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VehFuncs


Junior_Djjr

Recommended Posts

Calvin.linardi

sorry for bumping this topic, but hey i have a new idea!

-more aircraft propeller, the GTA SA only have 2 propeller limit on it.

-more wheel dummy, so we can make 12 wheeled truck. 

for example:

nLGm76p.png

-working animated tank track for any vehicle, I really need this for my military truck!

1niqNGZ.png

and also make the f_hitch dummy works on trailer, so we can tow trailer with annother trailer like bagboxa & bagboxb.

QpRwEKj.png

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Junior_Djjr
On 10/30/2019 at 5:48 AM, Calvin.linardi said:

and also make the f_hitch dummy works on trailer, so we can tow trailer with annother trailer like bagboxa & bagboxb.

But it works.

On 10/30/2019 at 5:48 AM, Calvin.linardi said:

-working animated tank track for any vehicle, I really need this for my military truck!

For now you can edit that animated tank track script, just decompile it with Sanny Builder and in RHINO model check (the ID is 432) you can add another check for your model. It's just add a new line, easy.

Edited by Junior_Djjr
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Question, theres's a way to add more exhaust dummies? I have this car with several engines and I want to add exhaust like this:

 

https://i.imgur.com/d7XG2Oj.png

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Junior_Djjr

Tuning Mod can change the exhaust position, I just need to change it for VehFuncs.

The problem is about compatibility, if I just add the same on VehFuncs, it will make Tuning Mod doesn't work. The best thing is putting all inside VehFuncs and make a big update on Tuning Mod to make use of VehFuncs. Using Tuning Mod for this is like 5 minutes of coding, but you will need Tuning Mod installed to work, so it's a sh*tty solution.

Edited by Junior_Djjr
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Calvin.linardi
On 10/31/2019 at 5:30 PM, Junior_Djjr said:

But it works.

I tried everything, but it looks like f_hitch doesn't work on artict3 trailers?

ZSmQmqM.png

i will send my Zmodeler screenshot soon!

 

I have updated the VehFuncs to the latest version, but it still doesn't work.

Any plan to fix/add this feature on the future?

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Calvin.linardi
55 minutes ago, -Anti- said:

what you are looking for is included in SilentPatch already.

It definitely works with the unmodded artict3 trailer.

yes i know that, and what if i add a new trailer?

I have tried to replace it with bagboxa, but the trailer are unstable because I am not a good handling maker,

So VehFuncs should have this feature!

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16 hours ago, Junior_Djjr said:

Tuning Mod can change the exhaust position, I just need to change it for VehFuncs.

The problem is about compatibility, if I just add the same on VehFuncs, it will make Tuning Mod doesn't work. The best thing is putting all inside VehFuncs and make a big update on Tuning Mod to make use of VehFuncs. Using Tuning Mod for this is like 5 minutes of coding, but you will need Tuning Mod installed to work, so it's a sh*tty solution.

I hope you figure some sensible solution for that, I think it is quite important for many people here for making different classes

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Junior_Djjr
3 hours ago, Calvin.linardi said:

yes i know that, and what if i add a new trailer?

I have tried to replace it with bagboxa, but the trailer are unstable because I am not a good handling maker,

So VehFuncs should have this feature!

Open the game, spawn the trailer and send me the VehFuncs.log

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16 hours ago, Calvin.linardi said:

I tried everything, but it looks like f_hitch doesn't work on artict3 trailers?

Have you tried renamig "f_hitch" with "misc_b" instead on your artic3.dff ?

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Calvin.linardi
15 hours ago, Junior_Djjr said:

Open the game, spawn the trailer and send me the VehFuncs.log

VF v1.4.1
Handling: Vanilla handling pointer: 00C2B9DC 224 00C37D30 
Core: Applying Patches
Core: Started
Core: IVF not installed
Core: APP not installed
FunctionalHitch: Found 'f_hitch' 
FunctionalHitch: Found 'f_hitch' 
FunctionalHitch: Found 'f_hitch' 
FunctionalHitch: Found 'f_hitch' 
FunctionalHitch: Found 'f_hitch' 
FunctionalHitch: Found 'f_hitch' 
FunctionalHitch: Found 'f_hitch' 
FunctionalHitch: Found 'f_hitch' 
FunctionalHitch: Found 'f_hitch' 
FunctionalHitch: Found 'f_hitch' 
FunctionalHitch: Found 'f_hitch' 

I have a few car that have f_hitch on it, but it seems it doesn't work with this trailer

also I have uninstalled silent patch to test it.

 

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Is it possible to add digital rpm meter ? Like if at 1 rpm it show model 1, 2 rpm show model 2, etc. Just like digital speedometer but not in number. 

Newest-Version-Digital-Rpm-Meter-Motorcy

Like "red light" above.

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Junior_Djjr
12 hours ago, 007Ripper said:

Is it possible to add digital rpm meter ? Like if at 1 rpm it show model 1, 2 rpm show model 2, etc. Just like digital speedometer but not in number. 

Newest-Version-Digital-Rpm-Meter-Motorcy

Like "red light" above.

I'll, someday, analog and digital. But the problem is that may be sound dependent, I need to find a better way to do this, because the GTA SA sound gear system is a sh*t.

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4 hours ago, Junior_Djjr said:

I'll, someday, analog and digital. But the problem is that may be sound dependent, I need to find a better way to do this, because the GTA SA sound gear system is a sh*t.

Bwahaha true, in gta sa gear change depend on how long the sound is. When we record vehicle sound from gear 1 to 6 example to make it realistic, the vehicle gear will stay at 1 meh.

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Junior_Djjr
On 11/4/2019 at 7:41 AM, Calvin.linardi said:
VF v1.4.1
Handling: Vanilla handling pointer: 00C2B9DC 224 00C37D30 
Core: Applying Patches
Core: Started
Core: IVF not installed
Core: APP not installed
FunctionalHitch: Found 'f_hitch' 
FunctionalHitch: Found 'f_hitch' 
FunctionalHitch: Found 'f_hitch' 
FunctionalHitch: Found 'f_hitch' 
FunctionalHitch: Found 'f_hitch' 
FunctionalHitch: Found 'f_hitch' 
FunctionalHitch: Found 'f_hitch' 
FunctionalHitch: Found 'f_hitch' 
FunctionalHitch: Found 'f_hitch' 
FunctionalHitch: Found 'f_hitch' 
FunctionalHitch: Found 'f_hitch' 

I have a few car that have f_hitch on it, but it seems it doesn't work with this trailer

also I have uninstalled silent patch to test it.

 

Fixed. Link above.

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Calvin.linardi
4 hours ago, Junior_Djjr said:

Fixed. Link above.

Wow thanks, I appreciate all of your work 😉

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On 11/6/2019 at 10:59 PM, Junior_Djjr said:

There is no f_gear there? Totally random?

Try this: https://sharemods.com/cfvsuab4q4c0/VehFuncs.7z.html

Actually yes, I'm using f_gear, but I tried to changed the rotation on blades, but it's the same result.

 

UPDATE!

 

fixed using f_gear_1_x and f_gear_1_z, look!

 

 

Edited by Leinad
Found the solution
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Colbertson

Bikes count as vehicles right?

krQPoxJ.png

Would love to have proper tandem bikes and other funky things.

Edited by 𝙲olby
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Calvin.linardi
1 hour ago, 𝙲olby said:

Bikes count as vehicles right?

-Pics-

Would love to have proper tandem bikes and other funky things.

LOL, this image makes me laugh hard, but this is a great idea if vehfuncs can fix this.

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7 hours ago, 𝙲olby said:

Bikes count as vehicles right?

krQPoxJ.png

Would love to have proper tandem bikes and other funky things.

How to make your hands attach to handle ? Even if i change bike animation, there still different ped model that has longer or shorter hands who cant touch bike handle :/. For example is amazing female player mod, her hands is not touching bike handle cause she is shorter than cj. Its really annoying.

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Junior_Djjr
13 hours ago, 𝙲olby said:

Bikes count as vehicles right?

Yeah.

 

5 hours ago, 007Ripper said:

How to make your hands attach to handle ? Even if i change bike animation, there still different ped model that has longer or shorter hands who cant touch bike handle :/. For example is amazing female player mod, her hands is not touching bike handle cause she is shorter than cj. Its really annoying.

This game feature really need some fixes (like that one), and be able to enable it for player, it's really useful for player mods.

We can enable it for cars steering wheel, but I can't imagine the arms rotating the steer with this.

Edited by Junior_Djjr
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RestractPrime

it's remind me of the sanchez that i converted to mountain bike xD

perhaps if there is any fix, so i could improve it too

Spoiler

 

1559508470_Grand%20Theft%20Auto%20%20San%20Andreas%20Screenshot%202019.06.02%20-%2016.07.48.71.jpg1559508470_Grand%20Theft%20Auto%20%20San%20Andreas%20Screenshot%202019.06.02%20-%2018.04.02.51.jpg

1559508470_Grand%20Theft%20Auto%20%20San%20Andreas%20Screenshot%202019.06.02%20-%2017.01.15.61.jpg

 

 

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one of the best modification for GTA SA , one of my top3 .

 

is there a way to add more paintjobs then 4 , or a mod that's allows that ?

 

I would need about 10 for my project .

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1 hour ago, SGD3S1GN said:

one of the best modification for GTA SA , one of my top3 .

 

is there a way to add more paintjobs then 4 , or a mod that's allows that ?

 

I would need about 10 for my project .

You can use recursive extras feature for unlimited paintjob.

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Will you consider add a new fuction that includes 2dfx lights? The thing is I want to add dynamic 2dfx lights to this arrow board trailer, I done it using Dk22pac's 2dfx tool, but I didn't like the result, I want to add animation to the arrow but with this tool isn't possible.

Spoiler

https://i.imgur.com/dLN2mAF.jpg

 

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Junior_Djjr
17 hours ago, 007Ripper said:

You can use recursive extras feature for unlimited paintjob.

This is not a good practice, would have to multiply the mesh of the entire car body.

 

3 hours ago, Leinad said:

Will you consider add a new fuction that includes 2dfx lights? The thing is I want to add dynamic 2dfx lights to this arrow board trailer, I done it using Dk22pac's 2dfx tool, but I didn't like the result, I want to add animation to the arrow but with this tool isn't possible.

I may add some animation sequence in the future (changing meshes). The best way would be to make the game use UV animations, like the ones often used in Las Venturas, in vehicles, but I don't know how to achieve this.

Edited by Junior_Djjr
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