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Cars,Plane, and helicopters wont spawn GTA SA


Aubergine
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Aubergine

So i downloaded a mod that spawn a andromeda in LS Airport and LV Airport and it didnt spawn but what the mod did is that make the plane dissapears (except AT400) i try to go far away to make the plane spawn but it didnt.

And also i download and FBI Truck that spawn under LSPD impund garage and S.W.A.T Tank that spawn outside LSPD it both works well i enjoy it but i try to find cargobob and patriot in area 69 but none of them spawn. Does the FBI Truck and S.W.A.T Tank is the problem? or the andromeda?

please help

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Yeah, that's what happens when you download crappy car spawn mods. Beware of scripts that add car generators, pickups, radar blips, and objects. They tend to permanently add new entities every time you load a save and save again. Eventually the pools fill up and there's no room for anything else.

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Aubergine
21 minutes ago, OrionSR said:

Yeah, that's what happens when you download crappy car spawn mods. Beware of scripts that add car generators, pickups, radar blips, and objects. They tend to permanently add new entities every time you load a save and save again. Eventually the pools fill up and there's no room for anything else.

So what should i do? i try to reinstalling it but it still didnt work

is there something i could do so i can fix this?  😐

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13 hours ago, Aubergine said:

is there something i could do so i can fix this?

Technically yes, you could hex edit your save or write a custom cleo script to remove the unwanted car generators. But if you clean up the cargen pool in your glitched save then you'll be left with a glitched save with a working cargen pool. It's not like the crappy mods only corrupt the cargens. You fix that and latter notice issues with pickups and blips, or missions that won't start.

 

A better idea is to restore the backup save files you made before you started experimenting with crappy cleo mods. Or start a new game and be more careful about the mods you choose. Or download a cool save with appropriate progress and continue playing. 

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7 hours ago, cjfan_ said:

You can use this to change save game car generators.

SASE v1.00 can't remove car generators. However, it's a very useful tool for informing modifications with a hex editor or script.

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I put together a cleo script that should remove all non-standard car generators. The strategy assumes you are playing on a normal save with normal scripts, but there are no safeties built into the script. If the script is used on custom saves from custom main.scm scripts or other modifications then it is liable to hurt more than it will help. Use with caution.

 

The script will also remove any active streamed cargens, but the effect is only temporary. If your cargen pool is stuffed full then the streamed cargens probably aren't active anyway. Reloading a save, or leaving the city and returning, should clear up issues with the streamed cargens. If not, restart the game - the script cannot do permanent damage to streamed cargens.

 

Since there aren't any safeties installed in this risky script you'll need to compile the script yourself.

 

CargenFix.txt

Spoiler

 

{$CLEO .cs}
// CarGenFix.txt

const
  CheatString = "CARGEN"
  SOUND_BUY_CAR_MOD = 1133
end

03A4: name_thread 'CARGEN'
wait 3000

while true
  wait 0
  if  
    0ADC:   test_cheat CheatString 
  then
    0ACE: show_formatted_text_box "~r~Experimental~n~~s~Deleting all non-standard car generators."
    008B: [email protected] = $Parked_Rustler  // Airstrip Rustler
    [email protected] -= 1
    008B: [email protected] = $5282  // Angel Pine Forklift
    [email protected] += 1
    for [email protected] = 0 to [email protected]                                                                                                                                                                                                                                                                                                                                                          
//      wait 0                                                                                                                                                                                                                                                                                                                                                        
      0AB1: call_scm_func @DeleteCarGenerator 1 cargen_index [email protected]    
    end

    for [email protected] = [email protected] to 499
//      wait 0                                                                                                                                                                                                                                                                                                                                                        
      0AB1: call_scm_func @DeleteCarGenerator 1 cargen_index [email protected]    
    end
    
    wait 4000
    09F1: play_audio_at_actor $player_actor event SOUND_BUY_CAR_MOD
    0ACE: show_formatted_text_box "~r~Experimental~n~~s~Deleted! Save in a different slot."
  end
end

:DeleteCarGenerator
{
   DeleteCarGenerator - a custom SCM function
   by OrionSR
   Adapted from fastman92's DisableCarGeneratorFromBeingSaved function
   Example: 0AB1: call_scm_func @DeleteCarGenerator 1 cargen_index [email protected]
}
// Is invalid generator ID?
if or
  -1 >= [email protected]
  [email protected] >= 500
then
  0AB2: ret 0
end

0A8D: [email protected] = read_memory 0x6F32AA size 1 virtual_protect false // CCarGenerator_size
0AA7: call_function 0x479D60 num_params 1 pop 1 [email protected] store_result_to [email protected] // CCarGenerator* ptr
if
  [email protected] >= 0x30 // is CCarGenerator_extended?
then
  [email protected] += 0x24 // *** untested ***  
  0A8C: write_memory [email protected] size 2 value 0x0 virtual_protect false // exIplFile
else
  [email protected] += 0x1D
  0A8C: write_memory [email protected] size 1 value 0x0 virtual_protect false // iplFile
end
0AB2: ret 0

 

 

After repair, use SASE v1.00 to verify that the airstrip Rustler is the first cargen (ID 0) and the Angel Pine Forklift is the last (ID 207), for a total of 208 standard cargens.

Edited by OrionSR
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