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[MoonLoader] AutoSpawn


HzanRsxa2959
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HzanRsxa2959

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

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1.0:

Spoiler

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myJAyzV.png

 

Download:

Spoiler

ShareMods:

Spoiler

 

Google Drive:

Spoiler

 

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 by HzanRsxa2959
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  • 2 weeks later...
HzanRsxa2959

Update 2.0:

  • Added a system to display selected entity. It works ok.
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  • 2 weeks later...
HzanRsxa2959

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.
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  • 1 month later...
HzanRsxa2959

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_IDModel_Name
  • Some initial code optimizations to increase performance.
  • Now you can hold X to hide the cursor and regain control of the mouse.
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  • 1 month later...
HzanRsxa2959

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:

 

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HzanRsxa2959

Update 4.1:

  1. Fixed TXT files being ignored. Now they are also read in addition to IDE files as Mod Loader adds support for them.
  2. Improved the method used to detect the file extension.
  3. Replaced all code dependent on AutoID, making it completely optional.
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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 by HzanRsxa2959
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Update 4.3:

  1. Weapon names (weapon.dat) are now strictly uppercase (generic library update).
  2. Weapons' parent names are now displayed with the following format: :F:PARENTNAME:.
  3. Fixed script crashing if AutoID was not installed.
  4. Remove many lines of useless code.
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