Use Help() to see what's possible.
More info here: https://github.com/crosire/scripthookvdotnet/releases/tag/v3.0.0
In your case:
Abort("CrawlInjury.dll") and Start("CrawlInjury.dll")
Use Help() to see what's possible.
More info here: https://github.com/crosire/scripthookvdotnet/releases/tag/v3.0.0
In your case:
Abort("CrawlInjury.dll") and Start("CrawlInjury.dll")
@McShadow2002
You can basically see that as the speed the gearing would allow. To make the car reach those speeds, you'll need to give the engine more power.
Menyoo doesn't support multiple languages so your best bet is to directly translate the source code.
I'd advice against it, lots of work and you'd need to basically keep your clone/fork in sync.
Rockstar has a script running that despawns newer DLCs vehicles. The following scripts actively update to prevent these from despawning:
ScriptHookVDotNet runs both v2 and v3 scripts to keep old scripts working.
v2 is just tagging along these days and the API doesn't get updated anymore, just fixed when broken.
v3 is the main branch and has new features
Only reference one - and I'd say just reference v3, as there's no real reason to stay on v2 unless you're maintaining a large, older script.
CFX as natives there are exclusive to FiveM.Cleaned things up a bit.
Ask your general support questions HERE.
There are indeed a few websites that reupload content from GTA5-Mods.com. Since these aren't moderated by us, there is nothing we can do.
You might have some degree of success by contacting the website and requesting the content you own to be removed from their website, but it's no guarantee for success.
You might be able to integrate some kind of credit into your mod so it's at least clear where it originally has been uploaded to.
Please just report them so moderators can remove them as quickly as possible.
The developers have been notified of this spam issue.
If the user only needs to replace a few files, sure, but not if the user can basically yoink your upload and use it on a pre-Cayo Perico build and have it there.
Just follow the instructions on the download pages and/or readme.
Nếu bạn không hiểu tiếng Anh thì bạn sử dụng Google Translate.
You sure? The forums search function is broken, but the main website search still works fine, on various window sizes and browsers.
Mod has since been approved. But indeed, please use the designated pinned topic for these things.
Not gonna tell what you changed?
If you just changed the top speed (fInitialDriveMaxFlatVel) - expect the same result as swapping out for gears in a real car. Sure you'll hit a higher speed at redline, but your engine's got only so much power and it'll balance between drag and engine power.
Crank up the engine power. (fInitialDriveForce)
@mrwallace888
Dunno, just try stuff and see what happens.
This might or might not be the answer to your question within your parameters at all, but you can use SET_DRAW_ORIGIN/CLEAR_DRAW_ORIGIN to draw 2D stuff at 3D coords.
An example, code I use for some debugging stuff:
void showDebugInfo3D(Vector3 location, float baseSize, const std::vector<std::string> &textLines, Color backgroundColor, Color fontColor) {
Vector3 cameraPos = CAM::GET_GAMEPLAY_CAM_COORD();
float distance = Distance(cameraPos, location);
float totalMult = baseSize / (distance * (CAM::GET_GAMEPLAY_CAM_FOV() / 60.0f));
float height = 0.0125f * totalMult;
GRAPHICS::SET_DRAW_ORIGIN(location.x, location.y, location.z, 0);
int i = 0;
float szX = 0.000f;
for (auto line : textLines) {
float currWidth = getStringWidth(line, 0.2f* totalMult, 0);
showText(0.0f, 0.0f + height * i, 0.2f * totalMult, line, 0, fontColor, true);
if (currWidth > szX)
szX = currWidth;
i++;
}
float szY = height * i;
GRAPHICS::DRAW_RECT(0.0f + szX/2.0f, (height * i) / 2.0f, szX, szY,
backgroundColor.R, backgroundColor.G, backgroundColor.B, backgroundColor.A);
GRAPHICS::CLEAR_DRAW_ORIGIN();
}
Where ShowText() and the rectangle draws are simply 2D on-screen draws - but using (0,0) within the SET_DRAW_ORIGIN block draws them at the desired coordinate (if on-screen) as if they're in 3D, though you'll have to scale the thing yourself to get it appear properly at distance and zoom levels.
This can be called for many entities though you will run into the limitation of how much text can be drawn at a time.
For the scaleform answer - I don't know. You could try looking at how some other mods (garage mods?) draw multiple vehicle info.
Shameless plug:
The Custom Steering option in Manual Transmission basically hard-links your interior steering wheel to the actual steering angles. From there you can adjust the amount of rotation your steering wheel makes.
In your vehicles.meta, look for the steerWheelMult entry:
<steerWheelMult value="0.700000" />
That adjusts how much more or less the wheels turn visually.
It's not a supported feature yet. You might want to ask the author ( @Eddlm ) for future support
@Brukanator
Handlings can be tweaked so full brake force doesn't lock the wheels (disable ABS to verify, can be hard to tell otherwise).
The downside is that your braking performance is reduced, but that's just something you have to live with if you're using a keyboard.
Alternatively it might be possible to write a script that modulates throttle/brake input and smoothen it like the steering, but nobody's put the effort in to do that yet.
You can poke the moderator who rejected it to get a somewhat faster response, if they're up. Otherwise it should appear at the back of the queue again, if I recall correctly.