Pesquisa resultou em 13 ocorrências

por Ndukong
02 Ago 2018, 14:25
Fórum: Scripts & Códigos
Tópico: [SA] VehFuncs
Respostas: 557
Exibições: 77960
Gênero:

Re: VehFuncs

Michtogino escreveu:
31 Jul 2018, 20:09
I do not understand anything without anything changes it works for you @Ndukong
That's why I said it's some freak of an accident. It still works well on my computer right now. I even have several mods installed, but I face no such problems anymore.
por Ndukong
31 Jul 2018, 11:36
Fórum: Scripts & Códigos
Tópico: [SA] VehFuncs
Respostas: 557
Exibições: 77960
Gênero:

Re: VehFuncs

Hi, Junior. Talk of crazy stuff! Last night, I'm playing with vehfuncs and it is incompatible with IVF (like I said before) and this afternoon, it is compatible. I haven't changed the slightest thing in the game. Not even a line in any .ini file. But all seems to be working fine now. I don't know what kind of freak accident happened or if the code has a time bomb of sorts, but I like it. Just wanted to let you know.
por Ndukong
13 Jul 2018, 14:09
Fórum: Scripts & Códigos
Tópico: [SA] VehFuncs
Respostas: 557
Exibições: 77960
Gênero:

VehFuncs

Junior_Djjr escreveu:
13 Jul 2018, 12:54
Share your test model.
My test model is fine.
Here you go:
http://www.mediafire.com/file/bkysm71ba ... Cabrio.rar
http://www.mediafire.com/file/1bm176req ... Cabrio.rar

Shared the last two, cases where I also used class selection.
por Ndukong
13 Jul 2018, 11:06
Fórum: Scripts & Códigos
Tópico: [SA] VehFuncs
Respostas: 557
Exibições: 77960
Gênero:

VehFuncs

Hi, Junior. I can testify 100% that this mod is fucked up when used with IVF. I made a clean install with only silent's asi loader 1.3, IVF 2.1.1., vehfuncs 0.4 and grx.asi and my mods appeared with all extras on movable parts at once. Soon as I remove IVF, the model spawns perfectly. Maybe you should put this out as a request for other modders to check. 
por Ndukong
07 Jul 2018, 16:15
Fórum: Scripts & Códigos
Tópico: [SA] VehFuncs
Respostas: 557
Exibições: 77960
Gênero:

VehFuncs

Junior_Djjr escreveu:
06 Jul 2018, 16:32
Ndukong escreveu:
06 Jul 2018, 10:44
I don't think you would need it since the car spawned perfectly without ivf
But the mods need to be compatible with each other. 
So, you didn't find anything in the modloader log that could have been causing the crash?
por Ndukong
06 Jul 2018, 10:44
Fórum: Scripts & Códigos
Tópico: [SA] VehFuncs
Respostas: 557
Exibições: 77960
Gênero:

VehFuncs

Junior_Djjr escreveu:
Ndukong escreveu: Edit2: Eureka! It's IVF causing all those extras on moving parts to appear at once. Thanks for your model. I will work on mine again and try to spawn without IVF and see if all works.
Here it works like a charm. Someday I contacted DK22Pac saying about this possibility and what he said something that doesn't seem to cause incompatibility problems, but not sure.
We can probably now confirm that it really causes problems? However, works here, tested with these 2 versions, IVF inside modloader and VehFuncs outside.  
Hi, sorry for the late reply. Didn't have time to test until now. It's getting weird. IVF now crashes the game. Both versions, with version 2.0.2. crashing at ~50% loading and version 2.1.1. crashing at ~90%. Crashes occur with IVF both in game folder and in modloader. Vehfuncs is always in game folder for me. 
Here is the modloader crash log for v. 2.1.1 which I prefer:
SpoilerAbrir
========================== Mod Loader 0.3.7 ==========================

Game version: GTA SA 1.0 US
Loading basic config file modloader/.data/config.ini

Parsing command line
Loaded menu fxt for locale 1033

Looking for plugins...
Reading plugins.ini
Loading plugin module "gta3\std.asi.dll"
Plugin module "gta3\std.asi.dll" loaded as gta3.std.asi Jan 16 2018 17:44:17 by LINK/2012
Starting up plugin "gta3.std.asi"
CLEO library version 4031300 found at "CLEO.asi"
Loading plugin module "gta3\std.bank.dll"
Plugin module "gta3\std.bank.dll" loaded as gta3.std.bank Nov 12 2016 18:52:34 by LINK/2012
Starting up plugin "gta3.std.bank"
Loading plugin module "gta3\std.data.dll"
Plugin module "gta3\std.data.dll" loaded as gta3.std.data Nov 12 2016 18:52:35 by LINK/2012
Starting up plugin "gta3.std.data"
Loading plugin module "gta3\std.fx.dll"
Plugin module "gta3\std.fx.dll" loaded as gta3.std.fx Nov 12 2016 18:52:38 by LINK/2012
Starting up plugin "gta3.std.fx"
Loading plugin module "gta3\std.movies.dll"
Plugin module "gta3\std.movies.dll" loaded as gta3.std.movies Nov 12 2016 18:52:50 by LINK/2012
Starting up plugin "gta3.std.movies"
Loading plugin module "gta3\std.scm.dll"
Plugin module "gta3\std.scm.dll" loaded as gta3.std.scm Nov 12 2016 18:53:09 by LINK/2012
Starting up plugin "gta3.std.scm"
Loading plugin module "gta3\std.sprites.dll"
Plugin module "gta3\std.sprites.dll" loaded as gta3.std.sprites Nov 12 2016 18:53:10 by LINK/2012
Starting up plugin "gta3.std.sprites"
Loading plugin module "gta3\std.stream.dll"
Plugin module "gta3\std.stream.dll" loaded as gta3.std.stream Jan 16 2018 17:44:17 by LINK/2012
Starting up plugin "gta3.std.stream"
Loading plugin module "gta3\std.text.dll"
Plugin module "gta3\std.text.dll" loaded as gta3.std.text Nov 12 2016 18:52:34 by LINK/2012
Starting up plugin "gta3.std.text"
Loading plugin module "gta3\std.tracks.dll"
Plugin module "gta3\std.tracks.dll" loaded as gta3.std.tracks Nov 12 2016 18:52:33 by LINK/2012
Starting up plugin "gta3.std.tracks"
Reading profile named "Default" at "modloader.ini".
Using profile named "Default".
Using profile named "Default"


Scanning mods at "modloader\"...

Scanning files at "modloader\car spawner\"...
Found file [0x000000026A5C2565] "cleo\qvhs.cs" with handler "gta3.std.asi"

Scanning files at "modloader\cars\"...
Found file [0x00000104F72E1DB9] "Improved Elegy\elegy.dff" with handler "gta3.std.stream"
Found file [0x000002040D073175] "Improved Elegy\elegy.txd" with handler "gta3.std.stream"
Found file [0x0000020438A208CA] "Improved Elegy\elegy1.txd" with handler "gta3.std.stream"
Found file [0x00000204381C759D] "Improved Elegy\elegy2.txd" with handler "gta3.std.stream"
Found file [0x00000204D1629098] "Improved Elegy\elegy3.txd" with handler "gta3.std.stream"
Found file [0x00000204CE77AF9B] "Improved Elegy\elegy4.txd" with handler "gta3.std.stream"
Found file [0x00000104DDFCFA8D] "Improved Elegy\exh_a_l.dff" with handler "gta3.std.stream"
Found file [0x000001048970E47B] "Improved Elegy\exh_c_l.dff" with handler "gta3.std.stream"
Found file [0x0000010450F27BB5] "Improved Elegy\fbmp_a_l.dff" with handler "gta3.std.stream"
Found file [0x00000104C8B2E923] "Improved Elegy\fbmp_c_l.dff" with handler "gta3.std.stream"
Found file [0x0000010486B8DEE1] "Improved Elegy\rbmp_a_l.dff" with handler "gta3.std.stream"
Found file [0x00000104245D129F] "Improved Elegy\rbmp_c_l.dff" with handler "gta3.std.stream"
Found file [0x0000010495A42B0E] "Improved Elegy\rf_a_l.dff" with handler "gta3.std.stream"
Found file [0x00000104C42E0960] "Improved Elegy\rf_c_l.dff" with handler "gta3.std.stream"
Found file [0x000001042EA00848] "Improved Elegy\spl_a_l_b.dff" with handler "gta3.std.stream"
Found file [0x000001047E384822] "Improved Elegy\spl_c_l_b.dff" with handler "gta3.std.stream"
Found file [0x00000104C5FCC0DD] "Improved Elegy\wg_l_a_l.dff" with handler "gta3.std.stream"
Found file [0x000001043DBD2E4B] "Improved Elegy\wg_l_c_l.dff" with handler "gta3.std.stream"
Found file [0x000001043222E5E3] "Improved Elegy\wg_r_a_l.dff" with handler "gta3.std.stream"
Found file [0x000001046424A475] "Improved Elegy\wg_r_c_l.dff" with handler "gta3.std.stream"
Found file [0x000001045B5141C2] "Ubermacht Sentinel Cabrio\buffalo.DFF" with handler "gta3.std.stream"
Found file [0x0000020461785AE2] "Ubermacht Sentinel Cabrio\buffalo.txd" with handler "gta3.std.stream"
Found file [0xFFFFFFFFFFFFFFFF] "Ubermacht Sentinel Cabrio\readme.txt" with handler "<none>"

Scanning files at "modloader\junior mods\"...
Found file [0x000000020258912B] "cleo\Mix Sets (Junior_Djjr).cs" with handler "gta3.std.asi"
No handler or callme for file "cleo\Mix Sets.ini"

Scanning files at "modloader\lua fuel stations\"...
Found file [0x00000104AE1FB367] "models\gun_dildo1.dff" with handler "gta3.std.stream"
Found file [0x00000204984832AB] "models\gun_dildo1.txd" with handler "gta3.std.stream"

Scanning files at "modloader\mkkj mods\"...
Found file [0x00000001042D8A32] "cleo\cleo_text\MKKJ Minor Feats.fxt" with handler "gta3.std.text"
Found file [0x00000001B564CFE3] "cleo\cleo_text\SpecialAdrenaline.fxt" with handler "gta3.std.text"
Found file [0x00000002AFE845CA] "cleo\MedicalKitMod.cs" with handler "gta3.std.asi"
No handler or callme for file "cleo\MKKJconfig.ini"
Found file [0x00000002F45C335E] "cleo\MKKJ_TimeLength.cs" with handler "gta3.std.asi"
No handler or callme for file "cleo\SpecialAdrenaline.ini"
Found file [0x0000000243C8714B] "cleo\SpecialAdrenaline_Main.cs" with handler "gta3.std.asi"
Found file [0x00000002239CCE51] "cleo\SpecialAdrenaline_Op.cs" with handler "gta3.std.asi"
Found file [0x00000204353744E5] "models\gta3.img\aidkit.txd" with handler "gta3.std.stream"
Found file [0x00000104A4DF402B] "models\gta3.img\gun_vibe1.dff" with handler "gta3.std.stream"
Found file [0x000002048707B3E7] "models\gta3.img\gun_vibe1.txd" with handler "gta3.std.stream"
Found file [0x000001045709F539] "models\gta3.img\health.dff" with handler "gta3.std.stream"
Found file [0x0000020453C377C0] "models\gta3.img\icons5.txd" with handler "gta3.std.stream"

Updating mods for "modloader\"...
Updating state for "modloader\cars\"...
Installing file "modloader\cars\improved elegy\elegy.dff"
Installing file "modloader\cars\improved elegy\elegy.txd"
Installing file "modloader\cars\improved elegy\elegy1.txd"
Installing file "modloader\cars\improved elegy\elegy2.txd"
Installing file "modloader\cars\improved elegy\elegy3.txd"
Installing file "modloader\cars\improved elegy\elegy4.txd"
Installing file "modloader\cars\improved elegy\exh_a_l.dff"
Installing file "modloader\cars\improved elegy\exh_c_l.dff"
Installing file "modloader\cars\improved elegy\fbmp_a_l.dff"
Installing file "modloader\cars\improved elegy\fbmp_c_l.dff"
Installing file "modloader\cars\improved elegy\rbmp_a_l.dff"
Installing file "modloader\cars\improved elegy\rbmp_c_l.dff"
Installing file "modloader\cars\improved elegy\rf_a_l.dff"
Installing file "modloader\cars\improved elegy\rf_c_l.dff"
Installing file "modloader\cars\improved elegy\spl_a_l_b.dff"
Installing file "modloader\cars\improved elegy\spl_c_l_b.dff"
Installing file "modloader\cars\improved elegy\wg_l_a_l.dff"
Installing file "modloader\cars\improved elegy\wg_l_c_l.dff"
Installing file "modloader\cars\improved elegy\wg_r_a_l.dff"
Installing file "modloader\cars\improved elegy\wg_r_c_l.dff"
Installing file "modloader\cars\ubermacht sentinel cabrio\buffalo.dff"
Installing file "modloader\cars\ubermacht sentinel cabrio\buffalo.txd"
Installing file "modloader\cars\ubermacht sentinel cabrio\readme.txt"
Updating state for "modloader\mkkj mods\"...
Installing file "modloader\mkkj mods\cleo\cleo_text\mkkj minor feats.fxt"
Installing file "modloader\mkkj mods\cleo\cleo_text\specialadrenaline.fxt"
Installing file "modloader\mkkj mods\cleo\medicalkitmod.cs"
Installing file "modloader\mkkj mods\cleo\mkkj_timelength.cs"
Installing file "modloader\mkkj mods\cleo\specialadrenaline_main.cs"
Installing file "modloader\mkkj mods\cleo\specialadrenaline_op.cs"
Installing file "modloader\mkkj mods\models\gta3.img\aidkit.txd"
Installing file "modloader\mkkj mods\models\gta3.img\gun_vibe1.dff"
Installing file "modloader\mkkj mods\models\gta3.img\gun_vibe1.txd"
Installing file "modloader\mkkj mods\models\gta3.img\health.dff"
Installing file "modloader\mkkj mods\models\gta3.img\icons5.txd"
Updating state for "modloader\car spawner\"...
Installing file "modloader\car spawner\cleo\qvhs.cs"
Updating state for "modloader\junior mods\"...
Installing file "modloader\junior mods\cleo\mix sets (junior_djjr).cs"
Updating state for "modloader\lua fuel stations\"...
Installing file "modloader\lua fuel stations\models\gun_dildo1.dff"
Installing file "modloader\lua fuel stations\models\gun_dildo1.txd"
Updating gta3.std.data state...
Parsing cached readme data for "modloader\cars\ubermacht sentinel cabrio\readme.txt"
Found cached vehicle colours line for 'modloader\cars\ubermacht sentinel cabrio\readme.txt':1
Done updating gta3.std.data state.
Starting up filesystem watcher...

Mod Loader has started up!

Opening file for streaming "MODELS\GTA3.IMG"
Loading default font values "DATA\FONTS.DAT"
Loading default vehicles handling "HANDLING.CFG"
Loading default surface adhesion limits "data\surface.dat"
Loading default surface infos "data\surfinfo.dat"
Loading default surface audio infos "data\surfaud.dat"
Loading default ped stats "DATA\PEDSTATS.DAT"
Loading default decision maker "RANDOM.ped"
Loading default decision maker "m_norm.ped"
Loading default decision maker "m_plyr.ped"
Loading default decision maker "RANDOM.grp"
Loading default decision maker "MISSION.grp"
Loading default decision maker "GangMbr.ped"
Loading default decision maker "Cop.ped"
Loading default decision maker "R_Norm.ped"
Loading default decision maker "R_Tough.ped"
Loading default decision maker "R_Weak.ped"
Loading default decision maker "Fireman.ped"
Loading default decision maker "m_empty.ped"
Loading default decision maker "Indoors.ped"
Loading default decision maker "RANDOM.grp"
Loading default decision maker "RANDOM2.grp"
Loading default time cycle properties "TIMECYC.DAT"
Loading default population cycle properties "POPCYCLE.DAT"
Loading default plants surface properties "PLANTS.DAT"
Loading default anim association "DATA\ANIMGRP.DAT"
Opening file for streaming "MODELS\GTA3.IMG"
Opening file for streaming "MODELS\GTA_INT.IMG"
Loading default stream config "stream.ini"
Loading default fighting data "DATA\melee.dat"
Preloading level file "DATA\DEFAULT.DAT"
Loading default level file "DATA\DEFAULT.DAT"
Preloading level file "DATA\GTA.DAT"
Loading default level file "DATA\GTA.DAT"
Loading preloaded level entries...
Opening file for streaming "data\paths\carrec.img"
Opening file for streaming "data\script\script.img"
Opening file for streaming "models\cutscene.img"
Loading default object types "data\default.ide"
Loading default object types "data\vehicles.ide"
Loading default object types "data\peds.ide"
Loading default object types "data\maps\generic\vegepart.ide"
Loading default object types "data\maps\generic\barriers.ide"
Loading default object types "data\maps\generic\dynamic.ide"
Loading default object types "data\maps\generic\dynamic2.ide"
Loading default object types "data\maps\generic\multiobj.ide"
Loading default object types "data\maps\generic\procobj.ide"
Loading default object types "data\maps\la\lan.ide"
Loading default object types "data\maps\la\lan2.ide"
Loading default object types "data\maps\la\las.ide"
Loading default object types "data\maps\la\las2.ide"
Loading default object types "data\maps\la\lae.ide"
Loading default object types "data\maps\la\lae2.ide"
Loading default object types "data\maps\la\law2.ide"
Loading default object types "data\maps\la\law.ide"
Loading default object types "data\maps\la\lawn.ide"
Loading default object types "data\maps\la\lahills.ide"
Loading default object types "data\maps\la\laxref.ide"
Loading default object types "data\maps\sf\sfn.ide"
Loading default object types "data\maps\sf\sfs.ide"
Loading default object types "data\maps\sf\sfse.ide"
Loading default object types "data\maps\sf\sfe.ide"
Loading default object types "data\maps\sf\sfw.ide"
Loading default object types "data\maps\sf\sfxref.ide"
Loading default object types "data\maps\vegas\vegasn.ide"
Loading default object types "data\maps\vegas\vegass.ide"
Loading default object types "data\maps\vegas\vegase.ide"
Loading default object types "data\maps\vegas\vegasw.ide"
Loading default object types "data\maps\vegas\vegaxref.ide"
Loading default object types "data\maps\country\countryn.ide"
Loading default object types "data\maps\country\countn2.ide"
Loading default object types "data\maps\country\countrys.ide"
Loading default object types "data\maps\country\countrye.ide"
Loading default object types "data\maps\country\countryw.ide"
Loading default object types "data\maps\country\counxref.ide"
Loading default object types "data\maps\interior\int_la.ide"
Loading default object types "data\maps\interior\int_sf.ide"
Loading default object types "data\maps\interior\int_veg.ide"
Loading default object types "data\maps\interior\int_cont.ide"
Loading default object types "data\maps\leveldes\levelmap.ide"
Loading default object types "data\maps\leveldes\levelxre.ide"
Loading default object types "data\maps\interior\gen_int1.ide"
Loading default object types "data\maps\interior\gen_int2.ide"
Loading default object types "data\maps\interior\gen_intb.ide"
Loading default object types "data\maps\interior\gen_int3.ide"
Loading default object types "data\maps\interior\gen_int4.ide"
Loading default object types "data\maps\interior\gen_int5.ide"
Loading default object types "data\maps\interior\savehous.ide"
Loading default object types "data\maps\interior\stadint.ide"
Loading default object types "data\maps\leveldes\seabed.ide"
Loading default object types "data\maps\interior\props.ide"
Loading default object types "data\maps\interior\props2.ide"
Loading default object types "data\maps\interior\propext.ide"
Loading default object types "data\maps\veh_mods\veh_mods.ide"
Loading default object types "data\txdcut.ide"
Loading default object data "DATA\OBJECT.DAT"
Loading custom vehicle colours "C:\Users\Ndukong\AppData\Local\modloader\10fb6f369b\gta3.std.data\0\carcols.dat"
Loading default vehicle upgrades "DATA\CARMODS.DAT"
Initializing the streaming...
Loading abstract cd directory...
Importing model file for index 23599 at "modloader\mkkj mods\models\gta3.img\aidkit.txd"
Importing model file for index 402 at "modloader\cars\ubermacht sentinel cabrio\buffalo.dff"
Importing model file for index 20070 at "modloader\cars\ubermacht sentinel cabrio\buffalo.txd"
Importing model file for index 562 at "modloader\cars\improved elegy\elegy.dff"
Importing model file for index 20230 at "modloader\cars\improved elegy\elegy.txd"
Importing model file for index 23269 at "modloader\cars\improved elegy\elegy1.txd"
Importing model file for index 23270 at "modloader\cars\improved elegy\elegy2.txd"
Importing model file for index 23271 at "modloader\cars\improved elegy\elegy3.txd"
Importing model file for index 23600 at "modloader\cars\improved elegy\elegy4.txd"
Importing model file for index 1034 at "modloader\cars\improved elegy\exh_a_l.dff"
Importing model file for index 1037 at "modloader\cars\improved elegy\exh_c_l.dff"
Importing model file for index 1171 at "modloader\cars\improved elegy\fbmp_a_l.dff"
Importing model file for index 1172 at "modloader\cars\improved elegy\fbmp_c_l.dff"
Importing model file for index 321 at "modloader\lua fuel stations\models\gun_dildo1.dff"
Importing model file for index 20016 at "modloader\lua fuel stations\models\gun_dildo1.txd"
Importing model file for index 323 at "modloader\mkkj mods\models\gta3.img\gun_vibe1.dff"
Importing model file for index 20018 at "modloader\mkkj mods\models\gta3.img\gun_vibe1.txd"
Importing model file for index 1240 at "modloader\mkkj mods\models\gta3.img\health.dff"
Importing model file for index 20608 at "modloader\mkkj mods\models\gta3.img\icons5.txd"
Importing model file for index 1149 at "modloader\cars\improved elegy\rbmp_a_l.dff"
Importing model file for index 1148 at "modloader\cars\improved elegy\rbmp_c_l.dff"
Importing model file for index 1038 at "modloader\cars\improved elegy\rf_a_l.dff"
Importing model file for index 1035 at "modloader\cars\improved elegy\rf_c_l.dff"
Importing model file for index 1147 at "modloader\cars\improved elegy\spl_a_l_b.dff"
Importing model file for index 1146 at "modloader\cars\improved elegy\spl_c_l_b.dff"
Importing model file for index 1036 at "modloader\cars\improved elegy\wg_l_a_l.dff"
Importing model file for index 1039 at "modloader\cars\improved elegy\wg_l_c_l.dff"
Importing model file for index 1040 at "modloader\cars\improved elegy\wg_r_a_l.dff"
Importing model file for index 1041 at "modloader\cars\improved elegy\wg_r_c_l.dff"
Abstract cd directory has been loaded.
Loading default scene "data\map.zon"
Loading default scene "data\info.zon"
Loading default scene "data\maps\la\lan.ipl"
Loading default scene "data\maps\la\lan2.ipl"
Loading default scene "data\maps\la\las.ipl"
Loading default scene "data\maps\la\las2.ipl"
Loading default scene "data\maps\la\lae.ipl"
Loading default scene "data\maps\la\lae2.ipl"
Loading default scene "data\maps\la\law.ipl"
Loading default scene "data\maps\la\lawn.ipl"
Loading default scene "data\maps\la\law2.ipl"
Loading default scene "data\maps\la\lahills.ipl"
Loading default scene "data\maps\sf\sfn.ipl"
Loading default scene "data\maps\sf\sfs.ipl"
Loading default scene "data\maps\sf\sfse.ipl"
Loading default scene "data\maps\sf\sfe.ipl"
Loading default scene "data\maps\sf\sfw.ipl"
Loading default scene "data\maps\vegas\vegasn.ipl"
Loading default scene "data\maps\vegas\vegass.ipl"
Loading default scene "data\maps\vegas\vegase.ipl"
Loading default scene "data\maps\vegas\vegasw.ipl"
Loading default scene "data\maps\country\countryn.ipl"
Loading default scene "data\maps\country\countn2.ipl"
Loading default scene "data\maps\country\countrys.ipl"
Loading default scene "data\maps\country\countrye.ipl"
Loading default scene "data\maps\country\countryw.ipl"
Loading default scene "data\maps\interior\int_la.ipl"
Loading default scene "data\maps\interior\int_sf.ipl"
Loading default scene "data\maps\interior\int_veg.ipl"
Loading default scene "data\maps\interior\int_cont.ipl"
Loading default scene "data\maps\interior\gen_int1.ipl"
Loading default scene "data\maps\interior\gen_int2.ipl"
Loading default scene "data\maps\interior\gen_intb.ipl"
Loading default scene "data\maps\interior\gen_int3.ipl"
Loading default scene "data\maps\interior\gen_int4.ipl"
Loading default scene "data\maps\interior\gen_int5.ipl"
Loading default scene "data\maps\interior\stadint.ipl"
Loading default scene "data\maps\interior\savehous.ipl"
Loading default scene "data\maps\leveldes\levelmap.ipl"
Loading default scene "data\maps\leveldes\seabed.ipl"
Loading default scene "data\maps\paths.ipl"
Loading default scene "data\maps\paths2.ipl"
Loading default scene "data\maps\paths3.ipl"
Loading default scene "data\maps\paths4.ipl"
Loading default scene "data\maps\paths5.ipl"
Loading default scene "data\maps\cull.ipl"
Loading default scene "data\maps\tunnels.ipl"
Loading default scene "data\maps\occlusf.ipl"
Loading default scene "data\maps\occluveg.ipl"
Loading default scene "data\maps\occlula.ipl"
Loading default scene "data\maps\occluint.ipl"
Loading default scene "data\maps\audiozon.ipl"
Loading default train track "data\paths\tracks.dat"
Loading default train track "data\paths\tracks3.dat"
Loading default train track "data\paths\tracks2.dat"
Loading default train track "data\paths\tracks4.dat"
Opening file for streaming "MODELS\PLAYER.IMG"
Loading default clothes rules "DATA\CLOTHES.DAT"
Loading default water level "DATA\water.dat"



Game version: GTA SA 1.0 US
Unhandled exception at 0x6D443EF8 in ImVehFt.asi (+0x3ef8): 0xC0000005: Access violation reading location 0x099C4000.
    Register dump:
        EAX: 0x099C4000  EBX: 0x0E01FE00  ECX: 0x00000000  EDX: 0x0028F264  
        EDI: 0x00000040  ESI: 0x0E01FE00  EBP: 0x00000001  EIP: 0x6D443EF8  
        ESP: 0x0028F250  EFL: 0x00010246  CS: 0x00000023   SS: 0x0000002B   
        GS: 0x0000002B   FS: 0x00000053   ES: 0x0000002B   DS: 0x0000002B   
        
    Stack dump:
        0x0028F250:  0028F354 0028F288 0028F300 0028F354 00000003 00000000
        0x0028F268:  00000080 00000400 6D443F72 0028F354 04AAE140 00000000
        0x0028F280:  0B98D830 0B98D830 006FE060 006FDF15 0028F354 04AAE140
        0x0028F298:  00000000 0B98D830 0B961C18 0B961C18 0028F354 006FE03D
        0x0028F2B0:  0028F354 000000FF 0B961C18 0B8829FC 006FE09E 0B961C18
        0x0028F2C8:  0028F354 000000FF 0B9DF940 00000005 0074C7B7 0B961C18
        0x0028F2E0:  0028F354 0B9881A8 0B966C04 006FE0D0 0028F354 006FE0E8
        0x0028F2F8:  00000016 006FE060 0028F354 0B966BB8 00749B93 0B966C04
        0x0028F310:  0028F354 0B9881A0 00B44874 00000254 00002E01 006FE117
        0x0028F328:  0B9881A0 006FE0D0 0028F354 004C94A3 0B9881A0 0028F354
        base: 0x00090000   top: 0x0028F250   bottom: 0x00290000
        
    Backtrace (may be wrong):
        =>0x6D443EF8 in ImVehFt.asi (+0x3ef8) (0x0028F26C) 
          0x6D443F72 in ImVehFt.asi (+0x3f72) (0x0028F288) 
          0x006FDF15 in gta_sa.exe (+0x2fdf15) (0x0028F2A8) 
          0x006FE03D in gta_sa.exe (+0x2fe03d) (0x0028F35C) 
          0x004C9665 in gta_sa.exe (+0xc9665) (0x0028F36C) 
          0x0083BC6B in gta_sa.exe (+0x43bc6b) (0x0028F490) 
          0x68FB2625 IsIndieHandling+0xf7a5 in VehFuncs.asi (+0x32625) (0x0028F4E0) 
          0x68FADFFB IsIndieHandling+0xb17b in VehFuncs.asi (+0x2dffb) (0x0028F504) 
          0x68FACE1E IsIndieHandling+0x9f9e in VehFuncs.asi (+0x2ce1e) (0x0028F600) 
          0x63CFF54A in std.data.dll (+0x20f54a) (0x0028F648) 
          0x63D0829F in std.data.dll (+0x21829f) (0x0028F6A0) 
          0x63D03E93 in std.data.dll (+0x213e93) (0x0028F6B8) 
          0x63CFF49C in std.data.dll (+0x20f49c) (0x0028F700) 
          0x63D0826F in std.data.dll (+0x21826f) (0x0028F758) 
          0x63D094CE in std.data.dll (+0x2194ce) (0x0028F8A0) 
          0x6D44E26F in ImVehFt.asi (+0xe26f) (0x0028F9A0) 
          0x6D2DB83B in modloader.asi (+0x1b83b) (0x0028F9F4) 
          0x6D2DFBBB in modloader.asi (+0x1fbbb) (0x0028FA44) 
          0x6D2E07BB in modloader.asi (+0x207bb) (0x0028FBD0) 
        
    


Shutting down Mod Loader...
Shutting down filesystem watcher...
Shutting down menu...
Unloading plugin "gta3.std.fx"
Unloading plugin "gta3.std.asi"
Unloading plugin "gta3.std.bank"
Unloading plugin "gta3.std.data"
Unloading plugin "gta3.std.movies"
Unloading plugin "gta3.std.scm"
Unloading plugin "gta3.std.text"
Unloading plugin "gta3.std.tracks"
Unloading plugin "gta3.std.sprites"
Unloading plugin "gta3.std.stream"
Mod Loader has been shutdown.

And here is the vehfuncs log though I don't think you would need it since the car spawned perfectly without ivf):
SpoilerAbrir
Core: Initializing 
Handling: Vanilla handling pointer: 00C2B9DC 224 00C37D30 
Core: Applying CollapseFramesCB Patch 
Core: Applying Hitch Patch 
Core: Started 
RecursiveExtras: Found 'f_class' 
RecursiveExtras: Class inserted: cabrio
RecursiveExtras: Jumping class nodes 
RecursiveExtras: Found 'f_extras' 
RecursiveExtras: Classes: cabrio 
RecursiveExtras: Starting 'ProcessExtraRecursive' 
RecursiveExtras: Processing node: 'f_extras:3'
RecursiveExtras: Childs found: 3
RecursiveExtras: Select variations: 3
RecursiveExtras: Starting new node 
RecursiveExtras: Processing node: 'exhausts:1'
RecursiveExtras: Childs found: 4
RecursiveExtras: Select variations: 1
RecursiveExtras: Starting new node 
RecursiveExtras: Processing node: 'exhaust4'
RecursiveExtras: Node has no child 
RecursiveExtras: Starting new node 
RecursiveExtras: Processing node: 'body_extras[coupe]:0'
RecursiveExtras: Childs found: 3
RecursiveExtras: Select variations: 0
RecursiveExtras: Starting new node 
RecursiveExtras: Processing node: 'skirt'
RecursiveExtras: Node has no child 
RecursiveExtras: Starting new node 
RecursiveExtras: Processing node: 'difference:1'
RecursiveExtras: Childs found: 2
RecursiveExtras: Class childs found: 1
RecursiveExtras: Select variations: 1
RecursiveExtras: Starting new node (class match) 
RecursiveExtras: Processing node: 'boot2[cabrio]'
RecursiveExtras: Node has no child 
RecursiveExtras: End 'ProcessExtraRecursive' 
RecursiveExtras: Found 'f_extras' 
RecursiveExtras: Classes: cabrio 
RecursiveExtras: Starting 'ProcessExtraRecursive' 
RecursiveExtras: Processing node: 'f_extras:1'
RecursiveExtras: Childs found: 2
RecursiveExtras: Class childs found: 1
RecursiveExtras: Select variations: 1
RecursiveExtras: Starting new node (class match) 
RecursiveExtras: Processing node: 'no_window[cabrio]:1'
RecursiveExtras: Childs found: 1
RecursiveExtras: Select variations: 1
RecursiveExtras: Starting new node 
RecursiveExtras: Processing node: 'no_window_lf'
RecursiveExtras: Node has no child 
RecursiveExtras: End 'ProcessExtraRecursive' 
RecursiveExtras: Found 'f_extras' 
RecursiveExtras: Classes: cabrio 
RecursiveExtras: Starting 'ProcessExtraRecursive' 
RecursiveExtras: Processing node: 'f_extras:1'
RecursiveExtras: Childs found: 2
RecursiveExtras: Select variations: 1
RecursiveExtras: Starting new node 
RecursiveExtras: Processing node: 'intercooler1'
RecursiveExtras: Node has no child 
RecursiveExtras: End 'ProcessExtraRecursive' 
RecursiveExtras: Found 'f_extras' 
RecursiveExtras: Classes: cabrio 
RecursiveExtras: Starting 'ProcessExtraRecursive' 
RecursiveExtras: Processing node: 'f_extras:1'
RecursiveExtras: Childs found: 2
RecursiveExtras: Select variations: 1
RecursiveExtras: Starting new node 
RecursiveExtras: Processing node: 'hood2'
RecursiveExtras: Node has no child 
RecursiveExtras: End 'ProcessExtraRecursive' 
RecursiveExtras: Found 'f_extras' 
RecursiveExtras: Classes: cabrio 
RecursiveExtras: Starting 'ProcessExtraRecursive' 
RecursiveExtras: Processing node: 'f_extras:1'
RecursiveExtras: Childs found: 2
RecursiveExtras: Class childs found: 1
RecursiveExtras: Select variations: 1
RecursiveExtras: Starting new node (class match) 
RecursiveExtras: Processing node: 'no_window[cabrio]:1'
RecursiveExtras: Childs found: 1
RecursiveExtras: Select variations: 1
RecursiveExtras: Starting new node 
RecursiveExtras: Processing node: 'no_window_rf'
RecursiveExtras: Node has no child 
RecursiveExtras: End 'ProcessExtraRecursive' 
RecursiveExtras: Found 'f_extras' 
RecursiveExtras: Classes: cabrio 
RecursiveExtras: Starting 'ProcessExtraRecursive' 
RecursiveExtras: Processing node: 'f_extras:0'
RecursiveExtras: Childs found: 4
RecursiveExtras: Select variations: 0
RecursiveExtras: Starting new node 
RecursiveExtras: Processing node: 'wing3'
RecursiveExtras: Node has no child 
RecursiveExtras: End 'ProcessExtraRecursive' 
RecursiveExtras: Found 'f_extras' 
RecursiveExtras: Classes: cabrio 
RecursiveExtras: Starting 'ProcessExtraRecursive' 
RecursiveExtras: Processing node: 'f_extras:0'
RecursiveExtras: Childs found: 1
RecursiveExtras: Select variations: 0
RecursiveExtras: Starting new node 
RecursiveExtras: Processing node: 'rbump_carbon'
RecursiveExtras: Node has no child 
RecursiveExtras: End 'ProcessExtraRecursive' 
RecursiveExtras: Found 'f_class' 
RecursiveExtras: Class inserted: cabrio
RecursiveExtras: Jumping class nodes 
RecursiveExtras: Found 'f_extras' 
RecursiveExtras: Classes: cabrio 
RecursiveExtras: Starting 'ProcessExtraRecursive' 
RecursiveExtras: Processing node: 'f_extras:3'
RecursiveExtras: Childs found: 3
RecursiveExtras: Select variations: 3
RecursiveExtras: Starting new node 
RecursiveExtras: Processing node: 'body_extras[coupe]:0'
RecursiveExtras: Childs found: 3
RecursiveExtras: Select variations: 0
RecursiveExtras: Starting new node 
RecursiveExtras: Processing node: 'skirt'
RecursiveExtras: Node has no child 
RecursiveExtras: Starting new node 
RecursiveExtras: Processing node: 'exhausts:1'
RecursiveExtras: Childs found: 4
RecursiveExtras: Select variations: 1
RecursiveExtras: Starting new node 
RecursiveExtras: Processing node: 'exhaust1'
RecursiveExtras: Node has no child 
RecursiveExtras: Starting new node 
RecursiveExtras: Processing node: 'difference:1'
RecursiveExtras: Childs found: 2
RecursiveExtras: Class childs found: 1
RecursiveExtras: Select variations: 1
RecursiveExtras: Starting new node (class match) 
RecursiveExtras: Processing node: 'boot2[cabrio]'
RecursiveExtras: Node has no child 
RecursiveExtras: End 'ProcessExtraRecursive' 
RecursiveExtras: Found 'f_extras' 
RecursiveExtras: Classes: cabrio 
RecursiveExtras: Starting 'ProcessExtraRecursive' 
RecursiveExtras: Processing node: 'f_extras:1'
RecursiveExtras: Childs found: 2
RecursiveExtras: Class childs found: 1
RecursiveExtras: Select variations: 1
RecursiveExtras: Starting new node (class match) 
RecursiveExtras: Processing node: 'no_window[cabrio]:1'
RecursiveExtras: Childs found: 1
RecursiveExtras: Select variations: 1
RecursiveExtras: Starting new node 
RecursiveExtras: Processing node: 'no_window_lf'
RecursiveExtras: Node has no child 
RecursiveExtras: End 'ProcessExtraRecursive' 
RecursiveExtras: Found 'f_extras' 
RecursiveExtras: Classes: cabrio 
RecursiveExtras: Starting 'ProcessExtraRecursive' 
RecursiveExtras: Processing node: 'f_extras:1'
RecursiveExtras: Childs found: 2
RecursiveExtras: Select variations: 1
RecursiveExtras: Starting new node 
RecursiveExtras: Processing node: 'intercooler2'
RecursiveExtras: Node has no child 
RecursiveExtras: End 'ProcessExtraRecursive' 
RecursiveExtras: Found 'f_extras' 
RecursiveExtras: Classes: cabrio 
RecursiveExtras: Starting 'ProcessExtraRecursive' 
RecursiveExtras: Processing node: 'f_extras:1'
RecursiveExtras: Childs found: 2
RecursiveExtras: Select variations: 1
RecursiveExtras: Starting new node 
RecursiveExtras: Processing node: 'hood2'
RecursiveExtras: Node has no child 
RecursiveExtras: End 'ProcessExtraRecursive' 
RecursiveExtras: Found 'f_extras' 
RecursiveExtras: Classes: cabrio 
RecursiveExtras: Starting 'ProcessExtraRecursive' 
RecursiveExtras: Processing node: 'f_extras:1'
RecursiveExtras: Childs found: 2
RecursiveExtras: Class childs found: 1
RecursiveExtras: Select variations: 1
RecursiveExtras: Starting new node (class match) 
RecursiveExtras: Processing node: 'no_window[cabrio]:1'
RecursiveExtras: Childs found: 1
RecursiveExtras: Select variations: 1
RecursiveExtras: Starting new node 
RecursiveExtras: Processing node: 'no_window_rf'
RecursiveExtras: Node has no child 
RecursiveExtras: End 'ProcessExtraRecursive' 
RecursiveExtras: Found 'f_extras' 
RecursiveExtras: Classes: cabrio 
RecursiveExtras: Starting 'ProcessExtraRecursive' 
RecursiveExtras: Processing node: 'f_extras:0'
RecursiveExtras: Childs found: 4
RecursiveExtras: Select variations: 0
RecursiveExtras: Starting new node 
RecursiveExtras: Processing node: 'wing3'
RecursiveExtras: Node has no child 
RecursiveExtras: End 'ProcessExtraRecursive' 
RecursiveExtras: Found 'f_extras' 
RecursiveExtras: Classes: cabrio 
RecursiveExtras: Starting 'ProcessExtraRecursive' 
RecursiveExtras: Processing node: 'f_extras:0'
RecursiveExtras: Childs found: 1
RecursiveExtras: Select variations: 0
RecursiveExtras: End 'ProcessExtraRecursive' 
RecursiveExtras: Found 'f_class' 
RecursiveExtras: Class inserted: cabrio
RecursiveExtras: Jumping class nodes 
RecursiveExtras: Found 'f_extras' 
RecursiveExtras: Classes: cabrio 
RecursiveExtras: Starting 'ProcessExtraRecursive' 
RecursiveExtras: Processing node: 'f_extras:3'
RecursiveExtras: Childs found: 3
RecursiveExtras: Select variations: 3
RecursiveExtras: Starting new node 
RecursiveExtras: Processing node: 'difference:1'
RecursiveExtras: Childs found: 2
RecursiveExtras: Class childs found: 1
RecursiveExtras: Select variations: 1
RecursiveExtras: Starting new node (class match) 
RecursiveExtras: Processing node: 'boot2[cabrio]'
RecursiveExtras: Node has no child 
RecursiveExtras: Starting new node 
RecursiveExtras: Processing node: 'body_extras[coupe]:0'
RecursiveExtras: Childs found: 3
RecursiveExtras: Select variations: 0
RecursiveExtras: Starting new node 
RecursiveExtras: Processing node: 'suncover'
RecursiveExtras: Node has no child 
RecursiveExtras: Starting new node 
RecursiveExtras: Processing node: 'exhausts:1'
RecursiveExtras: Childs found: 4
RecursiveExtras: Select variations: 1
RecursiveExtras: Starting new node 
RecursiveExtras: Processing node: 'exhaust3'
RecursiveExtras: Node has no child 
RecursiveExtras: End 'ProcessExtraRecursive' 
RecursiveExtras: Found 'f_extras' 
RecursiveExtras: Classes: cabrio 
RecursiveExtras: Starting 'ProcessExtraRecursive' 
RecursiveExtras: Processing node: 'f_extras:1'
RecursiveExtras: Childs found: 2
RecursiveExtras: Class childs found: 1
RecursiveExtras: Select variations: 1
RecursiveExtras: Starting new node (class match) 
RecursiveExtras: Processing node: 'no_window[cabrio]:1'
RecursiveExtras: Childs found: 1
RecursiveExtras: Select variations: 1
RecursiveExtras: Starting new node 
RecursiveExtras: Processing node: 'no_window_lf'
RecursiveExtras: Node has no child 
RecursiveExtras: End 'ProcessExtraRecursive' 
RecursiveExtras: Found 'f_extras' 
RecursiveExtras: Classes: cabrio 
RecursiveExtras: Starting 'ProcessExtraRecursive' 
RecursiveExtras: Processing node: 'f_extras:1'
RecursiveExtras: Childs found: 2
RecursiveExtras: Select variations: 1
RecursiveExtras: Starting new node 
RecursiveExtras: Processing node: 'intercooler2'
RecursiveExtras: Node has no child 
RecursiveExtras: End 'ProcessExtraRecursive' 
RecursiveExtras: Found 'f_extras' 
RecursiveExtras: Classes: cabrio 
RecursiveExtras: Starting 'ProcessExtraRecursive' 
RecursiveExtras: Processing node: 'f_extras:1'
RecursiveExtras: Childs found: 2
RecursiveExtras: Select variations: 1
RecursiveExtras: Starting new node 
RecursiveExtras: Processing node: 'hood2'
RecursiveExtras: Node has no child 
RecursiveExtras: End 'ProcessExtraRecursive' 
RecursiveExtras: Found 'f_extras' 
RecursiveExtras: Classes: cabrio 
RecursiveExtras: Starting 'ProcessExtraRecursive' 
RecursiveExtras: Processing node: 'f_extras:1'
RecursiveExtras: Childs found: 2
RecursiveExtras: Class childs found: 1
RecursiveExtras: Select variations: 1
RecursiveExtras: Starting new node (class match) 
RecursiveExtras: Processing node: 'no_window[cabrio]:1'
RecursiveExtras: Childs found: 1
RecursiveExtras: Select variations: 1
RecursiveExtras: Starting new node 
RecursiveExtras: Processing node: 'no_window_rf'
RecursiveExtras: Node has no child 
RecursiveExtras: End 'ProcessExtraRecursive' 
RecursiveExtras: Found 'f_extras' 
RecursiveExtras: Classes: cabrio 
RecursiveExtras: Starting 'ProcessExtraRecursive' 
RecursiveExtras: Processing node: 'f_extras:0'
RecursiveExtras: Childs found: 4
RecursiveExtras: Select variations: 0
RecursiveExtras: Starting new node 
RecursiveExtras: Processing node: 'wing2'
RecursiveExtras: Node has no child 
RecursiveExtras: End 'ProcessExtraRecursive' 
RecursiveExtras: Found 'f_extras' 
RecursiveExtras: Classes: cabrio 
RecursiveExtras: Starting 'ProcessExtraRecursive' 
RecursiveExtras: Processing node: 'f_extras:0'
RecursiveExtras: Childs found: 1
RecursiveExtras: Select variations: 0
RecursiveExtras: End 'ProcessExtraRecurs
[\spoiler]
por Ndukong
05 Jul 2018, 21:15
Fórum: Scripts & Códigos
Tópico: [SA] VehFuncs
Respostas: 557
Exibições: 77960
Gênero:

VehFuncs

Michtogino escreveu:
Ndukong escreveu: Hi, Junior. I just wanted to suggest that if you have the time, please, create (or convert another car model) which uses class selection and most of the characteristics (maybe something like a convertible) as the tractor is limited. Try as hard as I can, I can't get recursive extras to work on movable parts as they all appear at once. Also, when I use f_wheel_1111 to add wheels, it crashes the game. If I use exhaust_dexh=1, no exhaust smoke is used on the car. I just wanted to see your own example so that I can know exactly what I do wrong. Extras on chassis work perfectly though, but I simply don't understand how to use class selection.
look at this model that I did

right here 
Thanks, Mich. I am checking out the model right now.
Edit: OK, I downloaded the mod, streamed the video from the link in the readme file and saw how the car spawned perfectly on your PC. However, when I installed the car and tried spawning, every time it appears with all the spoilers, all the hoods, all the bumpers and windows are always present as well (even in convertible). I guess there is one other mod that causes vehfuncs not to apply extras to movable parts. I'm using latest version of vehfuncs and the only mods I've installed are modloader, skygfx, silent patch. OLA, FLA and IMFX. I see from your model that I have been doing everything correctly, but I'm learning about class selection from it. If you have any tip to help me overcome the above problem with moving parts, I will be grateful. Thanks.

Edit2: Eureka! It's IVF causing all those extras on moving parts to appear at once. Thanks for your model. I will work on mine again and try to spawn without IVF and see if all works.
por Ndukong
05 Jul 2018, 02:03
Fórum: Scripts & Códigos
Tópico: [SA] VehFuncs
Respostas: 557
Exibições: 77960
Gênero:

VehFuncs

Hi, Junior. I just wanted to suggest that if you have the time, please, create (or convert another car model) which uses class selection and most of the characteristics (maybe something like a convertible) as the tractor is limited. Try as hard as I can, I can't get recursive extras to work on movable parts as they all appear at once. Also, when I use f_wheel_1111 to add wheels, it crashes the game. If I use exhaust_dexh=1, no exhaust smoke is used on the car. I just wanted to see your own example so that I can know exactly what I do wrong. Extras on chassis work perfectly though, but I simply don't understand how to use class selection.
por Ndukong
29 Abr 2018, 15:52
Fórum: Scripts & Códigos
Tópico: [SA] VehFuncs
Respostas: 557
Exibições: 77960
Gênero:

VehFuncs

Junior_Djjr escreveu:
Ndukong escreveu:
Junior_Djjr escreveu:
29 Abr 2018, 07:53
Ndukong escreveu: Another concern I came across while waiting for your reply: The benefactor surano can be made to spawn with or without soft roof. I thought of 2 possibilities - make window_rf and window_lf as daughter to respective doors as per vanilla car or make them both as daughters to roof. If the first case, spawning without the roof gives a very awkward looking model though spawning with roof will look cool. If the second case (daughters to roof), doors will open while respective windows are in place (this will cause CJ or NPCs to pass through window). Any ideas on how I can solve this? I actually have the same problem converting stallion, manana and a cabrio version of vigero.
After all, why not use extras in this case? 
OK. Gone through the tutorial once more and I think I understand what to do. Need to use recursive extras and class. Put windows as daughters to doors but only let them appear if roof appears. I have to admit this asi script will have unlimited possibilities. Thanks again for your patience and help.
I just thought about another suggestion: If you checked the model I sent u, there are 4 different exhausts as extras, letting smoke come out at different positions, two smoke streams required in most cases. Is it possible in future you can make it such that the exhaust dummy be a daughter to exhaust pipes? So we can have two streams when double exhausts spawned and one when single exhaust is spawned. And also have the smoke well placed at the pipe outlet. Sorry for long sentences if they sound cumbersome.
por Ndukong
29 Abr 2018, 12:54
Fórum: Scripts & Códigos
Tópico: [SA] VehFuncs
Respostas: 557
Exibições: 77960
Gênero:

VehFuncs

Junior_Djjr escreveu:
29 Abr 2018, 07:53
Ndukong escreveu: Hi, I have adapted the GTA V Blista Compact to vehicle function so that it can spawn with all possible variations of its available tuning parts. However, I don't know what I need to do so that the spoilers (or wings? don't know exactly how they are called coz they are wings in game archive) move with the bonnet when it opens and closes. Also, I won't know how to do damage parts since I made bonnets as extras under an empty bonnets:1 node. Any suggestions will help, thanks.
I've taken the liberty to upload both the .max and the .dff here: http://www.mediafire.com/file/frzsduqza ... ompact.rar
It was said that VehFuncs is incompatible with damageable parts yet:
https://github.com/JuniorDjjr/VehFuncs/ ... ive-Extras  
OK, thanks for the reminder. I did read through the tutorials but it slipped my mind about damage parts. However, I also asked for info on how to make my spoilers (or wings) move with the boot when it opens (I know how to do this by putting spoilers/wings as daughters to boot, but not using recursive extras system).
Another concern I came across while waiting for your reply: The benefactor surano can be made to spawn with or without soft roof. I thought of 2 possibilities - make window_rf and window_lf as daughter to respective doors as per vanilla car or make them both as daughters to roof. If the first case, spawning without the roof gives a very awkward looking model though spawning with roof will look cool. If the second case (daughters to roof), doors will open while respective windows are in place (this will cause CJ or NPCs to pass through window). Any ideas on how I can solve this? I actually have the same problem converting stallion, manana and a cabrio version of vigero.
por Ndukong
29 Abr 2018, 02:26
Fórum: Scripts & Códigos
Tópico: [SA] VehFuncs
Respostas: 557
Exibições: 77960
Gênero:

VehFuncs

Hi, I have adapted the GTA V Blista Compact to vehicle function so that it can spawn with all possible variations of its available tuning parts. However, I don't know what I need to do so that the spoilers (or wings? don't know exactly how they are called coz they are wings in game archive) move with the bonnet when it opens and closes. Also, I won't know how to do damage parts since I made bonnets as extras under an empty bonnets:1 node. Any suggestions will help, thanks.
I've taken the liberty to upload both the .max and the .dff here: http://www.mediafire.com/file/frzsduqza ... ompact.rar
por Ndukong
24 Abr 2018, 02:53
Fórum: Scripts & Códigos
Tópico: [SA] VehFuncs
Respostas: 557
Exibições: 77960
Gênero:

VehFuncs

Junior_Djjr escreveu:
Ndukong escreveu:
23 Abr 2018, 18:09
transgender
:hmm:
I meant trandfender. I'm typing from mobile phone, hence the stupid autocorrect. Got no electricity where I work.
Ndukong escreveu:
23 Abr 2018, 18:09
Can wheels be used as extras?
Soon.
[/quote]
That's great news.
por Ndukong
23 Abr 2018, 18:09
Fórum: Scripts & Códigos
Tópico: [SA] VehFuncs
Respostas: 557
Exibições: 77960
Gênero:

VehFuncs

I'm converting GTA IV cars to SA. I've adapted several cars to this mod (recursive extras only) but I'm rather lazy to do damage parts. The way my cars spawn on streets, I think transgender, loco low and wheel arch angel tuning garages will be useless in future (with this mod in use), unless u want to purchase a particular tuning part or wheel. Which brings me to another question: Can wheels be used as extras? Such that car spawns with one wheel or another.

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