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VehFuncs


Junior_Djjr

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Junior_Djjr
12 hours ago, _F_ said:

I think it´s Junior shouldn´t over complicate the code with useless functions and make it lengthy and more resource hungry with higher risk of crashes and bugs

Isn't hard, just a little more CPU circles.

But it was really good ideas, I didn't remember those "wings" that move with the steering wheel. There are also steering mechanisms which are very visible in karts.

12 hours ago, _F_ said:

Could it now be possible to use the code for f_exhaust?

It's good to redo the exhaust system, but it will break other mods like Exhaust Tweaker and Tuning Mod that also work with exhausts, unless I move this all to VehFuncs, so it's not such a simple task, even if one day I want to do.

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After one of the latest updates this started happening:

https://imgur.com/a/bXTT3xX

The IVF´s foglight dummies are linked to the foglight extras that has :4 (the number of lights). But now they show up at random times and at random locations, it was working perfectly before :S

 

And I noticed similar bug with my Hakumai´s break light, which is linked to an extra linked to the boot, the light was in a random place

Edited by _F_
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  • 2 weeks later...

IVF light dummies tend to freak out if they are childs of unknown (for IVF) dummies or components. You can fix their position by moving oropspots:4 , squarelights:4, outsptsopn:4 and frntsptsop_ok:2 to X=0, Y=0, Z=0 (or move their pivot points only).

Though they won't behave normally on damaged parts since they must be linked DIRECTLY to the part's dummy (bump_front_dummy in this case). Otherwise the lights won't turn off if the part is damaged or detached from the car and they won't move with the car.

This is how it works: https://imgur.com/a/Ak3RPk4 . The cyan and purple dummies are linked directly to bonnet_dummy while the blue one is linked to f_extras which is linked to bonnet_dummy. If I link the blue light dummy to bonnet_ok or bonnet_dam I will get absolutely the same result.

I see only two logical ways here:

1. Change IVF itself.

2. New specific feature for VehFuncs - dummies that affect the PARENT dummy (like making the IVF dummies to spawn with a specific class only or applying f_an to these dummies).

Edited by M4k3
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1 hour ago, M4k3 said:

IVF light dummies tend to freak out if they are childs of unknown (for IVF) dummies or components. You can fix their position by moving oropspots:4 , squarelights:4, outsptsopn:4 and frntsptsop_ok:2 to X=0, Y=0, Z=0 (or move their pivot points only).

 

Actually they are all already 0,0,0, also the parent dummies (bars, racks, f_extras, chassis_dummy and finally the bobcat) which is why it is very strange that they behave this way.

1 hour ago, M4k3 said:

Though they won't behave normally on damaged parts since they must be linked DIRECTLY to the part

 

And interestingly the ones linked to the bumper are the only ones behaving correctly. :D

I found a walk-around here. It´s bit stupid, but it works.

G1JgH9a.jpg

First I placed the fog light dummies to the place where they should be theoretically. (If you only do that, they will be at a random position ( actually not completely random, but the game will take as the parent dummy´s position as 0,0,0) So what I did is I wrote down both the front_bumper_dummy´s coordinations and the coordinations of the fog light dummies. And now I added (+) the fog light dummy coordinations to the bumper coordinations and got new coordinations which actually work correctly in game.

 

But since the roof dummies´s parents are all already 0,0,0 I don´t know what is going on

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Doktor_v_zapoe
On 8/6/2019 at 4:59 PM, _F_ said:

The IVF´s foglight dummies are linked to the foglight extras that has :4 (the number of lights). But now they show up at random times and at random locations, it was working perfectly before :S

Same problem with light_em dummies
iGzyvMK3-k8.jpg
In one case it works normally, in the second it turns out to be x = 0 y = 0 z = 0

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  • 3 weeks later...

Update v1.4.1

  • Fixed an issue that may cause some incompatibilities with other .asi mods. If VehFuncs.asi was crashed after installing any mod .asi, it has been fixed.
  • A very slight improvement in game loading speed: all 143 "radar**. txd" files will now be ignored in the function that searches for paintjobs files.

My new helmet mod will only work with this new VehFuncs version.

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4 hours ago, _F_ said:

Happy to see some activity here! Do you plan some new features/fixes in the near future?

I don't know, I want to work on other projects, but I will always try to fix important problems. Now I was notified of incompatibility with a new good Kenking mod, I fixed my part, now I'm waiting for his.

The police lights added by VehFuncs are green when accelerating (not necessarily driving, just accelerating, it's very strange).

I prefer to focus on fixing problems like these now before adding more things.

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Ive got a feature idea

 

Dumptruck/dozer/forklift style moving parts.

WQxHpyC.png

1204-lrmp-02-o-the-changing-lowrider-sce

Would be handy for the obvious dump/dozer/forklift mods but also for stuff like lowrider minitrucks.

 

  • Like 2
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@Junior_Djjr could you add the possibility to add paintjobs to helicopters please. Well, the thing is I've converted blimp3 from GTA V, and I want to replace it as a helicopter, but the paintjobs didn't work, and then I replaced it as a plane (beagle) and the paintjobs did work

 

look

https://i.imgur.com/zja4MVM.jpg

 

or Am I doing soemthing wrong?

https://i.imgur.com/gi6ZdYG.png

 

PD. What's the limit of paintjobs that VehFuncs supports?

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2 hours ago, Leinad said:

could you add the possibility to add paintjobs to helicopters please

plugin-sdk + SilentPatch problem.

I reported this 1 year ago and so far the plugin-sdk developers haven't fixed it, so the helicopters don't work on VehFuncs yet.

 

2 hours ago, Leinad said:

PD. What's the limit of paintjobs that VehFuncs supports?

Game limit. 5 by default.

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  • 3 weeks later...

Hello sir!

So i make an F1 car, can you add advance hidrolik feature like bandito to vehfuncs to ? I think theres a loot of cars thats using suspension like that too 😃

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21 hours ago, 007Ripper said:

Hello sir!

So i make an F1 car, can you add advance hidrolik feature like bandito to vehfuncs to ? I think theres a loot of cars thats using suspension like that too 😃

Meanwhile you can use Alexander Blade's mod, Vehicles Special Abilities Editor 1.2, you can add the car ID on section [ADV_HYDRALICs] ; Bandito , HotKnife and your car will have ADV hydraulics 😁

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5 hours ago, Leinad said:

Meanwhile you can use Alexander Blade's mod, Vehicles Special Abilities Editor 1.2, you can add the car ID on section [ADV_HYDRALICs] ; Bandito , HotKnife and your car will have ADV hydraulics 😁

Yes sir! Im using that. but i think hey, is not that good if one asi mod can do everything we need ? Currently vehfuncs support movsteer and spoiler, thaaatsss fantastic! All we need neext iiiss working suspension! Ahaha just random thought in my mind. Thank you 😁

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Damn it looks nice, I always wanted to install a good F1 car and track at GTA SA, but I never found anything good.
But WTF this speed, the car goes from 0 ~ 200 in 2 seconds, and there is no ABS.

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14 hours ago, Junior_Djjr said:

Damn it looks nice, I always wanted to install a good F1 car and track at GTA SA, but I never found anything good.
But WTF this speed, the car goes from 0 ~ 200 in 2 seconds, and there is no ABS.

Bwahaha of course! Its F1 ultra acceleration technology sir!

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It is worth saying here:

Just now, Junior_Djjr said:

I'm fixing ImVehFt crashes.

https://www.mixmods.com.br/2019/09/ImVehFtFix.html

If anyone has a crash that points to ImVehFt.asi and is using that fix, send it there (not here, by organization).

I fixed the main ones, now the IVF looks stable, tested more than 1 hour with a stress test using several cars adapted to IVF.

 

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  • 2 weeks later...

Hello, I noticed a bug, on some machines like elegy and turismo, the nitro texture itself rotates in the air with the wheel, and on the elegy tuning and nitro please fix it. I tried to remove vehfuncs and the problem was solved but I really like vehfuncs and I want you to fix this problem.
1 Screen
2 Screen

Edited by Shalunishkin
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47 minutes ago, Shalunishkin said:

noticed a bug

Check the hierarchy on the models, its probably parented together weirdly.

Edited by 𝙲olby
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Which it's the best way to add doors as recursive extras? it works but, the doors appear randomly not in pairs. Here the hierarchy

 

https://i.imgur.com/XI0Igpi.png

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29 minutes ago, Leinad said:

Which it's the best way to add doors as recursive extras? it works but, the doors appear randomly not in pairs. Here the hierarchy

 

https://i.imgur.com/XI0Igpi.png

Class selection does it. Similar does in same class

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On 10/17/2019 at 12:46 AM, Ndukong said:

Class selection does it. Similar does in same class

Could you be more specific?

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4 hours ago, _F_ said:

Make a 3 sub-classes to your apoc

could you post an example? I tried but I guess I am doing something wrong.

https://i.imgur.com/wPfxGtF.png

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It looks right to me, does it not work?

 

@LeinadTry putting f_class:1 instead, so it would be sure that it takes 1 class every time. 

Then under door_rf_dummy´s f_extras:1, make two dummies: _[norm]:2 (for _ok, and _dam) and _[apoc]:1, then inside that _[apoca]:2, _[apocb]:2 and _[apocc]:2

Edited by _F_
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You need to add a _ or something, due to a ZModeler problem. Like "_[apoca]"

Edited by Junior_Djjr
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