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Hey @Junior_Djjr , Are "f_steer" limited  to one only for each vehicle?

i want to add two "f_steer" on this bike as the part that i marked, So is that Possible?

r7AuYzA.png

 

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  • 3 weeks later...
On 11/29/2019 at 8:10 AM, Calvin.linardi said:

i want to add two "f_steer" on this bike as the part that i marked, So is that Possible?

Extending the features of ImVehFt you could turn them into brakehubs, add invisible front wheels and done. 

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On 10/30/2019 at 2:48 AM, Calvin.linardi said:

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

1niqNGZ.png

Ask _onyx_ how he did this

https://vk.com/video223649931_456239214

Edited by Leinad
.
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On 11/29/2019 at 8:10 AM, Calvin.linardi said:

Hey @Junior_Djjr , Are "f_steer" limited  to one only for each vehicle?

i want to add two "f_steer" on this bike as the part that i marked, So is that Possible?

I adapted for you using "f_trifork" (in this case is basically the same as steering). The result is fine for me.

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Update v1.5.1

  • It is now possible to use LOD along with the original LOD (vlo) of the game. That is, finally it is now possible to create LODs that vary. For example, it is possible to fix the boards that always appear on the Picador when it is far away, even if when the camera is near the boards don't exist. It is now also possible to add LOD parts that simply appear at any distance. Tested only on cars, report anything.
  • I know it's annoying to download the mod and wait for someone to start adapting cars to it, so here is the fixed picador download.

gta-sa-mod-picador-fix.jpg

 

Known bug since 1.3: The VehFuncs is running after IVF, so steer and some other IVF stuff may not work properly on extras. It is hard to fix this without breaking other things, especially when there is no IVF source code.

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  • 2 weeks later...

I got problem! I'm working on bugatti veyron with grand sport vitesse bumpers. my problem is I spawn the car and it has default bodykit of veyron but with grand sport vitesse front bumper!! and sometimes with grand sport vitesse rear bumper!

is there any solution to make extras (grand sport vitesse body) show in game together? I mean when I spawn the bugatti, it comes with veyron 2005 and once again it comes with grand sport vitesse (bumpers and wheels and lights)  

where is my fault?

e94d7d1330871023.jpg 48583e1330871042.jpg 4cf5421330871059.jpg 

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7 hours ago, arminnas said:

I got problem! I'm working on bugatti veyron with grand sport vitesse bumpers. my problem is I spawn the car and it has default bodykit of veyron but with grand sport vitesse front bumper!! and sometimes with grand sport vitesse rear bumper!

is there any solution to make extras (grand sport vitesse body) show in game together? I mean when I spawn the bugatti, it comes with veyron 2005 and once again it comes with grand sport vitesse (bumpers and wheels and lights)  

where is my fault?

e94d7d1330871023.jpg 48583e1330871042.jpg 4cf5421330871059.jpg 

You need to create two classes one for veyron and another for grand sport, read the documentation here

 

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VehFuncs: Best Script or Plugin, together with SA & LCS Vehicle Camera Port and SilentPatch!

0.png

Damn it, now I feel compelled to bring more updates, really this mod seems to be useful for people.

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1 minute ago, eagle152 said:

Does this mod allow to change vehicle engine sounds? Or could this even be done?

I will do it, I already did this in Tuning Mod but the car needed to turn off and on again for the sound to be updated, I just need to find a way to update the car sound without having to do this to avoid any bugs.

 

It is very useful as it would be possible to choose engine sound without having to install mods and edit file configurations, and even more, different sounds for different engines and exhaust using the extras function. The same goes for horns, sound volumes, doors etc.

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On 12/24/2019 at 6:31 PM, Junior_Djjr said:

I adapted for you using "f_trifork" (in this case is basically the same as steering). The result is fine for me.

I tried to add f_trifork like this, but it crashed, any solutions?

pzfAKy6.png

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6 hours ago, Junior_Djjr said:

and exhaust using the extras function. 

Oooh yes! I´ve been waiting for this for almost a year! I have so many mods unreleased because I´ve been waiting for this feature 😍

 

6 hours ago, Junior_Djjr said:

I will do it, I already did this in Tuning Mod but the car needed to turn off and on again for the sound to be updated, I just need to find a way to update the car sound without having to do this to avoid any bugs.

 

It is very useful as it would be possible to choose engine sound without having to install mods and edit file configurations, and even more, different sounds for different engines

Another one from my wish list, but I didn´t pitch it yet as its priority to me is not so crucial, but I would love to have different engine sounds for different f_class´es 

 

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13 hours ago, eagle152 said:

Does this mod allow to change vehicle engine sounds? Or could this even be done?

You can do this with fastman92 limit adjuster or alternatively with Vehicle Audio Editor Ultimate. I prefer FLA because I use FLA for adding vehicles, and sometimes other mods. To change a car's sound using FLA just open "gtasa_vehicleAudioSettings.cfg" in the data folder, search for the model which sound you'd like to use, for example "cheetah":

 

cheetah                                     0             103    102    1         0.9          1.0          8         1.0          2           0          5          0           2                 0.0

 

Copy all of the numbers that come after the model name, and then search for the model which sound you'd like to replace, for example "washing":

 

washing                                     0             95     94     0         0.7          1.0          3         0.890899     2           0          11         0           45                0.0
 

then paste over the numbers that come after that model name:

 

washing                                     0             103    102    1         0.9          1.0          8         1.0          2           0          5          0           2                 0.0

 

Bam! Your Washington will have Cheetah sounds.

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@Junior_Djjr

Congratulations on the award. This mod is really amazing.

 

1. (sorry in advance if this already is possible and I'm just too incompetent to implement it)

Would it be possible to use the class feature to create different dummys for doors/boot/etc. ?

e.g. I want to have a 2-door and 4-door version of my car. So I need optional rear door and rear seat dummys and also 2 different locations for the boot dummy.

 

2.  if different locations for the boot dummyare possible:

changing the the 2nd byte of the model flags depending on the boot_dummy that is used.

;	2nd digit	1: REVERSE_BONNET	2: HANGING_BOOT		4: TAILGATE_BOOT		8: NOSWING_BOOT

 e.g. I have a sedan and a wagon version and if the wagon boot is used I want to have 4: TAILGATE_BOOT.

Since you managed to create the optional double exhaust feature I think this should also be possible..?

 

 

 

 

 

2 hours ago, xXKenBlockXx said:

You can do this with fastman92 limit adjuster or alternatively with Vehicle Audio Editor Ultimate. I prefer FLA because I use FLA for adding vehicles, and sometimes other mods. To change a car's sound using FLA just open "gtasa_vehicleAudioSettings.cfg" in the data folder, search for the model which sound you'd like to use, for example "cheetah":

----

.....

I think the point is to have different engine sounds for the sae car depending on what kind of engine ist used as an extra.

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On 1/15/2020 at 6:23 AM, Calvin.linardi said:

I tried to add f_trifork like this, but it crashed, any solutions?

Why did you use it? The function is to create tricycles by simulating the fork of a motorcycle. It doesn't seem to fit for your case.

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9 hours ago, Junior_Djjr said:

Why did you use it? The function is to create tricycles by simulating the fork of a motorcycle. It doesn't seem to fit for your case.

So that means it doesn't work on the car?

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On 1/18/2020 at 1:27 AM, Calvin.linardi said:

So that means it doesn't work on the car?

I don't think so, I didn't do it for that. f_trifork is just for tricycles forks (and it’s not that good yet, there’s still no damping, but at least it’s much better than nothing)

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Finally this...

 

Update v1.6 beta - 25/01/20 (DD/MM/YY)

  • Added conditions: The classes for selecting extra variations can now be selected depending on some conditions, such as the zone, city, weather, time and type of population (more options will be available soon). That is, it is now possible to create vehicle variations for example if it appears in LS, SF, LV, desert etc. (useful for ambulances for example). Or a convertible car appears with a closed roof if it is raining or about to rain. Or if you are in such a time in the population region, for example beach (for example to add an extra variation of surfboard) etc...
  • Fixed backward compatibility with "steering" not working in the latest versions. Documentation at the end of this page.
  • Now "f_steer" is unlimited. I thought it was not necessary, but they showed me that is useful for creating animated steering parts, as for karts.
  • Fixed some memory leaks.
  • Fixed the mod inserting unnamed classes (it caused a bug where any class was considered true).
  • More code improvements.

0.png

 

The mod is starting to be really complex, but calm down, you don't need to learn literally everything to be able to adapt your cars to this mod. When you need something, just consult the documentation to learn or remember, don't be scared by so many possibilities that you probably never need to.

 

On 12/30/2019 at 11:04 PM, Junior_Djjr said:

Known bug since 1.3: The VehFuncs is running after IVF, so steer and some other IVF stuff may not work properly on extras. It is hard to fix this without breaking other things, especially when there is no IVF source code.

I can't fix this yet because I simply can't change the execution order to make VehFuncs run before IVF, I need VF running when the car is already created in-game to make it possible to add conditions like these (using the car position on the map etc).

The only way to fix it is just never use IVF steer if it's inside some extra variation, prefer "f_steer". Or I can try to completely disable IVF steering and make VehFuncs handle it completely.

Edited by Junior_Djjr
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2 hours ago, Junior_Djjr said:

Now "f_steer" is unlimited

Oh nice,

2 hours ago, Junior_Djjr said:

Added conditions

I also have some vehfuncs trailers projects that definitely require this feature.

 

This update make VehFuncs became The best and the coolest .asi script ever made on GTA SA.

thanks for doing my request, Good job Bro!!!

 

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If you guys have ideas for conditions to add, feel free to say, because now that I've done all the work, implementing new conditions is very easy (except if the condition is too complex to check).

I can add several things, like if the car is of such a color, but everything I think is probably useless, and I don't want to add too many useless conditions to the mod.

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Update v1.6.1 beta - 26/01/20

  • Fixed a bug where tuning parts appears on the car wheel. (this is because the person who created the car did not put the dummies inside the "chassis", so the game puts the tuning parts on the first part it finds in the car, and with VehFuncs, the first car part is usually the wheel).
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4 hours ago, Junior_Djjr said:

Update v1.6.1 beta - 26/01/20

  • Fixed a bug where tuning parts appears on the car wheel. (this is because the person who created the car did not put the dummies inside the "chassis", so the game puts the tuning parts on the first part it finds in the car, and with VehFuncs, the first car part is usually the wheel).

I would prefer if the wheel worked same way as f_spoiler, so that instead of adding extra to the wheel, the old wheel would be deleted and the new one added. So we wouldn´t have to create this empty polygon to simulate wheel. This would also allow different wheels for sub-classes, which is currently not possible

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@Junior_Djjr

I've been reading the "Recursive extras" wiki and tried with different combinations but i can't manage to get this to work...

Th idea is that the car has 2 classes, which i've already created. One of them is the stock one, and the other class just adds different parts to the front and rear bumpers. What would be the correct form to apply that?

I mean, is it possible for an extra to spawn only if one of the 2 classes is selected? The other class is just the stock one so i don't need to add an extra for it...

amkjtwmpfh0k1xs4g.jpg

 

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Hello junior,

I dont know where to post this so,

Can you make bursting fire on the car, work on the bike to ? Its your backfire mod.

I just love the feels, when fire bursting from the exhaust. It will be good if its working on the bike too just like the real bikes. Thanks.

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On 1/26/2020 at 5:02 PM, juanma_16 said:

@Junior_Djjr

I've been reading the "Recursive extras" wiki and tried with different combinations but i can't manage to get this to work...

Th idea is that the car has 2 classes, which i've already created. One of them is the stock one, and the other class just adds different parts to the front and rear bumpers. What would be the correct form to apply that?

I mean, is it possible for an extra to spawn only if one of the 2 classes is selected? The other class is just the stock one so i don't need to add an extra for it...

amkjtwmpfh0k1xs4g.jpg

You have to add a name to the new parts, whatever name, you can´t just leave it empty like you do

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