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How to define the GANG members VEHICLES?



  • Hi folks,

    Hope you are doing well.

    I would like that all my BALLAS GANG members use the MONSTER car ... I´ve noticed that they usually SPAWN one of this cars:

    • ASTEROPE
    • VIRGO
    • TAMPA
    • EMPEROR
    • EMPEROR2
    • EMPEROR3
    • BLADE
    • BUCCANEER
    • TECHNICAL
    • rumpo
    • voodoo
    • voodoo2
    • stalion

    Anyone know how I can set to only spawn a MONSTER car for GANG?

    Best regards,

    Joel



  • @jrchaves
    Not too up on gang cars & such, but here's a place to start:

    First off, I'm not sure if you'll be able to restrict the use of the monster completely to the Ballas.
    Looks to me like all gangs get a certain amount of their (driving around) vehicles from the same place.
    Namely the 'CARS_GANG' section in 'vehiclemodelsets.meta':

    ...\mods\update\update.rpf\common\data\ai\vehiclemodelsets.meta

    Example:

        <Item type="CAmbientModelSet">
          <Name>CARS_GANG</Name>
          <Models>
            <Item>
              <Name>buccaneer</Name>
              <Variations type="NULL" />
              <Probability value="1.000000" />
            </Item>
            <Item>
              <Name>BUFFALO</Name>
              <Variations type="NULL" />
              <Probability value="1.000000" />
            </Item>
            <Item>
              <Name>MANANA</Name>
              <Variations type="NULL" />
              <Probability value="1.000000" />
            </Item>
            <Item>
              <Name>TORNADO</Name>
              <Variations type="NULL" />
              <Probability value="1.000000" />
            </Item>
            <Item>
              <Name>tornado2</Name>
              <Variations type="NULL" />
              <Probability value="1.000000" />
            </Item>
            <Item>
              <Name>tornado3</Name>
              <Variations type="NULL" />
              <Probability value="1.000000" />
            </Item>
            <Item>
              <Name>VOODOO2</Name>
              <Variations type="NULL" />
              <Probability value="1.000000" />
            </Item>
          </Models>
        </Item>
    

    Changing those vehicle names to 'monster' will probably result in all gangs using the monster to some degree.
    There is however a 'LOWRIDERS_MODDED_BALLAS' section in there too. Editing those to a single 'monster' like this:

        <Item type="CAmbientModelSet">
          <Name>LOWRIDERS_MODDED_BALLAS</Name>
          <Models>
            <Item>
              <Name>monster</Name>
              <Variations type="CAmbientVehicleModelVariations">
                <BodyColour1 value="145" />
                <BodyColour2 value="105" />
                <BodyColour3 value="105" />
                <BodyColour4 value="156" />
                <WindowTint value="1" />
                <ColourCombination value="-1" />
                <Livery value="-1" />
                <ModKit value="0" />
                <Mods />
                <Extra1>CantUse</Extra1>
                <Extra2>CantUse</Extra2>
                <Extra3>CantUse</Extra3>
                <Extra4>CantUse</Extra4>
                <Extra5>CantUse</Extra5>
                <Extra6>CantUse</Extra6>
                <Extra7>CantUse</Extra7>
                <Extra8>CantUse</Extra8>
                <Extra9>CantUse</Extra9>
                <Extra10>CantUse</Extra10>
              </Variations>
              <Probability value="1.000000" />
            </Item>
          </Models>
        </Item>
    

    would mean only the Ballas would get it, but it would only replace the ballas lowriders driving around, not all of the Ballas gang cars.
    Here is a 'vehiclemodelsets.meta' that replaces the 'CARS_GANG' & 'LOWRIDERS_MODDED_BALLAS' section vehicles mentioned with the Monster. There may be more needed to cover every gang spawn, but see what you get from that anyway :thumbsup:



  • Oh man!! Thank you so much for the very detailed instructions!
    It worked beautifully!


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