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@ALEXSYS Hi. I looked at your file and 9B1D60AB has nothing to do with entities. It is a tag and there are 408 of them in the file. It is completely useless. The same kind of tags appear in ped.ymt files. In that case they determine the components such as Head, hair etc.
So 9B1D60AB, which unfortunately I can't translate into a natural English is just an XML tag. It is always associated with coordinates, so it has to do with placement on the map, my guess is that they are routes.
<Position x="-115.244179" y="-9.244517" z="63.60344" />
<hash_9B1D60AB />
<ScenarioType>walk</ScenarioType>
<HasIncomingEdges value="true" />
<HasOutgoingEdges value="true" />
</Item>
@bmw740il Again I'm not sure how you did that. Screenshot? The script is designed for categories, that will keep it from getting to long...but it shouldn't hit the bottom of the screen....i don't control that but I've never seen it.
@bmw740il That's a LemonUI issue...i mean the width can be increased but...can you send an image?
@bmw740il That's not an easy one for practical reasons, but I'll give it a shot. The order of the menu is based on the images (spawn name) which is why it isn't alphabetical. If it is sorted, there might be a performance hit because the menu refreshes in real time - which is desired - and many users will have a thousand cars or more. I'll take a look.
@bmw740il My apologies, my mistake. Will be fixed with next release. You can quickly fix this yourself temporarily by adding a second ini file. It has to named VehicleSpawner2025.ini and the contents should be like this if you want F5 as an example
[Settings]
Menukey = F5
@Topez1234 Thank you for the feedback and suggestions. I'll see if i can include all of them or most of them with the next release. I'm not sure what you intended with "persistence". The car is not saved, it is only persistent for the session. If you spawn from inside a vehicle it will delete the current vehicle player is in, making persistence irrelevant. However if you spawn a car in North Yankton, exit the car, go to Liberty City, and then back to North Yankton, you car will still be there.
With respect to the camera, sure I'll give options. I didn't add that to make it look cool. On the contrary my best cars are very high polygon Ferraris that sadly spawn with just the wheels and engine..no frame, no roof, no windows, etc. I fix these automatically but there is lag even on a decent PC, so rather than spawn in a car that looks like shit, i did a script yield and thru in a camera affect to hide this issue.
@ALEXSYS Is this a mod or is it a vanilla file? Either way, you can get all or most of the hashes in the links below. If you absolutely need a hex hash you can convert it. link below as well:
https://github.com/scripthookvdotnet/scripthookvdotnet/blob/main/source/scripting_v3/GTA/Entities/Peds/PedHash.cs
https://github.com/scripthookvdotnet/scripthookvdotnet/blob/main/source/scripting_v3/GTA/Entities/Vehicles/VehicleHash.cs
https://www.rapidtables.com/convert/number/decimal-to-hex.html
if this not what you're looking more let me know if this is a vanilla ymt or a mod ymt because and I'll look up the decimal hash vs hex
@ALEXSYS Hi. Of course I can help you, but I need more information. Where did you get that hash? GTA V entities like peds and vehicles have names and hashes (decimal and hexadecimal). In your case its the Hexadecimal version. Can you tell me where you got this hash?
@ALEXSYS Just to add a few comments about differentiation. A scenario mod has a fixed location, fixed peds, and fixed animations. This mod, still evolving, allows any location, any number of peds, any peds, and hopefully soon any animation. One animation is a no brainer, customizable animations per ped will be more challenging.
@fruitspring Yes you can. The true value of this script will be in a future version where you, as the user, will define the animations to use. For a room, you will need to configure the size (length and width) which is now possible in the ini file.