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Junior_Djjr

VehFuncs

Recommended Posts

Mysterdogg

Back when I first asked for "unlimited steers", that was the main porpuse I wanted it for:

7 hours ago, Leinad said:

I want do add the wind effect on the spoiler, like plane wings on gta sa

So I (we) could recreate animated spoilers as seen on vehicles like the Grotti Proto. Among other steer-dependant features.

 

Edited by Mysterdogg

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Junior_Djjr
22 hours ago, Leinad said:

It is possible add this feature, I want do add the wind effect on the spoiler, like plane wings on gta sa

Good idea. Not that useful, but it should be easy.

 

On 1/26/2020 at 7:50 AM, _F_ said:

This would also allow different wheels for sub-classes, which is currently not possible

Why not?

 

f_class

-class1

--subclass1

-class2

--subclass2

f_extras
-subclass1

--f_wheel

-subclass2

--f_wheel

Edited by Junior_Djjr
  • Like 2

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Mysterdogg

Here's an example of what we can now do with unlimited steers:

 

Edited by Mysterdogg
  • Like 1

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_F_
On 2/1/2020 at 5:51 AM, Junior_Djjr said:

Good idea. Not that useful, but it should be easy.

 

Why not?

 

f_class

-class1

--subclass1

-class2

--subclass2

f_extras
-subclass1

--f_wheel

-subclass2

--f_wheel

Because if I only want different wheel for subclass2, I would need to create 3 duplications of the same wheel

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Avant_SA

Hey there! Is it possible to not only set an driver model, but make passengers (with settled models) appearing with class? Needed for some extra to make driver and two passengers inside with certain models.

 

  

8 hours ago, _F_ said:

Because if I only want different wheel for subclass2, I would need to create 3 duplications of the same wheel

You can make other way. Such way, for example:

-f_class:1

--sport

--extreme

--offroad

--stock

--stock2

--stock3

 

-f_wheel_1111:

--f_extras:1

---wheel[sport]:1

---wheel[extreme]:1

---wheel[offroad]:1

---wheel:1

 

That will mean, that in all other situations, when not settled sport, extreme or offroad class, script will choice dummy, without class.

Edited by Avant_SA
  • Like 1

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_F_
12 hours ago, Avant_SA said:

Hey there! Is it possible to not only set an driver model, but make passengers (with settled models) appearing with class? Needed for some extra to make driver and two passengers inside with certain models.

 

  

You can make other way. Such way, for example:

-f_class:1

--sport

--extreme

--offroad

--stock

--stock2

--stock3

 

-f_wheel_1111:

--f_extras:1

---wheel[sport]:1

---wheel[extreme]:1

---wheel[offroad]:1

---wheel:1

 

That will mean, that in all other situations, when not settled sport, extreme or offroad class, script will choice dummy, without class.

Good idea, I don´t know why I couldn´t think of that :D

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Leinad
On 1/25/2020 at 8:23 PM, Junior_Djjr said:

If you guys have ideas for conditions to add, feel free to say.

 

Could you add the condition if there is a f_hitch on the car, spawn with and specific trailer ID, something like this using @_F_'s cars

 

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

  • Like 2

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yonebayashi

Can you make the damper and suspension work as a whole like Bandito Buggy?

Edited by yonebayashi

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CLsia89

Can it adapt more paintjobs? For example: "copcarla5.txd to copcarla50.txd"

Edited by CLsia89

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Mysterdogg
1 hour ago, CLsia89 said:

Can it adapt more paintjobs?

If I'm not wrong, the current limit using Vehfuncs is 9 paintjobs per vehicle. This can, in theory, be extended as far as 99, as Junior said in the Github wiki, but that requires further research as such limit hasn't been unlocked yet. 

 

An alternative to the stock paintjob system could be implemented but I don't know if it will worth. 

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Junior_Djjr
13 minutes ago, Mysterdogg said:

An alternative to the stock paintjob system could be implemented but I don't know if it will worth. 

I think it's a good one. Something like changing one texture for another (like I did in PedFuncs). The game works with paintjobs/remaps (which works by separate .txd files) to optimize memory usage, it is not a system really required today. The problem is that it would not be compatible with tuning garages/mods, only useful for randomization. You will need a separate solution to choose textures.

 

For performance I would like to work in order of textures instead of running the entire .txd file looking for textures with that name, unfortunately Magic.TXD does not allow changing the order of textures to facilitate the organization of something like this. But anyway it must be ok...

Edited by Junior_Djjr

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_F_

Nice to see you back in the topic Junior. 

 

Have you had time to think about this bug yet?

2MYTSMR.jpg

 

Also, I noticed that if I put _[nr] to regular extras instead of classes, they don´t spawn whatsover... It would be nice to have it working, since sometimes it feels like some extras spawn way too often :/

vV8B7KJ.jpg

 

Also, for the first time I tried to use the new popcycle based condition and every time I get the same crash
136eQwO.jpg

Spoiler


Extras: --- Starting - veh ID 604
Extras: Processing node: 'f_extras:1'
Extras: Added to class list: [normal]: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: '[normal]:2'
Extras: Childs found: 2
Extras: Select variations: 2
Extras: Starting new node 1 of 2 
Extras: Processing node: 'normR_ok'
Extras: Node has no child 
Extras: Starting new node 2 of 2 
Extras: Processing node: 'normR_dam'
Extras: Node has no child 
Extras: --- Ending 
Extras: Found 'f_class' 
Found '?' condition at '?p=2?p=12'


 

 

Edited by _F_
  • Like 1

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Calvin.linardi

Hey Junior, I have an idea, how about making transfender and WAA can change carcols 3 and 4?

it might be useful for the tunable vehicle that have 3 or 4 colors.

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_F_
On 1/25/2020 at 8:28 AM, Junior_Djjr said:

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...

0.png

 

 

Has anyone managed to successfully implement these yet?

 

I think you are giving us too much unnecessary freedom to configure, which makes the script too complicated and prone to crashes and bugs. 

 

For instance, the time and weather selection... I don´t really see any real use for it besides the roof/roofless option. Which could be made in a way simpler way: f_roof, which would be already hardcoded and not changeable, so that f_roof would only be triggered when the weather is raining+about to rain and at times 23-6. And that´s it. 

Also the _oc to choose the occupants has unneccessary configurations while missing the important ones. The important one being able to select the maximum number of occupants in the car. Right now we can configure the chance of passengers appearing? This causes many times that for example police car´s front passenger seat is empty while there are 2 officers sitting on the back, bit nonsense? What would be more useful _oc=283,288.2 (making random variation between those two skins, and always having exactly two peds in car, and filling front seat first) Now someone will come argue that he wants to make a taxi, so that there would be ped on the back instead on the front. Then simply this is not even currently possible and totally useless argument. Maybe in the future something like "f_coplight" could be changed that has hardcoded function that turns the car into a taxi and fills backseat first. That´s it. 

 

The ?p= (population) seems to be bugged in a way that if the car is not already supposed to spawn (from cargps.dat) in beach for instance, and you configure your car with ?p=8, it will crash the game. It would make more sense if _?p=8 caused the car to be put into beach popcycle (meaning also changes the drivers) and only spawn the single class of the car that has _?p=8. 

Edited by _F_

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Junior_Djjr
On 2/26/2020 at 11:15 AM, _F_ said:

This causes many times that for example police car´s front passenger seat is empty while there are 2 officers sitting on the back, bit nonsense?

A small mistake made it not work the twice chance to appear on the front seat.

I fixed it, and now there is also a half the chance to the back seat too, so peds only on back seat will be rare now.

 

On 2/26/2020 at 11:15 AM, _F_ said:

Maybe in the future something like "f_coplight" could be changed that has hardcoded function that turns the car into a taxi and fills backseat first. That´s it. 

We already have this: the taxi sign material. I implemented this now, including, obviously, checking taxi models ID.

 

On 2/26/2020 at 11:15 AM, _F_ said:

The ?p= (population) seems to be bugged in a way that if the car is not already supposed to spawn (from cargps.dat) in beach for instance, and you configure your car with ?p=8, it will crash the game.

Send modloader.log and vehfuncs.log. I'm sure this problem doesn't exist. All the mod does is read that value and check the current popcycle number (the same number that the game uses to determine which cars are currently created), this is impossible to cause a crash.

 

On 2/26/2020 at 11:15 AM, _F_ said:

I think you are giving us too much unnecessary freedom to configure, which makes the script too complicated and prone to crashes and bugs. 

Nah, this looks advanced, but the code is very very simple. Your problem is certainly something else.

 

On 2/18/2020 at 2:46 PM, _F_ said:

Also, I noticed that if I put _[nr] to regular extras instead of classes, they don´t spawn whatsover... It would be nice to have it working, since sometimes it feels like some extras spawn way too often

What's the problem with using this in a class? I preferred to do this by performance, since this selection will only happen once and you can reuse this selection again and again.

 

 

Update v1.7 beta - 27/03/20

  • Added additional vehicle.txd files: You can add from vehicle2.txd to vehicle5.txd (in .img or any modloader folder) to be used as generic textures. This is especially useful for car packs, where many cars use the same texture, instead of having them multiplied in each .txd (which increases the loading impact and memory usage), you may want to keep it always loaded in some vehicle*.txd. They have minimal priority, that is, they will only be used if the texture is not found. AVP 90s will start using this soon.
  • Fixed "_occ =" where the greater chances of more passengers appearing in front seat were not working. Also, there will never be a front passenger if it's a taxi (identified by model ID or taxi sign material)
  • Fixed Tuning Mod parts not being functional. I have no idea when.
  • Like 5
  • fir thi bairns 1

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_F_
Posted (edited)

First of all, thank you for the reply, have been waiting for this for a while :) 

On 3/27/2020 at 9:57 PM, Junior_Djjr said:

Send modloader.log and vehfuncs.log. I'm sure this problem doesn't exist. All the mod does is read that value and check the current popcycle number (the same number that the game uses to determine which cars are currently created), this is impossible to cause a crash.

 

VehFuncs log:

Spoiler
Extras: --- Starting - veh ID 505
Extras: Processing node: 'f_extras'
Extras: Added to class list: empty_[norm]
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: 'empty_[norm]'
Extras: Node has no child 
Extras: --- Ending 
SEARCHING... 0 
Extras: Found 'f_extras' 
Extras: Classes: norm 
Extras: --- Starting - veh ID 505
Extras: Processing node: 'f_extras:1'
Extras: Childs found: 1
Extras: Select variations: 1
Extras: There is no more extras to select 
Extras: --- Ending 
SEARCHING... 0 
Extras: Found 'f_extras' 
Extras: Classes: norm 
Extras: --- Starting - veh ID 505
Extras: Processing node: 'f_extras:1'
Extras: Childs found: 1
Extras: Select variations: 1
Extras: There is no more extras to select 
Extras: --- Ending 
SEARCHING... 0 
Extras: Found 'f_extras' 
Extras: Classes: norm 
Extras: --- Starting - veh ID 505
Extras: Processing node: 'f_extras:0+'
Extras: Childs found: 2
Extras: Select variations: 2
Extras: Starting new node 1 of 2 
Extras: Processing node: 'bar:2'
Extras: Childs found: 2
Extras: Select variations: 2
Extras: Starting new node 1 of 2 
Extras: Processing node: 'kang_ok'
Extras: Node has no child 
Extras: Starting new node 2 of 2 
Extras: Processing node: 'kang_dam'
Extras: Node has no child 
Extras: There is no more extras to select 
Extras: --- Ending 
SEARCHING... 0 
Extras: Found 'f_extras' 
Extras: Classes: norm 
Extras: --- Starting - veh ID 505
Extras: Processing node: 'f_extras:1'
Extras: Added to class list: [norm]: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: '[norm]:2'
Extras: Childs found: 2
Extras: Select variations: 2
Extras: Starting new node 1 of 2 
Extras: Processing node: 'badge_dam'
Extras: Node has no child 
Extras: Starting new node 2 of 2 
Extras: Processing node: 'badge_ok'
Extras: Node has no child 
Extras: --- Ending 
SEARCHING... 0 
Extras: Found 'f_extras' 
Extras: Classes: norm 
Extras: --- Starting - veh ID 505
Extras: Processing node: 'f_extras:1'
Extras: Childs found: 1
Extras: Select variations: 1
Extras: There is no more extras to select 
Extras: --- Ending 
SEARCHING... 0 
Extras: Found 'f_extras' 
Extras: Classes: norm 
Extras: --- Starting - veh ID 505
Extras: Processing node: 'f_extras:1'
Extras: Childs found: 1
Extras: Select variations: 1
Extras: There is no more extras to select 
Extras: --- Ending 
SEARCHING... 0 
Extras: Found 'f_extras' 
Extras: Classes: norm 
Extras: --- Starting - veh ID 505
Extras: Processing node: 'f_extras:1'
Extras: Childs found: 1
Extras: Select variations: 1
Extras: There is no more extras to select 
Extras: --- Ending 
SEARCHING... 0 
Wheel: Found 'f_wheel' at f_wheel_1111 
SEARCHING... 0 
Extras: Found 'f_extras' 
Extras: Classes: norm 
Extras: --- Starting - veh ID 505
Extras: Processing node: 'f_extras:1'
Extras: Added to class list: wheel[norm]
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: 'wheel[norm]'
Extras: Node has no child 
Extras: --- Ending 
Wheel: Processing wheel 
Wheel: Copying wheel: 2 
Wheel: Copying wheel: 4 
Wheel: Copying wheel: 7 
Wheel: Copying wheel: 5 
Save Data: 14499
Save Data: 25534
SEARCHING... 0 
Extras: Found 'f_class' 
Charac: Found 'oc' (occupants), variations 2 at '_oc=97,251.1'
Charac: Found 'cl' (colors) 6 6 -1 -1
Found '?' condition at '?p=8'

 

Modloader log:

Spoiler
Game version: GTA SA 1.0 US
Unhandled exception at 0x75904192 in KERNELBASE.dll (+0x114192): 0xE06D7363: NO_DESCRIPTION.
    Register dump:
        EAX: 0x0177ECE8  EBX: 0x0177ED94  ECX: 0x00000003  EDX: 0x00000000  
        EDI: 0x565A5B7C  ESI: 0x56593014  EBP: 0x0177ED40  EIP: 0x75904192  
        ESP: 0x0177ECE8  EFL: 0x00200216  CS: 0x00000023   SS: 0x0000002B   
        GS: 0x0000002B   FS: 0x00000053   ES: 0x0000002B   DS: 0x0000002B   
        
    Stack dump:
        0x0177ECE8:  E06D7363 00000001 00000000 75904192 00000003 19930520
        0x0177ED00:  0177ED94 565A5B7C 0177ED28 778DADEE 00000016 778DADEE
        0x0177ED18:  00000000 00000000 00000016 00000015 0177ED40 5657BBF5
        0x0177ED30:  0177ED6C 4735E590 0177ED58 F4DAACF4 0177ED84 5656C37D
        0x0177ED48:  E06D7363 00000001 00000003 0177ED78 0177EDF8 00000002
        0x0177ED60:  0177EE3C E06D7363 00000001 00000000 00000000 00000003
        0x0177ED78:  19930520 0177ED94 565A5B7C 0177EDA0 56569823 0177ED94
        0x0177ED90:  565A5B7C 5658FDC8 4735E590 00000001 0177EE30 56553CB0
        0x0177EDA8:  5659D6D4 2503A6AE 34475808 00000000 344759B0 10D4E9A8
        0x0177EDC0:  00000002 0025F000 0177EDF8 758DF6DB 00000004 779001C9
        base: 0x01580000   top: 0x0177ECE8   bottom: 0x01780000
        
    Backtrace (may be wrong):
        =>0x75904192 RaiseException+0x62 in KERNELBASE.dll (+0x114192) (0x0177ED40) 
          0x5656C37D Ext_ToggleFrameHide+0x163cd in VehFuncs.asi (+0x2c37d) (0x0177ED84) 
          0x56569823 Ext_ToggleFrameHide+0x13873 in VehFuncs.asi (+0x29823) (0x0177EDA0) 
          0x56553CB0 IsIndieHandling+0x1960 in VehFuncs.asi (+0x13cb0) (0x0177EE30) 
          0x565541CA IsIndieHandling+0x1e7a in VehFuncs.asi (+0x141ca) (0x0177F018) 
          0x565544E4 IsIndieHandling+0x2194 in VehFuncs.asi (+0x144e4) (0x0177F1E8) 
          0x56559401 Ext_ToggleFrameHide+0x3451 in VehFuncs.asi (+0x19401) (0x0177F26C) 
          0x5655A24C Ext_ToggleFrameHide+0x429c in VehFuncs.asi (+0x1a24c) (0x0177F2EC) 
          0x5655A24C Ext_ToggleFrameHide+0x429c in VehFuncs.asi (+0x1a24c) (0x0177F36C) 
          0x56558D5A Ext_ToggleFrameHide+0x2daa in VehFuncs.asi (+0x18d5a) (0x0177F3B8) 
          0x56564A6D Ext_ToggleFrameHide+0xeabd in VehFuncs.asi (+0x24a6d) (0x0177F3CC) 
          0x5655DC8A Ext_ToggleFrameHide+0x7cda in VehFuncs.asi (+0x1dc8a) (0x0177F42C) 
          0x56567F78 Ext_ToggleFrameHide+0x11fc8 in VehFuncs.asi (+0x27f78) (0x0177F47C) 
          0x565631DF Ext_ToggleFrameHide+0xd22f in VehFuncs.asi (+0x231df) (0x0177F4A4) 
          0x5656644F Ext_ToggleFrameHide+0x1049f in VehFuncs.asi (+0x2644f) (0x0177F5A8) 
          0x56565F2F Ext_ToggleFrameHide+0xff7f in VehFuncs.asi (+0x25f2f) (0x0177F5B4) 
          0x006A2C29 in gta_sa.exe (+0x2a2c29) (0x0177F684) 
          0x567DB8E9 in modloader.asi (+0x1b8e9) (0x0177F6CC) 

 

 

On 3/27/2020 at 9:57 PM, Junior_Djjr said:

What's the problem with using this in a class? I preferred to do this by performance, since this selection will only happen once and you can reuse this selection again and again.

The problem is that the car already uses multiple actual classes and sub-classes. And those extras are simple chassis extras that should spawn along side other extras (total of almost 70 extras). Bit ridiculous to create a new class for simple extras like that. One solution I found that works is to create empty nodes inside the extras selection to disperse the possibility of some extras being selected. Bit stupid but has to be done... 

 

  

On 3/27/2020 at 9:57 PM, Junior_Djjr said:

A small mistake made it not work the twice chance to appear on the front seat.

I fixed it, and now there is also a half the chance to the back seat too, so peds only on back seat will be rare now.

 

But how to make it no more than 2 people in the car?

Edited by _F_
  • fir thi bairns 1

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Calvin.linardi

Wow so we can add more generic texture, awsome! 

but can i add more plates or lights texture?

  • fir thi bairns 1

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_F_
Posted (edited)

 

On 3/28/2020 at 6:21 PM, Calvin.linardi said:

Wow so we can add more generic texture, awsome! 

but can i add more plates or lights texture?

You could have always added more generic textures into vehicles.txd. How do you expect more plates to work in that way? The game engine is coded to load either 1 of the 3 city´s plate based on where the car spawns. 

 

 

More importantly, there is some bizarre bug with copcarla`s f_class: It loads all classes at the same time, even though it is correctly set up in 3ds Max. The bizarre part is that once you die, the f_class starts loading it correctly. 

I also tested the same police car model, and the classes worked correctly. I also tested another car with f_classes (Burrito) to replace copcarla, and the same bug appeared! All classes were loaded at the same time.

Edited by _F_
  • fir thi bairns 1

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Leinad
12 hours ago, _F_ said:

 

You could have always added more generic textures into vehicles.txd. How do you expect more plates to work in that way? The game engine is coded to load either 1 of the 3 city´s plate based on where the car spawns.

Fastman Limit Adjuster have the option to add more license plates texture,but I have no idea how it works that feature

  • fir thi bairns 1

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Mysterdogg
On 3/28/2020 at 1:21 PM, Calvin.linardi said:

add more plates

What about using the zone-based condition for extras? 

On 3/28/2020 at 1:21 PM, Calvin.linardi said:

lights texture

Projected lights? not yet possible (closest thing is in ImVehFt with its dedicated foglight texture) but could be a great addition for making old and modern lights. Perhaps having multiple projected patterns, as every vehicle as a different lights array.

 

___________________________________________

 

Love the addition of multiple vehicles.txd files! already giving it a great usage with the huge amount of generic textures I have for extras and wheels (I mean, it was already possible with the vanilla txd file but now we can have dedicated txds for specific uses. Keyword: organization). 

  • Like 1
  • fir thi bairns 1

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Junior_Djjr
Posted (edited)

sh*t, the "?p" is documented wrong on the wiki, it is like "?c", there is no "=": "?p8" for beach.

 

It's funny that I say there is no way the code can be wrong... But the documentation is.

Edited by Junior_Djjr

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Leinad

What does mean these lines in log file?

Core: APP not installed
SEARCHING... 0 

 

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Junior_Djjr

Updated v1.8 beta

  • Added "?norain" which is the negative for "?rain".
  • Added "f_taxilight" to determine the position of the taxi light.
  • Fixed "f_coplight" not working for FBI Rancher. It is not yet possible to determine the color of the light, nor "outpoint"; you can choose to have the light appear even with the camera seen from behind by placing an "f" at the end of the name.
  • Fixed problems with extras and functional parts in copcarla (LS police car).
  • Fixed tuning exhaust not being deleted when returning to the original in cars with double exhaust.
  • Fixed color preservation when changing paintjob/remap not working on airplanes, motorcycles and others(?).
  • The paintjob/remap inserted with VehFuncs is now loaded instantly.
  • It's now possible to define the percentage of chances for a class with a condition to be selected. When a class with a condition is selected, all classes without a condition are ignored.
  • The documentation for "?p" was wrongly documented in the instructions, there is no "=".
  • Like 5
  • fir thi bairns 3

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Junior_Djjr
Posted (edited)

Updated v1.8.1 beta

  • Fixed deleting car parts when uninstalling tuning parts in the previous version.
  • Minor performance optimization and addition of the "taxisign" option as a texture name for the taxi sign to light up.
Edited by Junior_Djjr

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TRVPTRSW
Posted (edited)

Good afternoon, @Junior_Djjr
I am using your VehFuncs mod and have run into a crash problem in SAMP. I use models with adaptation to mod and at the same time models without adaptation.
Is there any way out of this situation, to fix the sudden crashes of the game.
Thanks.

Edited by TRVPTRSW

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Junior_Djjr
Posted (edited)

Updated v1.8.2 beta

  • A small error was causing the class not to be selected if there is only 1 inside the "f_class". Fixed, I hope everything is all right now.

  

23 hours ago, TRVPTRSW said:

Good afternoon, @Junior_Djjr
I am using your VehFuncs mod and have run into a crash problem in SAMP. I use models with adaptation to mod and at the same time models without adaptation.
Is there any way out of this situation, to fix the sudden crashes of the game.
Thanks.

Follow this and send log if required https://www.mixmods.com.br/p/lista-de-crash-e-solucoes.html

Edited by Junior_Djjr
  • Like 2

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Junior_Djjr
Posted (edited)

Update v1.8.3 beta

  • Fixed an occasional crash that appeared in the new versions. All right now?
Edited by Junior_Djjr
  • Like 1

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Strs

 

 

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xXKenBlockXx

This bug is known. This happens with VehFuncs with some planes that are adapted to Al_Planes.cs/Al_planes_1.1.cs. But at the same time some planes use Al_Planes and are adapted to and work correctly with VehFuncs, like Zeneric's Shamal Remastered or -Carcer-'s Lockheed L-1011 TriStar.

  • Like 1

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Strs

i think its simple ignore Planes and helis in VehFuncs i dont see any of fly aircraft uses VehFuncs 

 

Example in cleo have this (84C8: actor $PLAYER_ACTOR driving_flying_vehicle) its a  asi so no idea how you use some condition in VehFuncs 

 

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