@toobalooboolama Nothing that changes the behaviour of the script, it just uses the Script Hook V .NET implementation/function rather than the native itself.

Posts made by Alex106
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RE: Make those cops STFU (no magic police scanner-single player)
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RE: Make those cops STFU (no magic police scanner-single player)
@toobalooboolama I have 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: 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: Bloody Window
It's not a easter egg or a mod. That collision simply has a wrong material ("FREASH_MEAT" instead of "GLASS_BULLETPROOF") assigned to it.
As for it not working for you, it's because you either have the MP map enabled (R* fixed this for the "mpapartment" dlc collision) or have Map Fixes installed. -
RE: Glowing skyscrapers @ nights
You can get rid of it by editing "vfxfogvolumeinfo.ymt" with CodeWalker.
If you don't know how to do it, you can get an already modified version that i included in this mod. -
RE: [SCRIPT] No wheelie mechanic
Graham's Number:
It's VERY large. If you took all of the known matter in the known Universe & converted it into ink there wouldn't be enough to finish writing the number down it's that big.You learn something new every day (no, i'm not joking).
For simplicity's sake. We'll call it zero chance.
Great
(now i'm joking lol).
Hope you get it sorted out, the whole wheelie thing is a total
idea (even for Rockstar). I laughed when I saw it. Thank f**k we're able to remove it relatively easily
Nice to see that i'm not the only one that dislikes it
Well, i guess i'll go and edit those files then, thanks.
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[SCRIPT] No wheelie mechanic
With the Arena War update, R* added a wheelie mechanic to all the muscle cars in the game.
I would really appreciate if someone could make a script to disable this feature (since doing it from the handling.meta/vehicles.meta/or whatever other file would be a pain).
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RE: Bring back vignette effect to snapmatics.
- I bet this was handled from the .csc/.xsc scripts to be enabled by default, so no.
- Just checked and there's only a difference: the postfx_noise value is
0.050 0.000
(old gen) instead of0.000 0.000
(PC).
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RE: Bring back vignette effect to snapmatics.
Open timecycle_mods_4.xml (update/update.rpf/common/data/timecycle) and search for phone_cam1. Remove all the values and then paste these ones:
<postfx_desaturation>0.750 0.000</postfx_desaturation> <postfx_noise>0.000 0.000</postfx_noise> <postfx_vignetting_intensity>0.975 0.000</postfx_vignetting_intensity> <postfx_vignetting_radius>10.000 0.000</postfx_vignetting_radius> <postfx_vignetting_contrast>0.250 0.000</postfx_vignetting_contrast> <postfx_vignetting_col_r>0.024 0.000</postfx_vignetting_col_r> <postfx_vignetting_col_g>0.035 0.000</postfx_vignetting_col_g> <postfx_vignetting_col_b>0.047 0.000</postfx_vignetting_col_b> <postfx_scanlineintensity>0.100 0.000</postfx_scanlineintensity>
Also change numMods from 39 to 9.
Note: you still need to toggle the filter (the first one). -
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
@Reacon I think it's defined in the vehicles.meta but at the same time it's also connected to the game .exe (and if something related to that "function" is missing, like when playing on an old/previous game version, then it crashes)
Note: i barely know anything when it comes to vehicle modding so take my words with a grain of salt -
RE: mpbattle not loading
@Reacon I don't know as i never tried to do that
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RE: mpbattle not loading
@Doctorgta try defragmenting the archive
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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: mpbattle not loading
@Doctorgta just to be sure, make a new dlc.rpf from scratch and reimport everything
Also, make sure you install the Dilapidated Gameconfig, the Heap Limit Adjuster, the Packfile Limit Adjuster and the CWeaponInfoBlob Limit Adjuster -
RE: mpbattle not loading
@Reacon tha's normal as it uses a new shader which is not available in the previous version
@Doctorgta with OpenIV. Try by placing the folder in update/x64/dlcpacks and not in mods/update/x64/dlcpacks -
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: 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: Recomipiling .asi file - how to?
Sorry to bump this topic but, can you @Unknown-Modder or someone else, please recompile this script?
This is the modified script.cpp and the script source code is hereThanks in advance
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RE: Airport Ground Textures
Look in these archives for Fort Zancudo
update/update.rpf/dlc_patch/mpheist/x64/levels/gta5/_hills/country_03/cs3_07.rpf
update/x64/dlcpacks/mpheist/dlc.rpf/x64/levels/gta5/_hills/country_03/cs3_07.rpf
x64s.rpf/levels/gta5/_hills/country_03/cs3_07.rpf -
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: 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)