Latest DLC Interiors enabled on load
Okay so since Open Interiors is dead, I was wondering if someone can design an ASI script which runs along side Open Interiors. What would it do?
-Be able to load prop sets in the Biker buisnesses. Open Interiors has the interiors but not the props. These can be configured in the ini.
-Load the Mod Garage in the Biker Clubhouse. Open Interiors is missing the ability to enable the mod garage or the placeholder prop. This is configured in the ini.
-Load the 60 car garage in Maze Bank Tower. You can configure all the decor in the ini.
-Load the Maze Bank Mod Garage interior in SP. You can choose between all of the floor configurations in the ini.
-Load the Vehicle Warehouse in SP. You can choose between the styles in the ini.
-Load the Gun Running bunker in SP. The different decor options can be configured in the ini.
-Load Gun Running Yacht nesr Paleto Bay.
-Load Bunker Hatches
-Load the Smugglers Run hangar in SP. The decor can be configured in the ini.
-Enterance and Exit markers work like Open Interiors where you press right on the dpad to enter the interior. Except one difference. You can do the same thing while in a vehicle too.
If someone would be able to create this, it would be amazing. It would be like an update to Open Interiors but in a separate script.
If you wanna do the MOC too, I can supply you with some Menyoo files. Surprisingly the MOC interior models fit together attached to an anchor with nice whole numbers as offsets.
Edit: An alternate and better idea to how this script could work, which will make it more manageable. It could be updated purely via an XML file. All the features in the XML would be done on load.
-IPL's to enable.
-IPL's to disable.
-Interiors that are loaded via cords.
-Enterance/Exit Markers. They work like Open Interiors. They can be resized. They have 2 flags to use. One determines whether or not the marker can be used by a vehicle. The other determines if it can be used on foot.
-Interior propsets to load.
-Interior propsets to unload.
With this, people would be able to add Rockstar's DLC interiors easily. They could even configure which building would represent the exterior.
I am able to do it. There's only two things
-The script would be in C#
-I need to learn how to configure the interior styles and how to enable/disable the interior props trough .ini
I have already some things done such as the CEO office(s), the car warehouse, the bunker and some other minor stuff, like the Vagos grave at the church, the gunrunning Yacht, the (no more) missing doors at the Vagos warehouse etc
@Alex106 I look forward to your progress.
Check the Simple Trainer topic on GTAF. Sjaak327 mentioned how he did it.
Edit: I was checking in the apartment files. It would seem that a lot of the props in the Online apartments like interactive items, props when strippers are called to visit, and heist planning room props are in there.
The thing I wonder is, could props like the bong, whiskey, wine, and green juice be interactive when toggled, like the telescope is. But ether way, it looks like I will actually be able to add the board and map to the planning room.
So, this morning i did:
-Cargo warehouses (they don't have interior props, so they're empty)
-Biker business warehouses
And now i've done the two clubhouses
The biker interiors have the interior props enabled, including walls, decorations, furnishings (but they're set to the default ones)
All the interiors have they're respective blips
The office (MBT) has an option to exit normally or exit on the rooftop and you can request (from the assistant desk) a Buzzard or a Cargobob
I've also made the assistant spawn
Everything it's compatible with both the controller and keyboard
Here's some screenshots http://imgur.com/a/ydDw1
What apartments? The penthouse/stilthouse/heist update or the default high end ones?
Edit: in regard to the 60 car garage, in my opinion, it would be better if do just the code for loading and customizing the interior rather than the teleports too (wich can work, much better, with the SPG)
@Alex106 It all looks good.
A few things.
-When I speak of the Apartments, I'm talking about the high end ones. For example, in Online as you play through heists, different props show up in the planning room.
-Could it be an xml file? This would allow us to configure which props are enabled, which interior is used, and what markers are used. In addition, we wanna avoid conflicts with Open Interiors. So in a matter of speaking, the Biker markers could actually be removed. With this level of configuration, it would make it easier to add new interiors Rockstar may add. In addition, I could move exterior markers around for reused interiors, so I can choose which one suits it best.
-Nice touch with the assistant. It would be really cool if I'mNotMentaL could share the Benny's mod source code. You could literally make the Mod Garage functional.
-So you made the elevators function in a menu? Do you think you could add a way to go into the garages and mod garage through the elevator? That would be sweet.
-I sure hope that what ever caused most custom radio emitters to sound muffled in the Gun Running update will be fixed. Sjaak327 had them working wonderfully in his trainer.
Also, if you are interested, here are my Menyoo files for the MOC. The MOC litterally snaps together neatly when you attach objects and offset them.
The props inside interiors would be perfect if spawned by .ytyp (so they would not duplicate when going into the R* editor and they would have proper lighting)
Should i remove the teleports for the cargo warehouses too? The Open Interiors have them already
Unfortunatly i don't have the skills to make all that stuff (working garage elevators, cameras views, making everything work through a menu)
No, i've made a teleport in front the the doors where if you press right DPad (or E) you get teleported down and if you press Left Dpad (or Q) you get teleported on the roof (it shows the Help Text message). I can make a teleport from the other doors or the elevators (maybe one for each interior)
I converted the MOC to .ymap (even if i knew already that it wasn't going to show properly) but when going inside it still shows that black box. I tried by moving it outside and it works, but the lighting is really bad and glitchy
This MOC seems to be a mistery lol
When I said Elevator, I just meant the option to go to the garage/mod garage from the office. Not the actual car lift.
I solved the MOC mystery with Menyoo. All it is is an anchor object with stuff attached to it. The front and rear bays have an offset of about 4 if I remember correctly. The thing is, the objects need to be deleted when not needed, and respawned when needed so the lights will stay working. The thing that I don't know about is the faster doors with sound effects, and the computer sound effects. I will post some screenshots later.
If you have a chance, check out the Menyoo files I posted. Look at the way each object is set up in the DB, more specifically in the Attachments in the Properties menu. It works so well, I guarantee that the way I did it is how Rockstar does it. I doubt it is a ymap.
So far, things are looking good. Thank you for doing this. I greatly appreciate it.
When I said Elevator, I just meant the option to go to the garage/mod garage from the office. Not the actual car lift.
If that's the case then, i've just finished it
-Be able to load prop sets in the Biker buisnesses. Open Interiors has the interiors but not the props. These can be configured in the ini. -> Done (all the various interior props + the walls, furnishings, decoratives and what not)
-Load the Mod Garage in the Biker Clubhouse. Open Interiors is missing the ability to enable the mod garage or the placeholder prop. This is configured in the ini. -> Done (the mod booth). Can you show me what placeholder prop you're talking about?
-Load the 60 car garage in Maze Bank Tower. You can configure all the decor in the ini. -> Done. Still need to figure out a few things because they are, at least for me, tricky to deal with
-Load the Maze Bank Mod Garage interior in SP. You can choose between all of the floor configurations in the ini. -> done
-Load the Vehicle Warehouse in SP. You can choose between the styles in the ini. -> Done
-Load the Gun Running bunker in SP. The different decor options can be configured in the ini. -> Done
-Load Gun Running Yacht nesr Paleto Bay. -> Done
-Load Bunker Hatches -> You're talking about that huge red door? If yes, it's done
-Load the Smugglers Run hangar in SP. The decor can be configured in the ini. -> it's gonna be hard without the decompiled scripts (i looked for the interiors props with OpenIV but they're all hash values)
-Enterance and Exit markers work like Open Interiors where you press right on the dpad to enter the interior. Except one difference. You can do the same thing while in a vehicle too. -> Done
In regard to the MOC, i will take a (better) look at it once i finish with all the remaining interiors
@Alex106 Great! I look forward to it. So are all the interiors, IPL's, cord interiors, decore options, and markers configurable in XML?
Like if Rockstar adds a new interior, I can fully update the file without the script needing to be redone?
Additionally, when I speak of the bunker hatches, I mean the ones that show up all around the map.
Also, I am curious about a few other things that could improve this script (and OpenInteriors) more.
-Can you make it so we can make the CEO name sign and Biker name sign say something? I'd love it if I could make the CEO office name be "Majestic Memes" like I did in Online.
-Is it possible to make the chairs spawn in the CEO Offices, Clubhouses, Bunkers, and Hangars or are they not a propset?
-Is it possible to allow markers work when you are in a vehicle like Menyoo? If so, they will need a heading parameter when you arrive.
No, now it needs to be changed from the script itself. Once i finish making everything i will see how to customize all the stuff from a config file
Oh yes, they're not a problem to load (they're just ipl's)
I don't think i can do it unfortunatly. The only thing i know is that the code for the office/biker sign names are stored in the respective gfx files (organization_name.gfx and clubhouse_name.gfx)
To "fix" this, i've been using a "workaround"
As for the chairs
Office: only the assistant one is not a interior prop
Biker clubhouse: no interior prop
Bunker: no interior prop
For the hangar i don't know, i'm waiting for the SHV
No, they're not configured to work from the vehicle too (but i can do it). Right now the only marker that you can use to enter with a vehicle is the one at the car warehouse, but i want to make so that it can be entered from it both on foot or in a vehicle
@Alex106 Glad to see you are making progress.
-Glad to hear that we will be able to configure them.
-I've been loading the hatches via Menyoo so I'm happy those aren't an issue.
-The right natives need to be found for that. It has been done for the Galaxy Super Yacht mod so it should be possible. Your workaround looks good but it should be optional.
-For the Office and Clubhouse, I ripped the props from Online. The cords are probably in the scripts too. I bet they are spawned like props.
-I look forward to that. However, that one should be something to toggle since you don't wanna be able to take cars through doorways. lol
For the hangar, I can port them to the old patch if you want. I have a feeling that SHV won't be out for a while.
No need to port the hangar, the SHV has been updated
Anyway, while in Codewalker i've found this (i don't know if it can be useful)
Done the hangar teleport and the blip. Now it's time to figure out the interior props
Edit: now that i think about it there is a problem. The interior props of the office needs to be enabled from the Open Interiors itself. Each office (and office style) has it's own ID and i can't check wich one has been choosen by the user
If, to spawn the interior props, i set the ID of the Old Spice Warm office but someone set the office style from the Open Interiors to Power Broker Polished, because of the different ID's, they would not spawn
@Alex106 Glad ScriptHookV is updated. I heard it unfortunately has issues to iron out.
Regarding what you found in Code Walker, it looks like Rockstar used 3 anchors instead of one for each room. These are the objects they are attaching the map models to I suppose.
For Open Interiors and the CEO Office, you can solve this issue in two ways.
- The user puts into the config file of this mod which office they are using in Open Interiors.
- You completely override Open Interiors by disabling all the office IPL's, and then enabling the one you are using.
Forget what i said about the office, i think i can do it (i'm not 100% sure, but i think it might work)
@Alex106 What are you referring to?
I thinked about using the "IS_IPL_ACTIVE" function to check what office IPL is loaded and then apply the interior props to that office but unfortunatly it's not working.
I've "fixed" it by enabling the interior props of all the styles without checking wich one is selected. It might not be the best, but it's the best i can do
Also, i have added the mp map variant of the 10 car garage to the various IPL's to load
Edit: i made some cleanup to the script
-Removed the teleports of the MBT office, cargo warehouses, biker clubhouses and warehouses (useless to have them seeing that the Open Interiors does the job already)
-Removed the blips of the interiors above (same reason)
I still have everything btw (just in case)
Don't worry, those functions will be included
@Alex106 Personally, I'm thinking for the script, I'll downgrade to the Open Interiors build that was before Finance and Felony.
I believe he updated it when the Biker update came out with the Finance and Felony and Biker interiors. I am not crazy about where he placed the biker businesses and he didn't put the markers by the elevators in the office. I could send you the Open Interiors V4 files if you wanna include them. Then your script can just handle those things.
Also, another idea where Open Interiors fell short. Would it be possible to flatten the water around the Heist Yacht, Heist Aircraft Carrier, and Gun Running Yacht? In the Aircraft Carrier, its like a wave pool in the loading bay.
Yes, the offices where added alongside the biker interiors with the v5
I don't think it would be a good idea to redistribute the script (even more being an older version). I can with no problem re-add the teleports and the blips that i've removed
Wouldn't that require editing the water.xml? Or another solution would be If the Simple Water Editor let you save/load water changes i would modify the water in those specific places and include the file with the edits
Edit: i have also added a teleport for the elevator at the Fort Zancudo tower
and a teleport for the director mode casting trailer (the ipl's are loaded when teleporting to it and are unloaded when going back to the studios)
@Alex106 This is so cool. Gonna be following this one closely.
@Alex106 Is it possible to have the elevator actually function like the FIB elevator in the heist, or the construction site elevators - as opposed to teleporters?
So far so good.
I agree that redistribution of is bad but I don't think he would mind giving the circumstances. Of course he would be credited.
Regarding the water, it can be done without the water.xml as Rockstar does it in Online and a few script mods do it already for the Yacht.
Also I like the additions. Mire markers for me to delete from my World Enhancement mod.
I look forward to this. Something else to look forward to after scrambling to get GTS out. I haven't even gotten the chance to update to 1.41. Lol.
@skelepap @krissboo glad you guys like it
@cp1dell i don't know if it's possibile
@nkjellman regarding the water, i searched trough the natives and i've found something that seems to be doing the job. I tried it at aircraft carrier and it seems to be working (i've never seen the water this low)
Also, some small progress, finally! after hours (well not really hours but still quite some time :P) of trying to recover (at least some) interior prop names, on the hangar
Nice. Does it flatten the water in the bay only and the rest is unaffected? I'd still like to have waves elsewhere.
Also this should help you with the hangar. http://gtaforums.com/topic/796908-simple-trainer-for-gtav/?p=1069824996
Yes, the waves intensity are affected only for a certain distance
Also thanks for the link
Edit: i have also placed back the missing window at Michael's house (seeing that R* doesn't bother to fix it)
The shutter at the offices garage http://i.imgur.com/uIWSBFw.jpg
and the water for the heist and gunrunning yacht jacuzzi http://i.imgur.com/kXdhQgb.jpg