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Junior_Djjr

VehFuncs

Recommended Posts

_F_
1 hour ago, Junior_Djjr said:

No. Well, added it now.

 

Update v1.0.2 beta - 15/05/19

  • Added a better option to set characteristics during class selection.
  • Another potential performance improvement.

Instructions there. In short, just use "!" in the start of the name, then you can use any name, but just "!" will work.

00.png

 

Amazing! It works now! Thousand thanks :)

These were my most desired features :)

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Junior_Djjr
20 hours ago, TerRaBite92 said:

This isn't happening here.

Send vehfuncs.log.

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TerRaBite92

How to create spawn extras for class? I have [rat] [stock] [tuned]. Extras spawns all in rat or stock. Need spawns 4 extras in stock and 1 extra in rat and without spawns in tuned variant

yjvw9pk.png

On 5/16/2019 at 5:01 PM, Junior_Djjr said:

This isn't happening here.

Send vehfuncs.log.

This bug with export from ZM to game. Not critical

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Junior_Djjr
Posted (edited)

You have set to select 2 extras, and there is only 1 extra to be selected.

You didn't show the most important part, which is where the class is selected.

And send the vehfuncs.log.

2 hours ago, TerRaBite92 said:

This bug with export from ZM to game. Not critical

But this is not a VehFuncs bug?

Edited by Junior_Djjr

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TerRaBite92
Posted (edited)
Core: Init
Handling: Vanilla handling pointer: 00C2B9DC 224 00C37D30 
Core: Applying Patches
Core: Started
Core: Unhook
Extras: Found 'f_class' 
Extras: Class inserted: stock
Extras: Jumping class nodes 
Extras: Found 'f_extras' 
Extras: Classes: stock 
Extras: --- Starting process --- 
Extras: Processing node: 'f_extras'
Extras: Added to class list: _[stock]
Extras: Childs found: 2
Extras: Class childs found: 1
Extras: Select variations: 1
Extras: Starting new node (class match) 1 of 1 
Extras: Processing node: '_[stock]'
Extras: Childs found: 4
Extras: Select variations: 1
Extras: Starting new node 1 of 1 
Extras: Processing node: 'stock_ok'
Extras: Node has no child 
Extras: --- Ending process --- 
Shake: Found 'f_shake' 
Shake: Found 'f_shake' 
Gear: Found 'f_fan' 
Gear: Found 'f_fan' 
Gear: Found 'f_fan' 
Gear: Found 'f_fan' 
Extras: Found 'f_extras' 
Extras: Classes: stock 
Extras: --- Starting process --- 
Extras: Processing node: 'f_extras'
Extras: Added to class list: _[stock]:2
Extras: Childs found: 2
Extras: Class childs found: 1
Extras: Select variations: 1
Extras: Starting new node (class match) 1 of 1 
Extras: Processing node: '_[stock]:2'
Extras: Childs found: 1
Extras: Select variations: 1
Extras: Starting new node 1 of 1 
Extras: Processing node: 'movsteer'
Extras: Node has no child 
Extras: --- Ending process --- 
Extras: Found 'f_extras' 
Extras: Classes: stock 
Extras: --- Starting process --- 
Extras: Processing node: 'f_extras'
Extras: Added to class list: _[stock]:2
Extras: Childs found: 2
Extras: Class childs found: 1
Extras: Select variations: 1
Extras: Starting new node (class match) 1 of 1 
Extras: Processing node: '_[stock]:2'
Extras: Childs found: 1
Extras: Select variations: 1
Extras: Starting new node 1 of 1 
Extras: Processing node: 'stock_ok'
Extras: Node has no child 
Extras: --- Ending process --- 
Extras: Found 'f_extras' 
Extras: Classes: stock 
Extras: --- Starting process --- 
Extras: Processing node: 'f_extras'
Extras: Added to class list: _[stock]:2
Extras: Childs found: 2
Extras: Class childs found: 1
Extras: Select variations: 1
Extras: Starting new node (class match) 1 of 1 
Extras: Processing node: '_[stock]:2'
Extras: Childs found: 1
Extras: Select variations: 1
Extras: Starting new node 1 of 1 
Extras: Processing node: 'stock_ok'
Extras: Node has no child 
Extras: --- Ending process --- 
Extras: Found 'f_extras' 
Extras: Classes: stock 
Extras: --- Starting process --- 
Extras: Processing node: 'f_extras'
Extras: Added to class list: _[stock]:2
Extras: Childs found: 2
Extras: Class childs found: 1
Extras: Select variations: 1
Extras: Starting new node (class match) 1 of 1 
Extras: Processing node: '_[stock]:2'
Extras: Childs found: 1
Extras: Select variations: 1
Extras: Starting new node 1 of 1 
Extras: Processing node: 'stock_ok'
Extras: Node has no child 
Extras: --- Ending process --- 
Extras: Found 'f_extras' 
Extras: Classes: stock 
Extras: --- Starting process --- 
Extras: Processing node: 'f_extras'
Extras: Added to class list: _[stock]:2
Extras: Childs found: 2
Extras: Class childs found: 1
Extras: Select variations: 1
Extras: Starting new node (class match) 1 of 1 
Extras: Processing node: '_[stock]:2'
Extras: Childs found: 1
Extras: Select variations: 1
Extras: Starting new node 1 of 1 
Extras: Processing node: 'stock_ok'
Extras: Childs found: 1
Extras: Select variations: 0
Extras: Starting new node 1 of 0 
Extras: Processing node: 'stock_ok:1'
Extras: Node has no child 
Extras: --- Ending process --- 
Extras: Found 'f_extras' 
Extras: Classes: stock 
Extras: --- Starting process --- 
Extras: Processing node: 'f_extras'
Extras: Added to class list: _[stock]:2
Extras: Childs found: 2
Extras: Class childs found: 1
Extras: Select variations: 1
Extras: Starting new node (class match) 1 of 1 
Extras: Processing node: '_[stock]:2'
Extras: Childs found: 1
Extras: Select variations: 1
Extras: Starting new node 1 of 1 
Extras: Processing node: 'stock_ok'
Extras: Childs found: 1
Extras: Select variations: 0
Extras: Starting new node 1 of 0 
Extras: Processing node: 'stock_ok:0'
Extras: Node has no child 
Extras: --- Ending process --- 
Wheel: Found 'f_wheel' at f_wheel_1111 
Extras: Found 'f_extras' 
Extras: Classes: stock 
Extras: --- Starting process --- 
Extras: Processing node: 'f_extras'
Extras: Added to class list: _[stock]
Extras: Childs found: 3
Extras: Class childs found: 1
Extras: Select variations: 1
Extras: Starting new node (class match) 1 of 1 
Extras: Processing node: '_[stock]'
Extras: Node has no child 
Extras: --- Ending process --- 
Wheel: Processing wheel 
Wheel: Copying wheel: 2 
Wheel: Copying wheel: 4 
Wheel: Copying wheel: 7 
Wheel: Copying wheel: 5 

k8kUTp2.png

 

so and where ":2" need replace to "1" or complete delete this?

Not vehfuncs bug

Edited by TerRaBite92
1

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Junior_Djjr
Posted (edited)
21 hours ago, TerRaBite92 said:

so and where ":2" need replace to "1" or complete delete this?

You are asking the basic, you better reread the instructions or you will have many headaches.

 

00.png

You apparently don't know what you're doing, you need to read the mod's instructions before using, you're making basic errors that are very well explained with a lot of examples.

About the selection of extras and class is working exactly as it should, I don't see any problems.

 

----------------------

Update:

Fixed "f_wheel" not working on bikes.

 

Edited by Junior_Djjr

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^Neo^

@Junior_DjjrGreat work on this mod/plugin, I was wondering if you are going to add the ability for folding/pop up lights for vehicle mods that use these? Instead of having to keep replacing the ZR-350 to get them to work.

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Junior_Djjr
19 hours ago, ^Neo^ said:

@Junior_DjjrGreat work on this mod/plugin, I was wondering if you are going to add the ability for folding/pop up lights for vehicle mods that use these? Instead of having to keep replacing the ZR-350 to get them to work.

Yes, the only good solution now is using fastman92 limit adjuster, but no one wants to configure ini files when downloading new cars. I want to add a automatic way, just like the hitch/hook function.

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^Neo^
2 hours ago, Junior_Djjr said:

Yes, the only good solution now is using fastman92 limit adjuster, but no one wants to configure ini files when downloading new cars. I want to add a automatic way, just like the hitch/hook function.

That would be great, it would be nice however for the time being if someone could provide a plugin with just that feature (adding vehicle ids that use the ZR-350 vehicle special feature), I know fastman92 included source files, I am just not one for coding, never mind creating .asi files and connected .ini files for them.

 

I know this is a long shot, but I don't suppose you'd put something like this together, as sort of a separate mini plugin just containing this feature?

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Avant_SA

Will be nice, if it will be available to set angle and axle, around which it opens. But that way it must be two objects of headlights: left and right.

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007Ripper

Hello sir! 

It would be nice if you add sliding and rotating door like this one :)

images?q=tbn:ANd9GcTqdnRsBqZmwuyAX2Fix_q

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Junior_Djjr
20 hours ago, ^Neo^ said:

I know this is a long shot, but I don't suppose you'd put something like this together, as sort of a separate mini plugin just containing this feature?

Why separate?

 

6 hours ago, 007Ripper said:

Hello sir! 

It would be nice if you add sliding and rotating door like this one :)

I want to facilitate the use of common scissor door before (which is very easy). I think a door like Agera, only exists in Agera. It's like creating something difficult for only 1 car.

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007Ripper
Posted (edited)
9 hours ago, Junior_Djjr said:

I want to facilitate the use of common scissor door before (which is very easy). I think a door like Agera, only exists in Agera. It's like creating something difficult for only 1 car.

Its not only 1 car actually, all koenigsegg cars have the same door, lets see :

- Koenigsegg CCXR

- Koenigsegg Agera RS

- Koenigsegg One:1

- Koenigsegg Regera

- Koenigsegg Jesko

Wow its 5 cars sir! If we count their variations, there will be more cars ofcorse hehe ! :)

And also i love your backfire mod! But its crash if you add custom backfire.mp3 in the cleo folder after some ride or changing vehicle. Can you add backfire to vehfunc too ?

here's my bike adapted to VehFuncs :

 

 

Edited by 007Ripper

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^Neo^
Posted (edited)
On 6/2/2019 at 2:26 AM, Junior_Djjr said:

Why separate?

I was thinking you'd be able to release it quicker this way, as a temporary plugin using a .ini until you get an automatic feature version up and running for the main plugin. It would be greatly appreciated of course!

Edited by ^Neo^

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_F_
Posted (edited)
21 hours ago, Junior_Djjr said:

I want to facilitate the use of common scissor door before (which is very easy). I think a door like Agera, only exists in Agera. It's like creating something difficult for only 1 car.

It´s already possible to do the scissor doors with vanilla features ;)

https://www.gtainside.com/en/sanandreas/cars/102947-gta-v-pegassi-infernus-classic/

 

I would rather have:

 

Edited by _F_

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Junior_Djjr
5 hours ago, _F_ said:

It´s already possible to do the scissor doors with vanilla features ;)

That is why I said "facilitate".

 

15 hours ago, ^Neo^ said:

I was thinking you'd be able to release it quicker this way, as a temporary plugin using a .ini until you get an automatic feature version up and running for the main plugin. It would be greatly appreciated of course!

VehFuncs can already read models information without ini, this doesn't have to be done, the mod already works like this, the only thing that needs to be done is the actual function.
But in fact I think it would be better to recreate from scratch, the vanilla function is very limited. Also...

5 hours ago, _F_ said:

I would rather have:

 

...watching this sh*t really helped me, I had not stopped to think, in addition to rotating, it also moves a bit up (00:03). I'll have to do this.

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Junior_Djjr

Just a bonus... Fixed taxi light sign.

0000+-+Copia.jpg

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Oreo0318

Hey excellent mod i love it but i can't add a functional weapon to a car how could you do that

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Oreo0318

How i can add a functional weapon whit tuningmod and vehfuncs?

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Junior_Djjr
6 hours ago, Oreo0318 said:

How i can add a functional weapon whit tuningmod and vehfuncs?

Not at the moment, and I don't plan on doing this anytime soon.

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Junior_Djjr
Posted (edited)

Way better than vanilla ZR-350 function...

gta-sa-mod-vehfuncs-poplights.jpg

gta-sa-mod-vehfuncs-poplights.jpg

 

-------------------------

 

Update v1.1 beta

  • Added "f_pop", the famous pop-up headlights like ZR-350 (RX-7), but now with a completely new system that allows to configure the rotation, position and speed, and separation from the right and left, so influencing the damage. You can set up any type of "openeable" headlamp, including this one.
  • Fixed the taxi sign not lighting the material along with the light. Recommended this mod to turn on the light (or the next version of MixSets).
Edited by Junior_Djjr

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_F_
Posted (edited)

Amazing! That´s a function I´ve been dreaming of! But to be honest I think it´s again bit unnecessarily much freedom and confusing configuration possibilities :D for me f_pop="degree" is enough. I think the 2cm up lift is perfectly doable by playing with the pivot position of the lights (just like doors) Don´t really see the point of separating either, as if one of them is broken it will go down again?

 

But it works, so can´t complain ;)

epeDq1U.jpg

Edited by _F_

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Avant_SA
1 hour ago, _F_ said:

Amazing! That´s a function I´ve been dreaming of! But to be honest I think it´s again bit unnecessarily much freedom and confusing configuration possibilities :D for me f_pop="degree" is enough.

No, it's allright. Not all cars have simple pop-up lights. Some rotating around it's center, some opens with lift on front side. This is an sticky system for most vehicles, not just simple rotating lights.

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Junior_Djjr

Fixed taxi sign lighting during wrong moments.

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Mysterdogg

Damn! I couldn't be happier with the final addition of the, long waited, highly requested, pop-up lights! With the new system possibilities are limitless.

 

By the way, is there any limit with the amount of pop-up lights I can have in a vehicle? 

 

About some other features, what about a working parking leg for motorcycles, @Junior_Djjr?

 

Regarding this new popup light system, could it be possible to have a system for sliding headlight covers? 

 

Nice work with the last and constant updates! 

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^Neo^
Posted (edited)

Nice work on the pop up lights feature addition, and the fact that you managed to do it so quickly is a job well done!

 

I am having an issue that I am hoping someone can help me with, I have a Ferrari Testarossa mod that needed the lights editing, as they were named misc and needed to be renamed to f_popl/f_popr to get the pop up lights to work. Of course the dff was locked by the original author (let me be clear before I continue, I am not going to redistribute this mod, I am not doing this in the intention of stealing anyone's work, my only intention is to get the pop up lights to work for personal use only), so I unlocked it via the RWAnalyze commands change file version to 3.5 method, imported it into zmodeler and renamed the pop up lights. I then proceeded to export it, and all seemed well right up until I tested it out in game, where it almost completely killed my frame rate, and it was apparent something was/is wrong. The default unedited locked version of the dff works fine with no in-game slow down whatsoever, so I know it isn't the mod at fault.

 

@Junior_DjjrI am curious if it would be possible to add an extra feature to vehfuncs that has an .ini file included for the pop up light feature only (I know you said it wasn't needed with this mod a few posts back, but I am hoping you'll reconsider), where one adds the id of the vehicle and name of the model part that should correspond to the pop up lights, that way no editing of any already released mods would be required, as there are a lot of really great vehicles released that don't have model parts named "f_popl/f_popr. It is clear they didn't want there mods edited by anyone else, and it would be great not to have to to get this wonderful feature to work.

Edited by ^Neo^

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Junior_Djjr
Posted (edited)
4 hours ago, Mysterdogg said:

By the way, is there any limit with the amount of pop-up lights I can have in a vehicle? 

Does it make sense to need more?

 

4 hours ago, Mysterdogg said:

About some other features, what about a working parking leg for motorcycles, @Junior_Djjr?

Yeah, easy, I just don't know a good way to check if the bike is parked. I think I already told about this here.

 

4 hours ago, Mysterdogg said:

Regarding this new popup light system, could it be possible to have a system for sliding headlight covers?

With this, still not possible? Do you have a video to show?

 

25 minutes ago, ^Neo^ said:

Nice work on the pop up lights feature addition, and the fact that you managed to do it so quickly is a job well done!

It was 1 hour creating and 2 hours losing my mind for lights on conditions (because we need to know if the lights are on, but we don't want to make lights on before it is opened, and I did it completely different than zr350) (then I realized that I can do it in a super simple way).

 

25 minutes ago, ^Neo^ said:

I then proceeded to export it, and all seemed well right up until I tested it out in game, where it almost completely killed my frame rate, and it was apparent something was/is wrong. The default unedited locked version of the dff works fine with no in-game slow down whatsoever, so I know it isn't the mod at fault.

Interesting, I've never seen anything like it. Has the file size remained practically the same? Or increased drastically?

 

25 minutes ago, ^Neo^ said:

I am curious if it would be possible to add an extra feature to vehfuncs that has an .ini file included for the pop up light feature only (I know you said it wasn't needed with this mod a few posts back, but I am hoping you'll reconsider), where one adds the id of the vehicle and name of the model part that should correspond to the pop up lights, that way no editing of any already released mods would be required, as there are a lot of really great vehicles released that don't have model parts named "f_popl/f_popr. It is clear they didn't want there mods edited by anyone else, and it would be great not to have to to get this wonderful feature to work.

I don't know... there are already 2 mods that does this (Vehicle Special Abilities and fastman92 limit adjuster), so it isn't so necessary.
For me, the problem is with people who don't let their vehicles be edited. Even more, when the modder is inactive, so we will never have this support, and even if he is active, he can choose simply not want to do this. It sucks.

Like, we already passed the time that is just create a car and everything is ready, today we have several mods that add new features, so if you don't add it, leave the car open for others to add it, that's all.

Anyway, the problem you're going through isn't common, I've particularly never seen it.

Edited by Junior_Djjr

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007Ripper
Posted (edited)

Good day sir! 

I have a problem when trying your speedometer cleo script. It look like this:

dfgdfg.jpg

I have the latest VehFuncs.asi, how can i sholved this ? :/

{$cleo}

const
    pVehFuncs = [email protected]
    pGetVehicleSpeedRealistic = [email protected]
    
    hVeh = [email protected]
    pVeh = [email protected]
    fSpeed = [email protected]
end

if 0AA2: pVehFuncs = load_library "VehFuncs.asi"
then
    if 0AA4: pGetVehicleSpeedRealistic = get_proc_address "Ext_GetVehicleSpeedRealistic" library pVehFuncs
    then
        0AA3: free_library pVehFuncs
    else
        0AA3: free_library pVehFuncs
        0ACD: show_text_highpriority "~r~Fail to load 'VehFuncs.asi'. Update it." time 5000
        0A93: end_custom_thread
    end
else
    0ACD: show_text_highpriority "~r~'VehFuncs.asi' was not found." time 5000
    0A93: end_custom_thread
end

while true
    wait 0
    if 00DF:   actor $player_actor driving
    then
        hVeh = actor.CurrentCar($player_actor)
        0A97: pVeh = car hVeh struct
        0AA7: call_function_return pGetVehicleSpeedRealistic num_params 1 pop 1 pVeh -> fSpeed
        0AD1: show_formatted_text_highpriority "Speed: ~y~%.3f" time 2000 fSpeed
    end
end

Edited by 007Ripper

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Junior_Djjr
Posted (edited)

Exact same code, copy-paste, and it is working.

0000+-+Copia.jpg

The only reason to not work is that the mod is simply not installed.

21 hours ago, Avant_SA said:

No, it's allright. Not all cars have simple pop-up lights. Some rotating around it's center, some opens with lift on front side. This is an sticky system for most vehicles, not just simple rotating lights.

Another good example here.

Edited by Junior_Djjr

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