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Define New Categories/Classes of Vehicles?



  • Is this possible? Like for spawning purposes.

    I want to make certain cargens I've placed ONLY spawn a select few cop cars or new DLC cars I have.

    Like a cargen spawning just police10, 12 and 13. Is this even possible?

    As for CodeWalker, I can only seem to get my cargens spawning 1 car. I cannot seem to get it to spawn from a select pool, which is kinda annoying... If anyone could shed some light on this, it would be much appreciated.



  • I take it that this is actually impossible?


  • MODERATOR

    @GTAV-Noob-Modder117 in the thread I posted on cargens in the tutorial section there is some information on setting up a cargen spawning from a pool, as seen in vanilla cargens that take models from LARGE_CITY eg

    As for using a new category to make cars spawn from there, I guess it could work as long as the category is both added to popcycle and popgroups.ymt where the total popcycle percentages remain at 100%. This has eg been done way back by Olanov in his 'Cops back to the beat' mod.

    Using a newly created category in popgroups.ymt via a cargen, I've never tested it. You could easily set it up for a quick test?
    Would be interesting. What would be even more fun if we could make use of the extended ZONES like RDE has defined, making for a much larger selection of areas where you could place scenarios or dispatch entities.
    I've always missed the fact that in the woods you can't get chased by San Andreas Park Rangers eg and that the SAHP can patrol the highway via popgroups.ymt but can not react over dispatch :/



  • @ReNNie

    Well I just finished up on my 3 vehicle mods and will now proceed to return to my really messy popgroups laboratory and run some tests.

    I also hate that and on top of that... I also hate how you can only use 1 firetruck in the dispatch meta and only have 1 functional taxi in the game.

    Is there a way, somewhere either in CodeWalker or some RPF where we can create our own zones?

    There are so many files and just recently the popgroups and a few others are now viewable in OpenIV without needing to download an unencrypted one... I'm hoping one day maybe some new files may be revealed for altering these things...


  • MODERATOR

    @GTAV-Noob-Modder117

    so I decided to look into this just now, got curious as it would be a nice method to use random models from user-defined categories like GreenAid's classics, F3nt0n's boxtrucks, IVPack, VWE etc

    I created a VEH_IVPACK in the <vehGroups> section in popgroups.ymt holding some models from IVPack (duh)

    		<Item>
    			<Name>VEH_IVPACK</Name>
    			<models>
    				<!-- loreivpack -->
    				<Item><Name>fortune</Name><Variations type="NULL"/></Item>
    				<Item><Name>cheetah3</Name><Variations type="NULL"/></Item>
    				<Item><Name>premier2</Name><Variations type="NULL"/></Item>
    				<Item><Name>pres2</Name><Variations type="NULL"/></Item>
    				<Item><Name>pmp600</Name><Variations type="NULL"/></Item>
    				<Item><Name>stanier2</Name><Variations type="NULL"/></Item>
    				<Item><Name>chavos2</Name><Variations type="NULL"/></Item>
    			</models>
    			<flags>POPGROUP_AMBIENT POPGROUP_SCENARIO</flags>
    		</Item>
    

    then procedeed to place a cargen in front of the garage doors at Michael's Mansion via CW
    but whatever I do, I get served random models from the game?
    tried setting <CarModel/> and <CarModel>-1</CarModel> and switched from flag value 3683 to 3616

    MediaFire link to added_cargen_IVPackMansion.ymap.xml
    you can drag this into any custom_map dlcpack

    In this screenshot the Annis Elegy RH8. No fortune, premier2, stanier2 etc :/
    alt text

    //edit ReN : one last try would be to refer to VEH_IVPACK as that's the popgroups entry, yet on vanilla ymaps that use a popGroups array instead of a single model in the cargen the entry for LARGE_CITY is precisely that, no prefix

    //edit ReN 2 : well that didn't do the trick either, I did get served VWE's Debauchee RapidGT Classic so it seems it just takes random models from within the entire popgroups modelnames !!! !!!



  • @ReNNie

    Yep... Remember a while ago when we discussed this when I first asked how to even make a cargen?

    That is what happened when I attempted what you did AND... It also happens when I try using ANY vehGroups.

    Remember I was trying to test it with emergency vehicles and the large city and all I got were random Huntleys, FQ2s, Baggers etc.

    Who did you mention before who made a cargen pack here? YDrop or someone? Did they do individual car spawners or did they actually figure out how to spawn existing (and or created) groups?

    I've tried every combo I can think of and still so far, nothing. Either no cars spawn at all OR I get the random spawn every car in the game cargen...


  • MODERATOR

    @GTAV-Noob-Modder117 I remembered, that's why I was still wanting to see for myself. I've asked JRod via discord of he ever tried using a popGroup this way



  • @ReNNie Sick. Yeah its just odd. Like it's been boggling my mind. To think you just put a car model in and that's it. Why do groups refuse to work? It's really annoying.


  • MODERATOR

    @GTAV-Noob-Modder117

    so... been talking to JRod just now, it seems V is being redundant once more
    when using a popGroups VEH_ group like LARGE_CITY the cargen actually only spawns those vehicles that have a FLAG_BIG defined in their vehicles.meta lines

    same goes for the FLAG_POOR_CAR and FLAG_RICH_CAR it would seem then?
    by that fact, creating a custom VEH_IVPack popGroup and trying to spawn a select few models won't fly as there is no flag FLAG_IVPACK_CAR :/

    What that means for spawning other random models from a group, I don't know atm
    VEH_MID > ?, VEH_HAULAGE / VEH_UTILITY > FLAG_DELIVERY / FLAG_SMALL_WORKER maybe?

    I did notice on Michael's Mansion cargen that using <flags>POPGROUP_AMBIENT POPGROUP_SCENARIO</flags> on the VEH_ group isn't smart, it spawned a carbriolet with a ped washing the (non-existent) side windows :D
    Hmm there's also a POPGROUP_NETWORK_COMMON



  • @ReNNie There's no way we can define our own flags isn't there?

    Yep. I'm all out of experiments. Is it safe to assume that individual cargen spawners are the only way to go when wanting to spawn certain vehicles?

    If only when placing a cargen (or in the meta file after you make one) you could define a list of vehicle models to randomly spawn in it... Sucks...



  • @ReNNie @GTAV-Noob-Modder117
    Here's one possible solution:

    I edited your file ReN as an example. Same cargen outside Michael's. It's unorthodox, but it works to randomly spawn either a Phoenix, Vigero, Dukes, or Ruiner. No other cars will ever spawn so it gets rid of that issue & the basic process can easily be adapted to target any group of vehicles you want as long as you create the grouping each time you create a new cargen spot (only really a few seconds work with copy & paste). :thumbsup:

    Grab it here. It's easy to see what I've done (basically duplicated the entry & changed the carModel line, game is then forced to choose one car at random, probably because of a redundancy or rule that it can't spawn 4 vehicles at the same time in the same cargen spot) :thumbsup:


  • MODERATOR

    @a63nt-5m1th hahaha nice one

    I had thought of doing this just for a brief moment, but figured it would probably cause the game engine to panic

    come to think of it, I'm actually doing basically the same in dispatch.meta where I'm having multiple models entries for the game to choose from

    //edit: let's see if alternating between flag value 1635 and 3683 does anything in this method in terms of preference



  • @ReNNie
    If nothing else works it should be possible to control the chance of spawn by duplicating the exact same entry in a ratio with the others in the group (5x Vigero entries, 1xDukes entry. Vigero 5:1 Dukes spawn ratio etc).

    Just in case you don't know (or for others reading this), you can do that in 'dispatch.meta' as well, to influence the likelyhood of a certain dispatch vehicle spawning in relation to others in the same ConditionalVehicleSets VehicleModels section.

    Example (Crusader 2:1 Barracks):

    					<VehicleModels>
    						<Vehicle>crusader</Vehicle>
    						<Vehicle>crusader</Vehicle>
    						<Vehicle>barracks</Vehicle>
    					</VehicleModels>
    

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