Quantcast
Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
    1. Welcome to GTAForums!

    1. Red Dead Redemption 2

      1. PC
      2. Gameplay
      3. Missions
      4. Help & Support
    2. Red Dead Online

      1. Gameplay
      2. Find Lobbies & Outlaws
      3. Help & Support
      4. Frontier Pursuits
    1. Crews & Posses

      1. Recruitment
    2. Events

    1. GTA Online

      1. Diamond Casino & Resort
      2. DLC
      3. Find Lobbies & Players
      4. Guides & Strategies
      5. Vehicles
      6. Content Creator
      7. Help & Support
    2. Grand Theft Auto Series

    3. GTA 6

    4. GTA V

      1. PC
      2. Guides & Strategies
      3. Help & Support
    5. GTA IV

      1. Episodes from Liberty City
      2. Multiplayer
      3. Guides & Strategies
      4. Help & Support
      5. GTA IV Mods
    6. GTA Chinatown Wars

    7. GTA Vice City Stories

    8. GTA Liberty City Stories

    9. GTA San Andreas

      1. Guides & Strategies
      2. Help & Support
      3. GTA SA Mods
    10. GTA Vice City

      1. Guides & Strategies
      2. Help & Support
      3. GTA VC Mods
    11. GTA III

      1. Guides & Strategies
      2. Help & Support
      3. GTA III Mods
    12. Top Down Games

      1. GTA Advance
      2. GTA 2
      3. GTA
    13. Wiki

      1. Merchandising
    1. GTA Modding

      1. GTA V
      2. GTA IV
      3. GTA III, VC & SA
      4. Tutorials
    2. Mod Showroom

      1. Scripts & Plugins
      2. Maps
      3. Total Conversions
      4. Vehicles
      5. Textures
      6. Characters
      7. Tools
      8. Other
      9. Workshop
    3. Featured Mods

      1. DYOM
      2. OpenIV
      3. GTA: Underground
      4. GTA: Liberty City
      5. GTA: State of Liberty
    1. Red Dead Redemption

    2. Rockstar Games

    1. Off-Topic

      1. General Chat
      2. Gaming
      3. Technology
      4. Programming
      5. Movies & TV
      6. Music
      7. Sports
      8. Vehicles
    2. Expression

      1. Graphics / Visual Arts
      2. GFX Requests & Tutorials
      3. Writers' Discussion
      4. Debates & Discussion
    1. News

    2. Forum Support

    3. Site Suggestions

Junior_Djjr

VehFuncs

Recommended Posts

Avant_SA

Still appears bug with any alpha extras. That extra have 253 alpha level, other one have ~241 alpha level, and both have this bug. Any way to ged rid of it, without turning alpha off? 

 

2Smoe.jpg

Share this post


Link to post
Share on other sites
Junior_Djjr

How is the hierarchy organized?

Share this post


Link to post
Share on other sites
Junior_Djjr
Posted (edited)

Vanilla Savanna also has a similar bug, at least here.

1comp.jpg

Even though VehFuncs can help it happen in certain cases, I think this bug should be completely fixed from the game. But I have no knowledge about the render part of the game.

Edited by Junior_Djjr

Share this post


Link to post
Share on other sites
Avant_SA
22 hours ago, Junior_Djjr said:

How is the hierarchy organized?

Windscreen_dummy in the bottom. It's apperas only with alpha extras. Without or with non-alpha extra there is no this bug

Share this post


Link to post
Share on other sites
Junior_Djjr
12 hours ago, Avant_SA said:

Windscreen_dummy in the bottom. It's apperas only with alpha extras. Without or with non-alpha extra there is no this bug

Send it and I'll take a look next time.

Share this post


Link to post
Share on other sites
Avant_SA
Posted (edited)

Hello. I have a question about class system.

 

If i have such hierarchy:

bump_front_ok

bump_front_dam
-f_extras:1
--bump[svt]:2
--bump:2

 

Will it works such way, that if selected svt class, it will choice svt bumper, if any other class, it will select bumper without class? 

 

And one more question. What about parent classes? It will make some kind of extras a lot easier, for example:

I have vehicle AAA in two modification, but each have different complectations, and will be very nice, if we could make it that way:

-f_class

--mod1

---comp1

---comp2

--mod2

---comp1

---comp2

Edited by Avant_SA

Share this post


Link to post
Share on other sites
Junior_Djjr
On 3/29/2019 at 7:17 AM, Avant_SA said:

Will it works such way, that if selected svt class, it will choice svt bumper, if any other class, it will select bumper without class? 

Yes.

 

On 3/29/2019 at 7:17 AM, Avant_SA said:

And one more question. What about parent classes? It will make some kind of extras a lot easier

It is possible to do now using f_class inside f_extras. But it would be more elegant if it was the way you said it.

Share this post


Link to post
Share on other sites
_F_
Posted (edited)

I still think sub-classes would be the most convenient for that.

Fore example:

- f_class

   -baseclass1:0

     -svt

   -baseclass2:0

      -svt

      -gto

   -baseclass3

   -baseclass4:0

       -gto

 

And then in bumpers,

-bumper_front_dummy

  -bump_front_ok

  -bump_front_dam
  -f_extras:1
     -[baseclass1]

     -[baseclass2]
     -[svt] (will be loaded or not loaded, depending whether the subclass was selected or not)

     -[gto]

Edited by _F_

Share this post


Link to post
Share on other sites
Junior_Djjr
Posted (edited)

Elegy being considered police car due to "f_coplight". No lights yet.

1.jpg

 

Edited by Junior_Djjr

Share this post


Link to post
Share on other sites
_F_
Posted (edited)

Happy to see you back! ❤️

 

Will the cars that are now considered police cars also participate in the chases?

Edited by _F_

Share this post


Link to post
Share on other sites
Mysterdogg

@Junior_Djjr, quick question... could it be possible to add the option to disable specific functions when certain parts or extras are/aren't present?

 

Could be great to have the option to disable the firing cannon of the Rhino, the water cannon of the Swatvan & Firetruck or the weapons of the aircrafts depending of their current extras and parts. Same thing for the emergency lights or horns. 

 

It could be even possible to set multiple weapon presets for the Hunter or Hydra like in GTA V. 

Share this post


Link to post
Share on other sites
Junior_Djjr
On 4/18/2019 at 9:51 AM, _F_ said:

Happy to see you back! ❤️

 

Will the cars that are now considered police cars also participate in the chases?

This must be sh*t to do, but I'll try. I want to at least make them work properly on the street.

 

On 4/18/2019 at 12:32 PM, Mysterdogg said:

Could be great to have the option to disable the firing cannon of the Rhino, the water cannon of the Swatvan & Firetruck or the weapons of the aircrafts depending of their current extras and parts. Same thing for the emergency lights or horns.

Disable game functions? I think it's not worth the work. Something that can be really useful is to enable the functions, but this is somewhat difficult.

 

Share this post


Link to post
Share on other sites
_F_
6 minutes ago, Junior_Djjr said:

This must be sh*t to do, but I'll try. I want to at least make them work properly on the street.

 

No worries, if it is not possible don´t waste time on it, it´s not a big game changer anyways, besides we already have enough police vehicles in the game already.

Share this post


Link to post
Share on other sites
Mysterdogg
5 minutes ago, Junior_Djjr said:

Disable game functions? I think it's not worth the work.

What about the radio? not all vehicles comes with a modeled radio or shouldn't be able to play it, like motorcycles or aircrafts. So what if I made a vehicle without a radio? e.g: in the 80's most vehicles used to come without one so people solved that by porting a boombox. 

9 minutes ago, Junior_Djjr said:

Something that can be really useful is to enable the functions

As you did with the alternative horn button for lowriders!

Share this post


Link to post
Share on other sites
Junior_Djjr
Posted (edited)
On 4/19/2019 at 7:20 PM, Mysterdogg said:

like motorcycles or aircrafts

This is something related to the game, not with adaptation of vehicles. It doesn't make sense to ask people to adapt airplanes to disable the radio.

  

  

Update v0.9.5 beta - 23/04/19 00:08

  • Now "f_coplight" function supports color configuration and make siren work in any vehicle, thus being a law enforcement vehicle. At the moment, vehicles like this will not chase you, so it's still not useful to simulate a real police car, but can be useful for other law enforcement. When a chase function has been done, there will be a separate option to activate.
  • Added adaptation to the mod MDPMv5, being able to customize the volume and the chances of the vehicle appearing as an NPC playing music.
  • Probably other stuffs, I don't remember...

 

  

I just can't seem to reproduce the bug of the vehicle appearing without wheel, it's incompatibility with another mod that I don't use, or just fixed unintentionally.

Edited by Junior_Djjr

Share this post


Link to post
Share on other sites
_F_
Posted (edited)
6 hours ago, Junior_Djjr said:

 

  • Now "f_coplight" function supports color configuration and make siren work in any vehicle, thus being a law enforcement vehicle. At the moment, vehicles like this will not chase you, so it's still not useful to simulate a real police car, but can be useful for other law enforcement. When a chase function has been done, there will be a separate option to activate.

I think it´s actually better this way (no chase), because now we can use this function to create orange utility sirens as for Tow Truck, Utility van etc

Towtruck.jpg6uEQcpH.jpg

 

 

My first test: https://imgur.com/a/kUC5DO7

Edited by _F_

Share this post


Link to post
Share on other sites
_F_

An interesting discovery I made:

I don´t know if intentional or not, but f_coplight is actually compatible with IVF´s emergency lights system:

The way IVF´s EML works is that it disables the original coplight and uses it´s own custom system for the animation. What Junior´s function does is adds that coplight to any car. Now what I tried was, added f_coplight to already adapted police car and replaced it with regular car: Euros.

 

Surprisingly the the game thinks it is now a police car, but IVF disables the police light and uses the custom animation from the separate file:

 

Without EML settings file:

G3mv25k.jpg

 

IVF´s EML setting files added:

TOiwOqS.jpg

Share this post


Link to post
Share on other sites
Junior_Djjr
8 hours ago, _F_ said:

An interesting discovery I made:

I don´t know if intentional or not, but f_coplight is actually compatible with IVF´s emergency lights system:

The way IVF´s EML works is that it disables the original coplight and uses it´s own custom system for the animation. What Junior´s function does is adds that coplight to any car. Now what I tried was, added f_coplight to already adapted police car and replaced it with regular car: Euros.

 

Surprisingly the the game thinks it is now a police car, but IVF disables the police light and uses the custom animation from the separate file:

It's in these moments that we see two mods doing good practices and "unintentionally" being adapted to each other.

I had not tested, I didn't know it would really work.

Share this post


Link to post
Share on other sites
_F_

 

Share this post


Link to post
Share on other sites
Avant_SA
Posted (edited)

Any chances to get class different AD working gauges? Sport version have red one, when usual orange one. I thought about getting it that way.

 

-speedo_dummy

--(dummy with same axles placement and angle)f_extras:1

(both dummies with same axle settings)

---gauges[svt]:6

----speedook

----tahook

----etc

---gauges:6 (this will be selected on other, then svt, classes)

Edited by Avant_SA

Share this post


Link to post
Share on other sites
Junior_Djjr
7 hours ago, Avant_SA said:

Any chances to get class different AD working gauges? Sport version have red one, when usual orange one. I thought about getting it that way.

 

-speedo_dummy

--(dummy with same axles placement and angle)f_extras:1

(both dummies with same axle settings)

---gauges[svt]:6

----speedook

----tahook

----etc

---gauges:6 (this will be selected on other, then svt, classes)

In theory, just use the speedo as an extra (using f_extras) and it is to work. The AD is a cleo mod, it's processed after the VehFuncs do the work (after the VehFuncs delete the unselected nodes etc), then it makes perfect sense to work. Did you test it?

Share this post


Link to post
Share on other sites
Avant_SA
Posted (edited)
10 hours ago, Junior_Djjr said:

In theory, just use the speedo as an extra (using f_extras) and it is to work. The AD is a cleo mod, it's processed after the VehFuncs do the work (after the VehFuncs delete the unselected nodes etc), then it makes perfect sense to work. Did you test it?

No, for now vehicle even not in game. But it won't work speedo_dummy as extra, cause i need to select all details inside with 100% chance.

 

Any chances to get svt class own colors? Really needed, due to not only body, rather interior color. When usual version have 3 interior colors (including black), svt have only black interior color, and it's should spawn with white interior, when usual just can't be without white color.

Edited by Avant_SA

Share this post


Link to post
Share on other sites
_F_

You can set third color for the gauges and then use [svt]_cl=-,-,3 or whatever color you want.

Share this post


Link to post
Share on other sites
Avant_SA

Can someone explain me, how that colors works? I done it that way, and mine second color still white, not 36. Not works both ways:

Iv_oZn-H1So.jpg  EpcrZNPIQZs.jpg

Share this post


Link to post
Share on other sites
_F_

No... At the place where you define the classes:

- f_class

  -normal

  -svt_cl=-,36

 

And you still use the normal colors loading from carcols.dat. cl= is just for overridng the carcols.dat for  special cases

 

Share this post


Link to post
Share on other sites
Avant_SA
45 minutes ago, _F_ said:

No... At the place where you define the classes:

- f_class

  -normal

  -svt_cl=-,36

 

And you still use the normal colors loading from carcols.dat. cl= is just for overridng the carcols.dat for  special cases

 

Thaaaaanks! It work's now. Other question, about different ivf details. Different steering wheels really works, some classes even have two sweels, and selects one of them randomly. All steering wheels is working right. But, i want make class different rear hubs. Mine car in stock have in the rear drums, when SVT have brakediscs. Do i done it that way, and there is no rear hubs at all. Any way to make it as hubs?

-f_extras:1

--hubs[svt]:2

---hub_rb

---hub_lb

--drums:2

---hub_rb

---hub_lb

Share this post


Link to post
Share on other sites
Avant_SA

I found a bug, that brings last script update. After installing, mine A6 always have university sticker on trunk, before, it comes only with extra. It's attached to teacher class, but it also spawns, when selected other, then teacher, class, when other teacher parts is off. I send you this vehicle some time ago. Can you look, what's wrong? 

 

PjxWc9yHPhY.jpgLVy0ynDyPQk.jpg

Share this post


Link to post
Share on other sites
Junior_Djjr
1 hour ago, Avant_SA said:

I found a bug, that brings last script update. After installing, mine A6 always have university sticker on trunk, before, it comes only with extra. It's attached to teacher class, but it also spawns, when selected other, then teacher, class, when other teacher parts is off. I send you this vehicle some time ago. Can you look, what's wrong? 

It's alpha fix that was fixed a while ago, if it has alpha transparency, it can't be separated into a node because it causes those bugs.

The mod is not smart enough to know whether this needs it or not, a solution is to make you define something. btw it's ignored when it's a child of a child of a dummy.

Share this post


Link to post
Share on other sites
Junior_Djjr
7 hours ago, Avant_SA said:

I found a bug, that brings last script update. After installing, mine A6 always have university sticker on trunk, before, it comes only with extra. It's attached to teacher class, but it also spawns, when selected other, then teacher, class, when other teacher parts is off. I send you this vehicle some time ago. Can you look, what's wrong? 

6 hours ago, Junior_Djjr said:

It's alpha fix that was fixed a while ago, if it has alpha transparency, it can't be separated into a node because it causes those bugs.

The mod is not smart enough to know whether this needs it or not, a solution is to make you define something. btw it's ignored when it's a child of a child of a dummy.

Oh, in this case is really a bug, sorry.

https://sharemods.com/09016qh7zkcv/VehFuncs.7z.html

 

Share this post


Link to post
Share on other sites
_F_

I noticed you haven´t updated the Github in a while. I was wondering what are the features you are currently working on if any? :)

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


  • 2 Users Currently Viewing
    1 member, 0 Anonymous, 1 Guest

    • Avant_SA
×
×
  • Create New...

Important Information

By using GTAForums.com, you agree to our Terms of Use and Privacy Policy.