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VehFuncs


Junior_Djjr

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I was able to replicate rotating engine by spawning via Call Vehicle by Image. Still heavily modded build though. Had to spawn car 3 or 4 times to get the engine to rotate again. Once first spawned Milano with rotating engine was spawned every Milano spawned after also had rotating engine issue. Have not seen rotating engine in traffic with Milano yet. When engine rotates, it does not vibrate. when it is not rotating, even when it is a car with the rotating issue, it does vibrate normally. Trying to be as specific as possible. Again I will try to replicate on lighter build and report back. 

 

Edit: Have not been able to replicate with other VF cars, or other cars from you Avant.

Edited by xXKenBlockXx
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Nothing here, I spawned 10 cars.

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Sounds interesting, @Junior_Djjr but I don't fully get the porpuse of the new feature. Would you mind explaining it with an example may be?

 

Without completely knowing it's entire functionality, I think it would be great to extend a working plates system into something more than just license plates, for example having a two (or more) digits randomizer for the on-roof # identifier in police (or actually any emergency unit) units, using personalized fonts perhaps. 

 

I've seen some modders using Vehfuncs for adding multiple license plates as recursive extras but they do that by removing the game function and instead using predefined textures. 

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On 1/17/2019 at 3:48 PM, Mysterdogg said:

Without completely knowing it's entire functionality, I think it would be great to extend a working plates system into something more than just license plates, for example having a two (or more) digits randomizer for the on-roof # identifier in police (or actually any emergency unit) units, using personalized fonts perhaps. 

...Why not recursive extras?

Saying about the numbers, there would be a lot of nodes to make numbers 00~99 (20 nodes in total), but remember that in creating the car the nodes are completely deleted causing no impact on processing after this, and each node costs very few bytes, also not impacting loading. It's okay to use multiple extra nodes to make this — just don't overdo it because the mod runs all nodes every time a car is created.

You can also make only 10 combinations of numbers and letters. Even 10 is very difficult to see the same number repeating (I prefer this way in these cases).

 

On 1/17/2019 at 3:48 PM, Mysterdogg said:

Would you mind explaining it with an example may be?

Is not specific, it is literally what the title says, simply add any model.
For example, if you choose to add the ID 1000 model, VehFuncs will create the Transfender's spoiler there. But this case isn't so useful, the biggest utility I've seen so far was the license plates, because so all plates would be a separate file that the player can change it, and all cars will be changed automatically.

 

In the case of the license plates font, isn't related to this, but I think I could make a way to use a unique texture for the font, just like IVF provides use a unique texture for the lights.

Edited by Junior_Djjr
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Oh, now I get it, @Junior_Djjr! it works like some extras in GTA V, the so-called "shared extras". That feature is mostly used in GTA Online to spawn vehicles like vans or SUVs with precious cargo boxes (which of course are pretty generic, just props from the map). I think that for something like that it would be really useful, so we can avoid the need to have the same model inside every vehicle and instead use one single generic one, just like R* does with tuning parts.  

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18 hours ago, Mysterdogg said:

it works like some extras in GTA V, the so-called "shared extras".

Ok, now I have a good name.

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If you guys want to nominate VehFuncs for GTA Awards, put it on Tool category, I think it makes more sense (it's a "mod tool").

 

It doesn't deserve to win, but any position helps in the visibility and recognition of the project.

 

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I get this sometimes when loading game

Spoiler

Game crashed unfortunately, here's a crash log:
Current process ID: 7864
Current thread ID: 1880
Last file to be loaded: modloader\ttdisa ov\models\player.img
Last library loaded: Kernel32.dll
Exception address: 0x6A7A40CA ("VehFuncs.asi"+0x140CA)
Exception code: 0xC0000005
Exception name: EXCEPTION_ACCESS_VIOLATION
Inaccessible memory address: 0xC

General registers:
EAX: 0x00000001 (1)
EBX: 0x01B30034 (28508212)
ECX: 0x008CB6F8 (9221880)
EDX: 0x00000003 (3)
ESI: 0x01B30920 (28510496)
EDI: 0x00000000 (0)
EBP: 0x0177F73C (24639292)
ESP: 0x0177F6F0 (24639216)
EIP: 0x6A7A40CA (1786396874)
EFL: 0x00010202 (66050)

 

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8 hours ago, dxivilea said:

I get this sometimes when loading game

Nothing here (and I opened the game hundreds of times since them). Which other asi mods did you use?

I could not identify the cause of the crash (I could not do reverse engineering on my own mod, lol)

Can be some plugin-sdk/injector problem, doesn't seem to be something from my code. If you have other asi mods, update them or simply try to remove them.

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If i remove ivf and active dash and i install this, will adapted cars to active dash still work, and ivf?

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1 minute ago, tonybuny said:

If i remove ivf and active dash and i install this, will adapted cars to active dash still work, and ivf?

No. These script makes IVF lights normal color, if you have no script installed, but it not get it working. Same thing with AD.

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For now VehFuncs doesn't replace anything. But I want to replace Active Dashboard in the future (may take a long time).

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I posted my Tuning Mod here now:

Has everything to do with VehFuncs because it is possible to add parts adapted to VehFuncs in any vehicle.

So you can try functional parts even without downloading adapted cars.

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On 1/21/2019 at 12:58 AM, Junior_Djjr said:

If you guys want to nominate VehFuncs for GTA Awards, put it on Tool category, I think it makes more sense (it's a "mod tool").

 

It doesn't deserve to win, but any position helps in the visibility and recognition of the project.

 

Nice, now the mod is on vote list not 1, and not 2, but 3 times.

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Hi guys, anyone has such bug with rear lights (light textures do not light), or only two of the four lights shine, this bug appears randomly a few minutes after starting the game, this bug was detected on the following cars: blade, sabre, stallion
Clean game, Installed only plugins: GTASAWidescreenFix, SilentPatchSA, gsx, VehFuncs and Cleo, only one IndieVehHandlings cleo script.
Junior_Djjr claims that he has no such problem, 8 minutes after the start of the game I have this..
https://imgur.com/a/xpc7OPU

https://imgur.com/a/8TiUBoC

Spoiler

eairVaZ.jpg

Spoiler

KBXlcZN.jpg

 

Edited by ural
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On 1/28/2019 at 3:53 AM, Junior_Djjr said:

Nice, now the mod is on vote list not 1, and not 2, but 3 times.

I think that the main reason for such "issue" was the fact that there was multiple admins working on the modding voting topics, most of them are not even admins related to the modding section. 

 

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

 

Junior I have a small doubt about Vehfuncs; will eventually replace or suppress the dependence of data files like the cargrp, carcols, handling, etc. I'm wondering that after seeing the newest features added in the Github list. 

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9 hours ago, Mysterdogg said:

Junior I have a small doubt about Vehfuncs; will eventually replace or suppress the dependence of data files like the cargrp, carcols, handling, etc. I'm wondering that after seeing the newest features added in the Github list. 

It's very different. The idea is that such class is selected if such condition.
Think about police car appearing with different paint every town, isn't such a good example, but think about police Rancher, we can choose a different painting if was spawned in the desert. We will use it in GTA Brasil mod.

We can also select a class that put roof in a convertible car if is raining (which by default the game does this automatically only with Stallion in that extra, nothing flexible).

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On 2/1/2019 at 11:55 AM, _F_ said:

Okay this is a rather new bug, as if I remember correctly it didn´t happen in the previous versions:

- When using VehFuncs vehicles in SAMP, all the extras will spawn at the same time

Other features works? Does this always happen? I'll take a look, I'll try to make it minimally adapted to SAMP...

  

  

VehFuncs ranked third as Best script and Best tool. Thank you guys!

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Don't want to annoy, but to my head came really needed feature. What if Vehfuncs extras won't change camer height and also can have a collision? With it we can make such extras, for examle:

 

Thule-Ocean-100-roof-box-04Z.jpg

 

Or even different roofs:

maxresdefault.jpg

 

The collission can be done that way:

-f_extras:1

--lowroof

--heightroof:1

---Collision

 

That way by default lowroof will use global model collision, but heightroof will use own. But need to be done, that it can be only collision mesh and if it only mesh, it will use spheres from global model collision.

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I need to better understand how the special collision system works (such as Packer), so I can try something, but I'm pretty sure that it will only be possible 1 collision at a time, but it should be enough.

 

If anyone already knows how this collision works in technical way, tell me.

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Collision basically only uses special material color, but is stored in an external file, I´m actually pretty sure you can somehow incorporate it into .dff

Also I think it´s good idea, it allows for covered bed for pick ups :)

Rancher-GTA4-withcampershell-front.jpg

132.jpg

 

Also about the sa-mp issue:

PTzltqT.jpg

 (all of them work perfectly fine in single player)

But it seems like all the extras on chassis work fine, but extras on damageable parts are always spawned (in older version it didn´t happen)

 

 

Edited by _F_
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13 hours ago, Avant_SA said:

Any way to get working side pulleys? Changing axis direction changes nothing. 

Send me the car.

f_gear should be enough, no?

Edited by Junior_Djjr
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2 minutes ago, Junior_Djjr said:

Send me the car.

f_gear should be enough, no?

No, it's working around X axle. But now i need to get it working around Y axle. Model not already in game, but i tried to make it already on other car, and it's not working.

 

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1 hour ago, Avant_SA said:

No, it's working around X axle. But now i need to get it working around Y axle. Model not already in game, but i tried to make it already on other car, and it's not working.

 

Ok, will be fixed on next version. If you're in a hurry, just use a parent dummy to change the child direction.

 

About collision, will be a bit difficult. The game is not flexible, it keeps the special collision of each car in memory, there are several limits, it would be necessary to change the storage working or increase the special col limit.

I think using special collision (like Packer) is the only way, as it varies in each instance, while the "normal" collision is the same for all instances of the same model.

Edited by Junior_Djjr
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For Packer it´s the same. The moving part is just a material color

kMCt3NF.jpg

 

If I had to guess, the best option would be to completely un-rely on the .col file, and make the game use .dff file (chassis, doors, etc) as collision, so that also when the doors are open, the player would not be able to walk through them.

But at the end, for me, this is not so important feature that would need this much attention. If it is not possible with ease, then just drop the idea

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