That sounds like Cheat Engine to me.
Posts made by ikt
-
RE: Finding a specific programposted in General Modding Discussion
-
RE: Waiting time for mods approvalposted in Site-Related Questions & Feedback
If you spent the same amount of effort into the description and presentation of your uploads as the opening post, they probably would've been approved by now.
The moderation team does this in their free time. There are only a handful of moderators. When there are many pending uploads to be approved or rejected, it can take some time before the latest uploads are processed. Hence the 24 hours - it gives everybody the time to look at things.
-
RE: Pickups by InfamousSabreposted in General Modding Discussion
The author has taken it down, an update was in development some time ago.
Ask the author
-
RE: Car mirror from first person perspectiveposted in General Modding Discussion
Mirrors in vehicles can not reflect other objects, only the world. You should see streets and stuff.
Depending on the vehicle you're driving in, the mirror "quality" can be high, very low or entirely missing. You should tell the vehicle author about this.
-
RE: GTA5 Bike mod (for smart trainers)posted in General Modding Discussion
If it's a system you built, you might want to make sure it's stable first before trying stuff.
This is general PC (building) advice though. What are the specs of the system you put together?
- Make sure your power supply is powerful enough to power the system
- Make sure the CPU cooler is mounted properly and not too much/not too little thermal paste/goo is used.
- Make sure your RAM isn't faulty, run memtest86 or something to check for RAM stability.
-
RE: GTA5 Bike mod (for smart trainers)posted in General Modding Discussion
First you need to get GTA V to run on Linux. I suppose you use Steams' Proton? If that works, it's worth a try just installing mods normally and see how things end up.
-
RE: Obey 9F/9R Race spec and Pegassi Infernus Race spec mod findingposted in General Modding Discussion
Read the description - they're from the Project Homecoming FiveM server. (I believe it is/was run by the VanillaWorks guys)
-
RE: Game crashes when i use any asi.posted in Installation Help & Troubleshooting
Update ScriptHookV.
-
RE: is it possible to make peds on visual studios 2019?posted in General Modding Discussion
Visual Studio is a programming program. You're looking for 3D modeling programs.
Can't help ya there, I only know how to code.
-
RE: A mod I am willing to download has a suspicious file insideposted in Site-Related Questions & Feedback
@Biggdogg
That link itself is suspicious lmao -
RE: Per frame drawing of marker cylinder is not working anymoreposted in General Modding Discussion
It's 2.10.13 now. Should still be compatible with 2.10 though.
Check if the native implementation changed - don't think it has, but better to be sure.
-
RE: [SCRIPT][REL]Manual Transmission & Steering Wheel Supportposted in Releases & Works in Progress
Launch control:
The explody anti-lag stuff is in TurboFix. I probably have to expand the TurboFix API to allow enabling/disabling the anti-lag to make it controllable from Manual Transmission, or I could cheap out with simple keybinds. We'll see.
-
[REL/LIB] Handling Replacementposted in Releases & Works in Progress
Handling Replacement
Info
A library/tool for script developers, to manage vehicle handling changes in non-intrusive way. It clones the handling of a vehicle, and assign the copy to the vehicle, so only that vehicle is affected by changes to its handling data.
This comes in handy for scripts that want to continuously vary certain parameters, without affecting other instances of that vehicle model.
An example is my variable drive bias, which changes
fDriveBiasFrontconstantly:Usage
The header as of now:
#pragma once #ifdef HR_EXPORTS #define HR_API extern "C" __declspec(dllexport) #define STR_HELPER(x) #x #define STR(x) STR_HELPER(x) #define VER_MAJOR 1 #define VER_MINOR 0 #define VER_PATCH 0 #define HR_VER STR(VER_MAJOR) "." STR(VER_MINOR) "." STR(VER_PATCH) #else #ifndef HR_RUNTIME #define HR_API extern "C" __declspec(dllimport) #else // noop #define HR_API #endif #endif /** * \brief Enables the replacement handling on the vehicle. Increments reference count if \p vehicle already has a * replaced handling. * * \param [in] vehicle Vehicle to enable the replacement handling on. * \param [out] ppHandlingData Pointer to replaced handling pointer.\n * nullptr when \p vehicle doesn't exist. * \return true if this HR_Enable call replaced the handling.\n * false if the handling already has been replaced, or\n * if \p ppHandlingData is nullptr, or\n * if \p vehicle doesn't exist. */ HR_API bool HR_Enable(int vehicle, void** ppHandlingData); /** * \brief Decrements reference count on \p vehicle. Disables the replacement handling on the vehicle when * the reference count has reached 0. * * \param [in] vehicle Vehicle to restore handling on. * \param [out] ppHandlingData Pointer to current handling pointer after deletion.\n * nullptr when \p vehicle doesn't exist. * \return true if this HR_Enable call restored the original handling.\n * false if the handling was not restored by this call, or\n * if \p vehicle didn't have a replaced handling, or\n * if \p ppHandlingData is nullptr, or\n * if \p vehicle doesn't exist. */ HR_API bool HR_Disable(int vehicle, void** ppHandlingData); /** * \brief Get the current handling data * * \param [in] vehicle Vehicle to get handling from. * \param [out] ppHandlingDataOriginal Pointer to the original handling.\n * nullptr if \p vehicle doesn't exist.\n * <b>DO NOT WRITE TO THIS!</b> * \param [out] ppHandlingDataReplaced Pointer to the replaced handling.\n * nullptr if \p vehicle doesn't exist or no replaced handling. * \return true if the handling has been replaced.\n * false if the handling is original, or\n * if either \p ppHandlingDataOriginal / \p ppHandlingDataReplaced * is null, or * if \p vehicle doesn't exist.\n */ HR_API bool HR_GetHandlingData(int vehicle, void** ppHandlingDataOriginal, void** ppHandlingDataReplaced);Currently general usage:
void* handlingDataOrig = nullptr; void* handlingDataReplace = nullptr; if (!HR_GetHandlingData(g_playerVehicle, &handlingDataOrig, &handlingDataReplace)) { HR_Enable(g_playerVehicle, &handlingDataReplace); return; } // after this you can read or write stuff, e.g. *(float*)((uint8_t*)handlingDataReplace + fInitialDriveForceOffset) = 1.0f;CHandlingDatais left to the user. The library only clonesCHandlingDataandCBaseSubHandlingDataand doesn't mess around or limit the user further. Thus,void**is used to passCHandlingData*around.Credits
FiveM: Couldn't get
CBaseSubHandlingDatato work without some helpDownload
-
RE: [WIP] BFG-9000 MK2 coming soon...posted in Releases & Works in Progress
Might be interesting to throw a script at it and create secondary damage/explosion orbs like the original BFG 9000 or damaging in the area around the projectile before reaching its point (like in 2016/Eternal).
Useful info video:
-
RE: Understanding and editing GTAV's Handlingposted in Documentation
fInitialDriveMaxFlatVelis most definitely purely coupled to engine/gear-defined speeds.In handling data, there's a field that is 1.2 times
fInitialDriveMaxFlatVel. Let's call itfDriveMaxFlatVelfor now. (It's converted to meters per second in the handling data, by the way)If you take this speed and divide it by gear ratio, you get the speed at which the engine RPM is max (1.0). This works for any gear. The top gear in GTA V usually has a ratio of 0.9. If we define "top speed" as "speed in top gear, with RPM maxed out", you'd indeed get
float topSpeed = (fInitialDriveMaxFlatVel * 1.2) / 0.9- orfloat topSpeed = fInitialDriveMaxFlatVel * 1.33...Changing the
nInitialDriveGearsdoesn't impact top speed(1), neither does the Gearbox tuning option.(1): The look-up table (or calculation) has a bug where the 7th gear and up, have a higher gear ratio (thus lower speed range for that gear). Affects both if you set number of gears in
nInitialDriveGearsor have a 6-speed gearbox and use the Gearbox tuning option.Now you ask, "Why does it throw in a 1.2 factor?"
I have no idea.Also, semi-related fun fact - the speeds always are purely defined by gear ratio and
fDriveMaxFlatVel. Changing wheel/tyre radius has no impact on speeds, nor does RPM change, and acceleration (torque or horsepower) also does not seem to be affected. Oh, Rockstar... -
RE: Unhandled exceptionposted in Installation Help & Troubleshooting
ScriptHookVDotNet.log shows what script crashed.
-
RE: Is there Air Resistance in GTA5?posted in General Modding Discussion
Yeet an object and check its trajectory. If there's no resistance the forward speed should stay constant.
I don't think the game fully simulates drag (and certainly doesn't model for what face is facing forward), but from my own observations, forward and downward speed does decrease to a constant-ish value for falling cars.
-
RE: update on the TheCharacterVehicle modposted in Requests
Sorry, my hands are full for the moment.
Seems like @AHK1221 and @sollaholla were involved with the coding stuff, so they might have the original code. Otherwise your best bet would be to ask the authors for the source code and update it somehow.
-
RE: [SCRIPT][REL]Manual Transmission & Steering Wheel Supportposted in Releases & Works in Progress
@04edwakei
Yeah it's got controller support. -
RE: Edit rules for uploading stuff for moddersposted in Site-Related Questions & Feedback
Right - it wasn't immediately clear that OP meant a Tool/dev resource upload.
-
RE: Edit rules for uploading stuff for moddersposted in Site-Related Questions & Feedback
Users should always have something representative of the final result.
If you can not put it ingame yourself, users also might have trouble with it.
-
RE: Understanding and editing GTAV's Handlingposted in Documentation
@dodgeboy121 just look at the lines, they intersect at the com
-
RE: Understanding and editing GTAV's Handlingposted in Documentation
@dodgeboy121
Open it in OpenIV.