HzanRsxa2959 Posted March 15, 2021 Share Posted March 15, 2021 (edited) Note: Version 4.0 and above of this mod no longer requires AutoID. MoonLoader is the only requirement now. Note: This mod requires AutoID 2.1 or above. Although it is highly recommended to always have the latest version. AutoSpawn is an in-game entity spawner that uses the beautiful mimgui interface. It allows you to access any entity that exists in the game, provided that it has a model ID. Installation: If you have Mod Loader Support for MoonLoader (optional): Put the AutoSpawn folder inside the game directory\modloader folder. Otherwise: Go to AutoSpawn\moonloader. Put the AutoSpawn.lua file and AutoSpawn folder inside the MoonLoader directory folder. To use, press F4. Screenshots: Spoiler 1.0: Spoiler Download: Spoiler ShareMods: Spoiler 1.0 2.0 2.1 3.0 4.0 4.1 4.2 4.3 4.3.1 Google Drive: Spoiler 1.0 2.0 2.1 3.0 4.0 4.1 4.2 4.3 4.3.1 Version 4.0 and above of this mod uses a complex function that does not require AutoID. This mod uses an exported utility of AutoID (point 5). As such, anyone is free to use the code to learn the usage of this utility. Edited August 10, 2021 by HzanRsxa2959 H-G, XG417, RyanDri3957V and 1 other 4 Link to comment Share on other sites More sharing options...
HzanRsxa2959 Posted March 25, 2021 Author Share Posted March 25, 2021 Update 2.0: Added a system to display selected entity. It works ok. Link to comment Share on other sites More sharing options...
HzanRsxa2959 Posted April 6, 2021 Author Share Posted April 6, 2021 Update 2.1: Fixed the entity-display system not displaying small vehicles. The spawn menu has been moved a little towards the center to prevent graphical bugs in the game menu. Link to comment Share on other sites More sharing options...
HzanRsxa2959 Posted June 4, 2021 Author Share Posted June 4, 2021 Update 3.0: Now most of the settings are saved, with an option to reset all. Now the mod actually checks if AutoID installed. If not installed, then it will simply display "AutoID not installed."; Yes, I had forgotten again. Now the entity display system also works inside interiors. Now vehicles have the following text format- :Model_ID: :Display_Name: :CModel_Class: Model_Name Now weapons have the following text format- :Model_ID: :WWeapon_ID: Model_Name Some initial code optimizations to increase performance. Now you can hold X to hide the cursor and regain control of the mouse. Link to comment Share on other sites More sharing options...
HzanRsxa2959 Posted July 21, 2021 Author Share Posted July 21, 2021 Update 4.0: 1. AutoID is not required anymore. MoonLoader is the only requirement for now. 2. Various performance optimizations. 3. Sensible changes to text formats of all the entities: Spoiler Peds- :Model_ID: D:DFF_Name: T:TXD_Name: Vehicles- :Model_ID: D:DFF_Name: T:TXD_Name: G:Vehicle Name: C:Model_Class: Weapons- :Model_ID: D:DFF_Name: T:TXD_Name: W:Weapon_ID: Objects- :Model_ID: D:DFF_Name: T:TXD_Name: Timed Objects- :Model_ID: D:DFF_Name: T:TXD_Name: Clump Objects- :Model_ID: D:DFF_Name: T:TXD_Name: XG417 1 Link to comment Share on other sites More sharing options...
HzanRsxa2959 Posted July 23, 2021 Author Share Posted July 23, 2021 Update 4.1: Fixed TXT files being ignored. Now they are also read in addition to IDE files as Mod Loader adds support for them. Improved the method used to detect the file extension. Replaced all code dependent on AutoID, making it completely optional. Link to comment Share on other sites More sharing options...
HzanRsxa2959 Posted July 29, 2021 Author Share Posted July 29, 2021 (edited) Update 4.2: 1. Now, if AutoID is installed, and a model is adapted to AutoID, then its AUID name will be shown with the following format: :A:AUIDName:. 2. Changes to the entity display system: Now models are only loaded when necessary, fixing a rare case where quickly scrolling the model list could cause the entity display system to mess up the game's streaming. Also, a "Loading..." text is displayed now instead of loading the model instantly for display. 3. Two scale sliders- one for Weapons, and one for Objects, Timed Objects, and Clump Objects- have been added to their respective tabs. Use them to scale objects for viewing in the entity display system. 4. The local function to get the dff model and txd names of models has been replaced with one from a generic Lua library (personal; soon to be released after a couple more useful functions have been added to it). 5. Now weapon names (from weapon.dat) are also added to the weapon list with the following format: :N:WEAPONNAME:. Also, a weapon's parent type is also displayed with the following format: :N:Parent_Type:. I.e., searching for ":P:16:" will show all weapons with parent type GRENADE (including GRENADE itself). Also works for added weapons. 6. Now, if an entity's model has not loaded before it is spawned, then an error "Cannot load model." is displayed instead of spawning said entity anyway, which could lead to bugs and crashes. Edited July 30, 2021 by HzanRsxa2959 Link to comment Share on other sites More sharing options...
HzanRsxa2959 Posted July 30, 2021 Author Share Posted July 30, 2021 Update 4.3: Weapon names (weapon.dat) are now strictly uppercase (generic library update). Weapons' parent names are now displayed with the following format: :F:PARENTNAME:. Fixed script crashing if AutoID was not installed. Remove many lines of useless code. Link to comment Share on other sites More sharing options...
HzanRsxa2959 Posted August 10, 2021 Author Share Posted August 10, 2021 Update 4.3.1: Fixed script crashing if MoonAdditions was not installed. Fixed incorrect weapon parent type and name if fastman92 Limit Adjuster was installed but no weapons were added. Link to comment Share on other sites More sharing options...
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