It's an IPL: "xm_siloentranceclosed_x17"

Best posts made by Alex106
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RE: Weird hole in Mt Chiliad
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RE: Latest DLC Interiors enabled on load
@nkjellman for making the properties purchasable, someone much more skilled that me is required :D
I still haven't checked it
Anyway, here's a list of all the features that will be includedInterior props for the interiors enabled by Open Interiors (yep, that's a lot of "interior/interiors" in one sentence)
-Biker clubhouses
-Biker warehouses
-Maze Bank Tower officeInteriors from the new updates
-Car warehouse
-Maze Bank Tower 60 car garage
-Maze Bank Tower mod garage
-Bunker
-HangarVarious IPL's
-Vagos grave (closed)
-Gunrunning Yacht
-10 car garage (mp map variant)
-Doors at the Vagos warehouse at El Burro HeightsVarious teleports
-Fort Zancudo Tower elevator
-Director Mode casting trailerOther stuff
-Assistant at the MBT office
-Ability to request a helicopter (Buzzard or Cargobob) from the Assistant desk
-Ability to sleep (6 hours advancement) at the MBT office (the wanted level will be reset to 0, any blood wounds will be removed and if the clothes are wet they will be dried)*
-Fixed window at Michael's house
-Doors at the Bahama Mamas West (inside)
-Shutter at the Lombank, Maze Bank West and MBT office garage
-Water for the Heist and Gunrunning yacht jacuzzi*I will add this feature to the vehicle warehouse, bunker and hangar too
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RE: Latest DLC Interiors enabled on load
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 -
RE: mpbattle not loading
@Reacon I did in this way
From mpbattle/dlc.rpf export:
The content.xml and setup2.xml (in setup2.xml change <subPackCount value="1" /> to 0)
The common folder (and the subfolders and all the files inside)
From x64, the anim folder (and the subfolders and all the files inside)
From x64/audio/sfx, the dlc_battle folderFrom mpbattle/dlc1.rpf export all the folders (and the subfolders and all the files inside)
Now rename the original mpbattle folder to something else, like mpbattle_original, then create a new one named mpbattle, create a new new dlc.rpf inside and import all the content you exported before
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RE: Cola - Delisiously Infectious
The building model is "vb_09_build01.ydr"
The textures are inside "vb_09_build01+hidr.ytd"
Both are located in this path "x64m.rpf\levels\gta5_cityw\venice_01\vb_09.rpf"The tshirt prop model is "prop_t_shirt_row_03.ydr"
The textures are inside "prop_tees+hi.ytd", "prop_tees.ytd" and "prop_tees_1.ytd"
The path is "x64i.rpf\levels\gta5\props\recreational\v_sports.rpf" -
RE: Latest DLC Interiors enabled on load
I think i will release the script later (i gotta take a few more screenshots and make sure that everything is ok)
The only thing that will not be included in this first version is the hangar color (shell, crane, etc) customization. I'm going to customize it from the script itself so i will be able to include it anyway (better pre-customized than "broken")
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RE: Latest DLC Interiors enabled on load
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/ydDw1What 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) -
RE: Can OpenIV or Codewalker display all the locations of a specific prop?
With CodeWalker, open World Search (Tools -> World Search), type in the prop name and click Search. Once it finishes, select Export results and it will give you a list with name, position, rotation and ymap of the prop(s)
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RE: [MISC] GTA V DLCs All in Root for mermory increasement
x64w.rpf
mpbeach = Beach Bum mpbusiness = Business mpchristmas = Festive Surprise (2013) mpvalentines = Valentine's Special (2013) mpbusiness2 = High Life mphipster = I'm Not A Hipster mpindependence = Independence Day mppilot = San Andreas Flight School spupgrade = Returning Player Content mplts = Last Team Standing
DLC Packs
mpheist = GTAO Heists mpchristmas2 = Festive Surprise (2014) mpluxe = Ill Gotten Gains (Part 1) mpluxe2 = Ill Gotten Gains (Part 2) mpreplay = Freemode Events mplowrider = Lowriders mphalloween = Halloween Surprise mpapartment = Executives & Other Criminals mpxmas_604490 = Festive Surprise (2015) mplowrider2 = Lowriders: Custom Classics mpjanuary2016 = Drop Zone mpvalentines2 = Valentine's Special (2016) mpexecutive = Finance & Felony mpstunt = Cunning Stunts mpimportexport = Import/Export mpbiker = Bikers mpspecialraces = Cunning Stunts: Special Vehicle Circuit mpgunrunning = Gunrunning mpairraces = Contains some clothes for the Online player and props for GTAO mpsmuggler = Smuggler Run mpchristmas2017 = Doomsday Heist mpassault = Southern San Andreas Super Sport Series
These archives contains fixed vehicles/players/peds/animations etc
mppatchesng patchday1ng patchday2ng patchday2bng patchday3ng patchday4ng patchday5ng patchday6ng patchday7ng patchday8ng patchday9ng patchday10ng patchday11ng patchday12ng patchday13ng patchday14ng patchday15ng patchday16ng patchday17ng patchday18ng
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RE: Latest DLC Interiors enabled on load
I understood how to make the interior styles customizable from a config fileThe only downside is that is not like this
"Car Warehouse style=1"
but it's like this
"Car Warehouse style=basic_style_set"
I'm going to provide the list of the various styles inside the .ini itselfAt this point i think that max a week and i can release it
Edit:i'm making the final changes and i wanted to ask what bunker entrance i should use (right now it's the one in the desert near the Sandy Shores airfield)
Also:should i make it possible to enter with the vehicle inside the bunker too or not? -
RE: Latest DLC Interiors enabled on load
Sure, everytime R* adds new interiors i'm gonna add them to the script
I have the teleports for your Leftover Interiors :D
Also i've made (for my own script) the red carpet that loads at 18pm and unloads a 4am. Should i include it? -
RE: Latest DLC Interiors enabled on load
Didn't had time to work on anything today. But yesterday night (after the OpenIV update) i got all the interior props names that i was missing and completed the hangar customization
Now i just got to do a (proper) teleport for vehicles (always for the hangar), rework the 60 car garage and then i can start working on making everything configurable from .ini -
RE: Latest DLC Interiors enabled on load
I had to make them static or else once you touch them they fall on the ground like if they have no physics. I would have used other shutter models (that are dynamic) but they're all too small
Doors from inside the Bahama Mamas West (the one seen from outside are part of the building itself)
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RE: Latest DLC Interiors enabled on load
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 -
RE: Latest DLC Interiors enabled on load
@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
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RE: Make those cops STFU (no magic police scanner-single player)
@toobalooboolama Copy and paste this code below in a text editor and save the file with the .cs extension. After that, move it in the "scripts" folder (make sure you have the Script Hook V .NET installed).
using GTA; using System; namespace DisablePoliceScanner { public class Main : Script { bool Initialized = false; public Main() { Tick += OnTick; } void OnTick(object sender, EventArgs e) { if (!Initialized) { Audio.SetAudioFlag("PoliceScannerDisabled", true); Initialized = true; } } } }
Edit: updated the script so that it uses the "Audio.SetAudioFlag" function from the Script Hook V .NET instead of the "SET_AUDIO_FLAG" native.
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RE: [WIP] Grand Theft Auto : Nightclub Business
The reason i updated the game to After Hours. Keep it up!
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RE: mpbattle not loading
@Doctorgta like @Reacon said, you need to be on the SSASSS version, as for the modded update.rpf, that goes in mods
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RE: Backup your files...
@TheMurderousCricket actually, the only things you can't do while being offline is:
Unable to use the GTAO character(s) in Director Mode
As for the R* Editor, you can't save the project with a custom name (aside from Project 1, Project 2, etc) and, but i'm not 100% sure about this, you can't export videos (even with names such as Project 1, Project 2, etc) -
RE: Airport Ground Textures
I can't tell you the exact archives but, search here x64l.rpf/levels/gta5/_cityw/airport_01 and here update/x64/dlcpacks/mpheist/dlc.rpf/x64/levels/gta5/_cityw/airport_01
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RE: MILO starter guide!
@meimeiriver only apart_hi_smokes_a, apart_hi_smokes_b and apart_hi_smokes_c can't be activated all at once because there's 3 ashtrays (a = empty ; b = half full ; c = full) and 3 lighters in the same spot