@Terraxxx365 Ok, I hope this helps. I'm using Menyoo. You can use Vehicle Spawner or Object Spooner, select Input Model and typre rs62. Watch the video directly from Youtube for better resolution.
Posts made by JohnFromGWN
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RE: game does not find addonposted in Installation Help & Troubleshooting
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RE: game does not find addonposted in Installation Help & Troubleshooting
@Terraxxx365 The steps are pretty simple for an addon, so just to check:
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Move the correct folder, to you installation folder, at: your path and \mods\update\x64\dlcpacks.
Mods can have many folders, for addons you want the one containing dlc.rpf.
You can move the folder as you would any normal file, windows explorer, or use OpenIV. -
Then you need to update dlclist.xml, the slash can be forward or backward, but use the author's instructions. If the line says "audirs6" that's what you will input to spawn the file.
Exceptions: I only found this with one addon where the model folder was incorrectly named and did not match the name in the dlclist.
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RE: is this possible with FiveM?posted in General Modding Discussion
@Radagast-75 You wrote that you had your own server, isn't that the solution. You decide to play alone or with others? no?
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RE: Sign in problemposted in Installation Help & Troubleshooting
@Godheim Every installation and configuration is different, so "virtual troubleshooting" isn't the optimal route. What I can share, from my limited experience, is you need to update your SHV file and add a gameconfig and heap limit adjuster. I don't use a packfile limit adjuster but you might need one as well. Search mods, install, and try. Error messages can be misleading and best advice is to install mods as per the mod's install instructions.
For SHV go here to ensure latest version:
http://dev-c.com/GTAV/scripthookv -
RE: How to return/use value from Native - Bonesposted in General Modding Discussion
@Jitnaught You we're right that the bones can vary significantly based on vehicle - from convertible to bus. Gives some promising views though, for example possibility to view passengers on tour bus (TASK_WARP_PED_INTO_VEHICLE).
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RE: How do I get dotnet2 and dotnet 3 to play nice together.posted in General Modding Discussion
@JohnFromGWN This is one of the google finds. This when I was trying to resolve my errors, not realizing i didn't need both .dlls. Not sure if it's exactly the same issue, but along the same lines, at least to me it was, although I was within the same namespace (actually i don't put namespaces unless i use more than 1 tab in VS).
extern alias (C# Reference)
02/04/2013 2 minutes to readYou might have to reference two versions of assemblies that have the same fully-qualified type names. For example, you might have to use two or more versions of an assembly in the same application. By using an external assembly alias, the namespaces from each assembly can be wrapped inside root-level namespaces named by the alias, which enables them to be used in the same file.
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RE: How do I get dotnet2 and dotnet 3 to play nice together.posted in General Modding Discussion
@meimeiriver Thank you for your clarifications. I've learned quite a bit since joining these forums. Three or 4 months ago, before stumbling here, I didn't even know what a trainer was. There is however something I need to clarify on my end - because I'm confused about it. Having said that, based on your reply and my recent experience it might not be relevant. When I said you can't use both at the same time I didn't mean without having both installed.
What I really meant to write was: is it possible, even if it's just hypothetical, to have both .dlls/assemblies as references in the same script.
At the time, it was relevant for me, because I didn't realize that certain functions in 3 had been renamed. So when I saw the compiler freaking out at world, camera, showsubtitles, etc. I wrongly concluded that I needed both. And ofc, I was missing some import (or using) statements such as GTA.UI.
From doing some googling, I read that you can sometimes prefix a property or object or method so your compiler doesn't freak out. I also knew from my own experience that I could write GTA.World or World in a script, either one was ok.
So again, as an example, I was wondering if I could resolve the ambiguous error by simply adding a prefix. Like SHVDN_2.whatever and SHVDN_3.whatever and that would resolve the ambiguity.
Is that possible? And yes, it is irrelevant since it's clear to me now that 3 is a superset of 2 (with renamed functions) so 2 is just there for legacy purposes.
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RE: How do I get dotnet2 and dotnet 3 to play nice together.posted in General Modding Discussion
@Jitnaught Fully agree. Will stick to 3 going forward.
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RE: How to return/use value from Native - Bonesposted in General Modding Discussion
@Jitnaught Thumbs up, both for the example and the link. I need to find a way to refine my google searches for anything GTA V script related - because I'm finding more garbage than gems. Thankfully we have these forums and people like you.
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RE: Reported Insultposted in Site-Related Questions & Feedback
Yep. Hide behind the anonymity, right? I won't stoop to his level. This normally doesn't bother me, but the author basically says, very explicitly, to delete all of your dlcpacks. We both know that there are noobs who will do exactly that and then post that their addons no longer work. And they both continue to argue that I'm the idiot?
Thanks for your support. BTW, the author removed that from the description of the mod page - so he realized the absurdity of what he wrote - but those instructions are still there in the download for some poor misguided novice to follow. And just for the record, not to beat a dead horse, but the word OPTIONAL, was not there in the read me file for step 7.
Irony is that once you've installed a mod, there really isn't any reason to follow the instructions for the next one. You do it mechanically. Except the noobs.
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Reported Insultposted in Site-Related Questions & Feedback
I reported an insult posted towards me and I'm wondering if it will be removed or not. To give you the context. I saw a mod that had the following instructions.
7) Once you've extracted the "update" folder to your "mods" folder you want to use OpenIV and navigate to GTA V > mods > update > x64 > dlcpacks and delete everything in there.If anyone follows those instructions, for example a new user with poor computer skills and little knowledge of modding, they will effectively delete all the contents of their mod folder - all addons. Have no idea why he put that there.
I let the author know and he corrected the mistake but it still persists in his readme.txt file which i just downloaded to verify.
But my real issue is not with the author, it is with another member who insulted me in the comments. I reported this and would like to know if this is acceptable or not. If not, I'm asking that the comment please be removed. Thank you.
https://www.gta5-mods.com/maps/redwood-track-dirt-track-fivem-sp-ymap#comments_tab
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RE: How to return/use value from Native - Bonesposted in General Modding Discussion
@Jitnaught BTW, I was not sure how to use the World.DrawMarker function - which has quite a few parameters. The bone.Position I assume will replace the 3 parameters after the marker type - but I tried different combinations without success.
World.DrawMarker(MarkerType.HorizontalCircleSkinny, bone2.Position, 0?,0?,0?,1?, Color.Blue);
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RE: How to return/use value from Native - Bonesposted in General Modding Discussion
@Jitnaught I noticed something strange. I selected about 10 names to use as strings in the array and fed them through the foreach loop, but with subtitles.
"window_lf" returned a 7 for example, but the pastebin has 7 assigned to handle_dside_f?And then I noticed, from the previous video that i had posted, that 7 showed a view from above?? WTH. LOL.
Anyway, wanted to thank you again for your help, patience, and support. I have good ideas now for where to put the camera and the next part is adjusting the vector coordinates properly.
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RE: How to return/use value from Native - Bonesposted in General Modding Discussion
@Jitnaught That's very cool. I'm at the point on the learning curve where I know what I don't know. And unfortunately, what I don't know is considerable.
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RE: How to return/use value from Native - Bonesposted in General Modding Discussion
@Jitnaught That's great thanks. Honestly I looked everywhere for the bone indices and all i could find were the names. Great time saver for me. Cheers. Having said that, at least i learned the proper syntax to return a value and convert it to a string to show as message and ofc pass it back to my function.
This had all the bones, but just the names for the vehicles.
https://pastebin.com/WZbcTyJE -
RE: Addon Peds Workaround?posted in Installation Help & Troubleshooting
@OneGrumpyWerewolf Ok. I never installed the Ped Selector which is optional. Try to use Menyoo if it doesn't work. I thought you meant it wouldn't add peds, this is a selection problem.
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RE: How to return/use value from Native - Bonesposted in General Modding Discussion
Seems it was just bad luck, selected bones that didn't make sense with the chosen vehicle or just were wrong for attaching the camera - specifically using chassis.
So I got this to work and taught myself the proper way to return a value with get and then pass it properly to attach function (like set).
In the video, i'm just trying out different bone names - the ones I chose were definitely not good views - so will experiment later or just loop through the list of bones.
I think I should stop and take a break at this point and focus on making some movies - ideally educational movies - which was my original intent. Realized I'm not cut out to be writing scripts, but still happy with what i've been able to do with the help of some great people here.
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RE: How to return/use value from Native - Bonesposted in General Modding Discussion
Ok, i think i figured it out. Should be:
var Bone = Function.Call<int>(Hash.GET_ENTITY_BONE_INDEX_BY_NAME, Vehicle1, "chassis");Update: value is returned but it seems to be -1 or 6.
That's for it tonight. -
How to return/use value from Native - Bonesposted in General Modding Discussion
I'm comfortable working with Set, in both C# and preferably VB.NET, but I'm having trouble with Get.
I searched for documentation on Bone Index and easily found the index values for peds, but can't find anything for vehicles, just the name.
In addition to available docs for peds, I can easily attach a prop to a ped in Menyoo, save it as .xml, and then find the bone index in the .xml.
No such functionality exists for vehicle bones.
So without that, I guess it leaves me to use this native
Function.Call(Hash.GET_ENTITY_BONE_INDEX_BY_NAME, Vehicle1, "chassis");
I thought I could do this like this:
var Bone = Function.Call(Hash.GET_ENTITY_BONE_INDEX_BY_NAME, Vehicle1, "chassis");
but that just returns a compiler error instead of the integer I'm looking for.Once I have the bone index, I can plug it into
_ATTACH_CAM_TO_VEHICLE_BONE
I was going to create a tool to increment the bone index but I realized what a total waste of time that would be when the function can return the value, and ofc having the bone index as documentation would be ideal.Interestingly the Attach function calls for an integer but will accept a string without a compiler error - on load it will crash the game.
The bone names themselves can be found on pastebins, or here:
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RE: How do I get dotnet2 and dotnet 3 to play nice together.posted in General Modding Discussion
Ok. I've done lots of googling research on this and it seems to be easier to fix in C# and I'm using VB.net and some say it is impossible to do in VB.net and that it is bad practice to have 2 assemblies (i.e. donet2 and dotnet3) using the same names.
One bandaid fix would be to get a replacement for UI.ShowSubtitle which is a show stopper for me. I guess there is a different function in dotnet 3 because I get the compiler error 'ShowSubtitle' is not a member of GTA.UI.
Edit: Ok, so with dotnet 3 it changed to:
Imports Screen = GTA.UI.Screen 'using an alias
Screen.ShowSubtitle()or using Screen=GTA.UI.Screen // c#
This fixes the issue. I'm still confused as to whether dotnet 3 includes all functions of donet 2 as well as new ones. I thought you needed both because of the compiler issues, but now I realize it could just be that some of the function names in dotnet 3 are different than in donet 2. One thing for sure, is you can't use both at the same time, well not without some hacks.
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RE: How do I get dotnet2 and dotnet 3 to play nice together.posted in General Modding Discussion
Just for clarity, I'm trying to qualify the function names so they are no longer ambiguous.
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How do I get dotnet2 and dotnet 3 to play nice together.posted in General Modding Discussion
I've had ambiguous name in namespace VS errors before and I've been able to resolve them. But this one seems trickier and I'm sure the experts can easily answer this one.
I'm, for the first time, writing a script with dotnet 2 and dotnet 3. This is causing 2 kinds of problems. 'Function' is ambiguous in the namespace 'GTA'. This would apply to World and Vector 3 for example, which are native and supported by both, at least based on the VS error message.
The second type of issue is that dotnet3, which i need, throws a VS 2019 error when I use UI.Subtitle. It doesn't support this?
So, after that long preface, is there a prefix i can use on the imports (VB.Net) or using (C#) or the functions themselves or any other fix to resolve using both dlls in one script?
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RE: How do you get the camera to look behind you with native?posted in General Modding Discussion
@Jitnaught Ok, so I took your code, and added follow and cinematic functions, removed the key press, added some waits for those functions (not the look behind), set Menyoo to autodrive (to simulate a script as a quick test), and took my hands off the keyboard.
Gave promising results, with the 3 functions (3rd/1st person, cinematic, and look behind). Would need to be fine tuned ofc, this is just a very rough no brainer demo, although the look behind kicked in at the right time.