So you'll be able to eat it anywhere instead of just onsite? Nice!
Best posts made by Eddlm
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RE: [WIP] [SCRIPT] Working Drive Thrusposted in Releases & Works in Progress
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RE: [SCRIPT] [WIP] - Lively Worldposted in Releases & Works in Progress
@Reyser given how badly the AI drives, that would stop half the traffic in the area
I have similar plans, but first I want to implement a simpler system, where the ped just gets out, does something fitting then resumes driving, or "calls" the police or tow, without them actually coming yet.
You see, for all these police-related stuff, I actually want to wait untill I have a working emergency response framework that can take care of that stuff.
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RE: [SCRIPT] [WIP] - Lively Worldposted in Releases & Works in Progress
@ikt I have a single timer that, every few seconds, checks for all nonimportant events , AKA scenarios, and fires all which meet the requirements. These scenarios are then added to a blacklist, while they're in there, they can't launch.
The blacklist removes a single scenario from itself every minute.
I've now redesigned the system though. The blacklist is gone, replaced with a set of timers that serve as cooldown for each scenario.
The new system selects a random scenario randomly and tries to launch it every few seconds, instead of trying to launch them all. This spreads out the scearios very nicely, and makes zone-specific scenarios more unpredictable, as they don't spawn the moment the player steps in the zone now.
I plan on doing the same for Events, that is, important scenarios like the Hunter or Drug deals.
I'd like to make it so static events (Drug Deals for now) are blacklisted forever until the player travels far enough from the current area, to avoid them repeating. I'll probably just give them enormous timers so either
a)the player has time to move around, orb)the next drug deal is so separated from the first that they seem unrelated, and therebefore more fitting.
@Eddlm Great progress! First screenshots kind of funny because the ninef engine is in the back and the front is the trunk but its all good, the drivers that are racing im sure your aware of this but they do end up crashing a lot of the time.
Both true, the first is fixable but I'm not going to bother right now (lets handwave it saying LS Citizens are that stupid), and the GTA AI, that one is not fixable, sadly. I can make them overtake more carefully and see it it fixes the problem.
speaking of the drivers will there be a way to edit and modify the race cars that spawn like how we can add cars to the drag meets script you made? I want a jdm look myself.
Its possible, but not planned for now. I'd like to improve their behavior before allowing customization like that.
Marked out some areas of the map where the street gang peds actually have weapons..
blue is marabunta, the rest im sure you know
Thanks. I already have mapped the Ballas, Families and Vagos, but not Marabunta Grande.
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RE: Please, retire your use of MAP EDITORposted in General Modding Discussion
I don't use Map Editor, but it think a good idea would be editing the code so it only loads the maps when the player is nearby, unloading them when he's far away.
I don't know how it works, but if it processes stuff OnTick (thing i've seen done in other scripts accused of being laggy), we could optimize that too.
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RE: Very odd problem. Need Help from the community.posted in Installation Help & Troubleshooting
Glad I could be of help.
However I want to report I can't ring the bike's bell, there's no sound.
(Simple Trainer says the horn is -9, but that's true for all other bikes, looks like.)I also can't jump with it, but I assume that's intended, its too big for being able to jump
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RE: Very odd problem. Need Help from the community.posted in Installation Help & Troubleshooting
Well, they appear darker to me, even in the sun.


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RE: Very odd problem. Need Help from the community.posted in Installation Help & Troubleshooting

Works.
It also breaks perfectly, wheels even scatter around. -
RE: [SCRIPT] [WIP] - Drag Meets 2.0posted in Releases & Works in Progress
At the end of a drag, cars can overshoot the track/everything. Especially noticeable with Realistic Driving V (which has rather weak braking) on the airstrip. Might be worth it to help the cars brake a little
You have an option inside the
config.inito shorten all tracks. And, the cheat "shorten track" while in a Meet. You can read the rest of the thread and see I had the same issue, this feature is designed precisely to make it compatible with realistic handling mods.AI, when driving back, doesn't seem to navigate around obstacles like the starting stands and will repeatedly bump into it until you help them.
Tried to help them as much as I could but, sigh, GTA AI. Most of the time they don't recognize obstacles and smash into each other not bothering to brake when other is in the way. And I told them so.
When spawning a new car, the old car is still registered as your main car? Not sure if this is supposed to be, as a ped (my friend) is spawned and enters the newly spawned car.
Yeah, its a way to spawn opponents. If you want to register yourself with a new car, you need to enter the cheat
leave meet, then rejoin.(I really should write some sort of guide...)
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RE: [SCRIPT] [WIP] - Drag Meets 2.0posted in Releases & Works in Progress
If i mod my car using trainer car upgrades after the flare shots and it works but when the race ends and shows the message saying I win, the bug happened again and my engine upgrades goes back to stock even my trainer shows that it's upgraded to whatever level i put before.
You're actually talking about engine torque/power multiplier, right?
Drag Meets uses that to simulate the grip bonuses, and resets it after each race.
@Eddlm Is there anyway to leave the meet after you have spawned and raced a bit?
Physically leave it. The Meet will despawn when you're far away from it (150% of the distance between the start and finish line, to be precise)
Never hit "Insert" unless a script is actually causing issues, and even then you should load a save instead. You force ALL installed scripts to restart, which can be disastrous if they aren't designed to be reset and kickstarted mid-game. That's how you get never-despawning peds/props/cars/blips.
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RE: [SCRIPT] Automatic turnlightsposted in Requests
The script I coded didn't take into account GPS, so I'm afraid I can't help.
Only thing I can think of, that can help, is looking into @ImNotMentaL 's Voice Navigation script and see how it figures out the next turn the player would have to make.
NPCs can activate the car turning signals by themselves when they know they have to make a turn, but I don't know how to translate this to the player.
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RE: [SCRIPT] [WIP] - Drag Meets 2.0posted in Releases & Works in Progress
@Regash I fixed it, but when updating, I rolled back to the original Racers.xml, and didn't remember to update lamar there.
(That solution is what I told skelepap when he asked me how to fix it, via steam) -
RE: [SCRIPT] [WIP] - Drag Meets 2.0posted in Releases & Works in Progress
Hahah, there is no link yet. I'm talking about the version I am developing, not the last released version. I'm working on 1.9.4, last stable version is 1.9.3b. 1.9.4 should be released soon, between tonight and tomorrow.
@Zoey @Spitfire7 The latest released version will always be on the first post of this thread.
I'm thinking about how to manage them, right now every car deploys a parachute when finishing a race. I'll have to either set the parachute in the Racer file or make the script dynamically apply parachutes when it finds them fitting.
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RE: [SCRIPT] [WIP] - Drag Meets 2.0posted in Releases & Works in Progress
I'm really pleased you included them and like i said i have no problems with you changing them ect. to your liking.
If you want i can try making/finding some new locations for meets and then send you a link and like last time see what you think ect. Also if you want more racers i can make some more to.As much as you like.
I'm still thinking about a solution to make the ambient peds tolerate the flaregun shooting, I can only think about making everyone friends with her.
@Regash said in [SCRIPT] [WIP] - Drag Meets 2.0:
I only had time for a very short sneak peek yet, spawned only the Sandy Shores Airfield.
Is it just me or are the cars now incredibly close to each other at the starting line?No, what I have changed is their default position relative to the flaregun girl. Before, it was 2 meters, too close. Now the default is 4, so the flaregun girl is farther ahead and you can now actually see her while in first person mode.
I don't remember changing the separation between them though. But you can add
<SeparationBetweenCars>3</SeparationBetweenCars>to the Meet file to change the distance between them.
Thank you so so so much for giving us the option to toggle the cinematic camera for this one. This hotfix is worth every bit of it. Thank you.
As always thanks for the updates and continued support for this great script.You guys are very thankful, its nice.
I need your input on something, people. I have recently discovered a way to get cheats recogniced by the script, that means I can now do without menus perfectly fine, and instead bind the various activities players need to perform to a cheat.
Some examples of this:
- Betting would be simplified: you could now say "bet" and the game would prompt you to write the name of the racer you want to bet, skipping the run-to-the-dude process entirely.
- You could now input the bet for your race, instead of the game calculating it for you.
- You could leave the Meet easily by command.
- You could refuse challenges by command too.
- Some other helpful cheats could be included, like "fix stuck drivers", "fix all vehicles", etc.
For the interested, the piece of code that allows all of this is
public static bool WasCheatStringJustEntered(string cheat) { return Function.Call<bool>(Hash._0x557E43C447E700A8, Game.GenerateHash(cheat)); }Gotten from SHVDN sourcecode.
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RE: [SCRIPT] [WIP] - Drag Meets 2.0posted in Releases & Works in Progress
For now its for ALL races. Ideally, it would be NPC vs NPC when you have the new "cinematic" cam enabled, and Player vs NPC races if the finish is close enough to be worth a slow-mo photo finish.
The cam has two modes, generic and close up, chosen depending on how close the race is.
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RE: [SCRIPT] [WIP] - Drag Meets 2.0posted in Releases & Works in Progress
Around when is this going to be available (the new version)?
Give 1.9.3
Let the craftsman finish his work, unless you want it to be unpolished.
And buggy.
Your punishment for your impatience is a screenshot of the finish-cam.

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RE: [FINISHED][SCRIPT] Drag Race Parachutesposted in Releases & Works in Progress
@ReNNie You people crave for me to implement it, lol
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RE: [SCRIPT][WIP] Project GTA V:Apocalypseposted in Releases & Works in Progress
I like randomized quests, nice.
Also, traffic. I am assuming you guys will be removing all vanilla ped/vehicle spawning, so streets will be deserted save for what GTAV: Apocalypse spawns. Something not hard to implement would be random people driving around, sometimes. Not frecuently of course, gasoline is supposed to be scarce after all.
These individuals could be friendly/neutral or hostile, engaging you on sight or ignoring you as they pass.
On-foot groups wandering around would also add to the ambience (and allow for unexpected encounters).
Just in case it useful: to avoid micromanaging groups of people, I usually create ingame groups and only task the leader with anything I need them to do, having the other members just follow them. Less stress for the dev and the CPU.
Rereading the features, I've noticed the fuel system. That reminded me:
I had in mind a similar project long ago -didn't advance much-, and one of the "random events" I planned featured a truck hauling gasoline from a gas station to a Faction base. The player's mission was to steal it and bring it back to its own base. Bringing it would add gasoline points to the faction, which was the main thing of the script (if your gas dropped to zero, you couldn't use vehicles)
The truck would usually have other vehicles guarding it.
I don't know if the idea could apply to this project, but wanted to share it, just in case.
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RE: [SCRIPT] [WIP] - Drag Meets 2.0posted in Releases & Works in Progress
Yeah we need this
At most you're going to get two traffic lights between the cars
Its interesting to see how RL drag races work, but that christmas tree doesn't even exist ingame. Its going to be hard to emulate it.
Since this will be a fun mod, not a drag racing simulator, I think we need some kind of randomness to it.
What do you mean? Where?
I found myself making pretty good starts when I have half throttle and release the brakes when I see the girl starting to move. When brakes are released, go full throttle, because in this mod a wheelie gives you a boost while in RL the wheelie actually takes away time and power.
I think I can make wheelies take away some power, if you guys want that. Or, at least, not give a powerful boost.
My wheelie method gives boosts because I'm actually simply applying a forwards force some meters under the car, forcing it to lift and pushing it ahead in the process. I can try to push backwards above the car, should have the same effect but not have any boost.
By the way, I've tried to make Street races have the girl do a hands-up hands-down animation instead of shooting a gun, but it looks so silly.

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RE: Did the new GTA V update for Steam break ScriptHookV?posted in General Modding Discussion
Dafuq, it always broke it before. Maybe I'm outdated on the method
If the .exe didn't change its possible that ScriptHookV can still work
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RE: [SCRIPT] [WIP] - Drag Meets 2.0posted in Releases & Works in Progress
Hey man, I thought you wanted to take a break of 1-2 weeks to get your head back free - you're unbelievable
.
And I am, I'm not actively developing the script. However I dedicate some minutes from time to time, when I have free time and I'm bored. Coding is fun after all! It only gets problematic when I sink too much time in it.
Did you get on with the brake behavior?
I have now installed a really good driving modification - Realistic Driving V from Killertomate. Tell you what, right?
Is for me the best driving modification so far.
The final speeds are fantastic, but the braking distance is catastrophic for "drag meets".Its fixed, in a way. You can go to /GTA V/scripts/DragMeets/config.ini and change the Distance Multiplier to something lower, like 70. It will reduce the track length to a 70% of its original length and give the cars space to brake.
I could force the cars to brake much stronger by applying magical forces, but I prefer keeping the realism and respecting their new brake forces.
@Eddlm [20:13:51] [ERROR] Caught fatal unhandled exception:
System.NullReferenceException: 並未將物件參考設定為物件的執行個體。
於 Drag_Meets_Reborn.DragMeets.HandleMeetSpawnDespawn(Boolean immersive)
於 Drag_Meets_Reborn.DragMeets.OnTick(Object sender, EventArgs e)
於 GTA.Script.raise_Tick(Object value0, EventArgs value1)
於 GTA.Script.MainLoop()
How may I fix this?Try going to different meets and see if all of them crash.
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RE: [Project?] A more lively GTA V worldposted in General Modding Discussion
no point in arguing that GTA V world is a bit stale and static, but from what I know about modding, adding whole lot of events independently going on in the world could put some hard strains on memory and game performance as a result.
It really depends on how it's coded, not all of the events would be running at the same time. A script would only need to take care of a police chase if it is actually happening and the player can experience it, then despawn without issue when its too far from the player.
Same with any other scenarios.
I would go about this a little different way, like add more activities for player to participate which would fire scripts only on interaction, that would be safer IMO.
That's certainly the more CPU frienly way, manual triggering. Most scripts use that. But then, I still have my problem unsolved: the game still feels empty in general.
Take a look at Drag Meets and its intended effect on the player's:
You're driving down sandy shores and you notice, Trevor's Airfield is not as empty as it usually is.
What's happening in there? What are all these cars and peds doing in there?Wow! There's a full-on race event here! People are racing each other! And its not like I, the player, forced it to spawn or anything. It just was here. People having fun by their own devices!
Then the player wonders if he can stop by and watch the races. He discovers he can bet on the racers! And starts being part of the event, betting, gaining and losing money. He might even try and have a race himself if he thinks its car is good enough to stand a chance against what he has seen.
And, when the player gets bored and leaves the place to do something else, the people having fun racing will still be there. Doing their thing. Regardless of the player's presence. (Until the player is too far away that the entire Meet despawns, but he won't see that
)
That's the idea I'd like to be more spread out in the game world. People doing stuff. Actually doing something. Not driving around randomly, sandboxing on the streets like they're living in Skyrim.
The mods I'm personally more interested in, are open-world small and easy jobs, like:
https://www.gta5-mods.com/scripts/random-hitman-mission
Setup really well, plus very easy to configure and tweak to your liking, had a lot of fun with this modMods that add new stuff to do are always great, I've had fun with these too. By their open nature they allow you to achieve the goal in any way you want. You could snipe them, you could reunite your gang and outnumber the guards, you could run them over with a fast car.