely via script. Creating and managing the entities on your own. Just an idea. I feel like this issue isn't something we can really "fix". Probably requires code to be added to the boat class. R* could always introduce boats with weapons in an update, and that could potentially solve all this. It's pretty doubtful, but there have been weaponized boats in GTA games in the past.

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