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Stop Parked Car From Spawning?


juleswinnfield2517
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juleswinnfield2517

Is there a simple mod that enables you, in-game, to simply get into a car, press a key, and then makes that car not re-spawn in its current re-spawning location, like say the same blue car that always spawns in front of Sweet’s place?

 

I have a park-anywhere mod that enables saving a car, i.e. re-spawning it, anywhere and I want to de-spawn it, or stop the cars from spawning. 

 

Said mod is below:

https://www.gtagarage.com/mods/show.php?id=15301

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I doubt such a mod is currently available. There are some tricky parts to the process that few people ever bother to investigate. But I think it should be straight forward enough as a cleo script. Are you going to create this mod? I might be able to help with some of the technical details.

 

Current tools for deleting unwanted cargens:

 

GTASA_010_BinaryTemplate_2019 - Parses the hex data in a save file into a more readable format. Set the IsUsed flag to 0 to remove the unwanted car generator. (Run the included Checksum Fix script after editing.)

010 Editor by SweetScape - Required software to run the template. Proprietary. but has a generous trial period.

GTA:SA Save Game Editor v1.0 by Ryosuke - Can't delete cargens, but has a map and can show critical details like the required index.

Sanny Builder 3 - Script compiler.

 

Alternate strategies to consider:

  • Deleting all non-standard cargens - useful to players suffering from multiple cargens added by bad cleo scripts.
  • Delete specific cargens based on a list of indexes identified with SASE.
  • Remove all cargens and rebuild the pool - maybe nudge them so everything spawns or make some improvements. I might still have this script 99% finished somewhere, but it needs a lot of testing to verify everything is hidden or displayed properly based on current game progress.
Edited by OrionSR
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juleswinnfield2517

I ended up using this mod from Sanjay Vig:

 

https://gamemodding.com/en/gta-san-andreas/cleo-scripts/64832-save-my-car-anywhere.html

 

Does what I needed to do for now, you press F7 and CJ gets out of car per normal, but it gets saved. To un-save you simply get back on/in the vehicle. Its great, except you can only do one vehicle at a time. So it’s more like a way of keeping any car you use out of your garage, which was a much needed feature for all GTAs. 

 

I just landed on this solution late last night, but really appreciate the info you provided me with.

 

Maybe sometime down the road I may be able to compile and decompile and edit code, etc. I’m not a coder. But I do have Sanny Builder installed, an IMG editor and MAGICTXD (used successfully to fix road signs image that was too big). There was this driveby mod I was attempting to decompile, change the keycodes to and recompile and I kept getting errors. From what I gathered it was because simply decompiling the .cs doesn’t match the exact source code. So I never have successfully compiled anything. Luckily, what I wanted within that specific script was accomplished only because the author had another set of key-mapping within the script, accessible by simply renaming the .cs file to include a  “2” at the end. 

 

But yeah thanks just the same.

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