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@NotDeath Hey, it's been a while, I might make an update for this.
The problem here is that I detected the control instead of a specific key.
Meaning that you have to use the key relative to a specific action.
Here, the controls are
By default, GTA.Control.MeleeAttack1 is 'R'
So, i know it's a bit of a pain, but if you want to change the key relative to disabling the engine, you will have to check this list here :
or get it somewhere else on the web, and figure out which control corresponds to the key you whish to setup for disabling the engine thanks to this list here :
Sorry for the not-so-user-friendly code ! I don't really remember why I decided to go for controls instead of a regular key, but i'm sure there was a reason back then...
Hope this helps you guys a bit !
@teil @poiu2324 @unknown0303 @Jazzpunk
I will give it a shot as soon as i have free time on my hand thanks for letting me know !
Sorry for the long away time, i know i said that already on other mods and haven't yet done it, but i'll be looking into it very soon
@isarian I have been trying to achieve that back then but i couldn't find the correct way to make messages appear, the same way it does online ...
Another question : how many contacts do you have available on your phone ?
Hello everybody, sorry for the long wait, as i've been really busy with my studies !
yes, unfortunately, i forgot to add a link to the .ini file for the start command, i'll get it fixed a.s.a.p.
Well i would personnaly go with a list of "all" the pedestrians' ganster skin model / and i'd set their behaviour to be gangsters. Now to integrate it within my mod (if it isn't too late), you'd have to modify a few things :
*in SetupMission() , you will need to "overload" the CreateRandomTarget() method. In that overloaded method, you would need to select your targets in a list, and then set the global target to the first (or any really) element of that list.
*Then, in you would need to modify CheckMissionStatus(), and change the "if (target.isDead)" condition to a loop checking if each and everyone of your targets is dead.
* Finaly, be carefull to modify functions that will potentially delete your target, for instance : "clearAll()" which calls "clearTarget()" from here, you can either change the "clearAll()" method by removing the "clearTarget()" call, and create your own target clearing method that you would call here, or you can change the "clearTarget()" method to do the same.
if you have some difficulties with my code, feel free to contact me on the chat section of the forum
There could be many reasons : i haven't tested it in a while, it might have to do with the latests gta updates. Or it could be because you are missing some files
What gta version are you guys playing on ?
@CD8-T-Lymphocyte Hey, it's very possible, and i've actually made the mod so it would be updated in that direction, i'm going to work on new versions of it pretty soon, as i've said earlier, this mod might be used for a school project of mine, so it's only a matter of when the school accepts / declines it. No matter what, i'll be working on it soon.
Thanks for your feedback ! :)
@Matseks Hi, glad to see you work on your own version of it !
For the coordinates of the peds, the function you are looking for is :
public Vector3 getTotallyRandomPos(Vector3 player, int distance);
there is only one "global" variable that it uses which is the "inVehicle" variable. As its name states, the function will react differently if the desired object is a vehicle or a walking pedestrian. The difference is slim though.
This function should be the only one that determines the main coordinates for the spawning of the main target. The escort uses the target's position, and other escort's position to determine where they are going to spawn.
@littlefilms hey, i'm not sure, it really depends on what changed regarding ScriptHookV : you'd have to read the description on the scripthookv's readme file to see what has changed from previous versions. How much things have changed with it will depend on how old your current gta 5 version is.
Last time i checked, the only changes were for the update's fix. So you should be good, but go ahead and check anyway, just to be sure (at least that's what i recommend)
@kkwwdd1 sorry but as of now, the number of bodyguard is related to the difficulty of the mission, which is randomly generated. in future versions i might add options to decide how many bodyguards are generated for each difficulty though.
Strange, tested it right now and it worked for me as expected, i don't know why it doesn't work for you.
@skilledpt meanwhile, did you check on your phone if you had the contact appearing at the very bottom of its screen ?
Depending on how you configured the hitman.ini file, you might have to call that contact to get the missions popping.