IMG

 
IMG
IMG   IMG
  Welcome to GTAForums! Be sure to check out the Grand Theft Auto V Forum.

You are not registered! (If you are, click here to login) Registering is fast, free and easy and allows you to instantly reply to any topic on GTAForums.
Why wait? Click here to register your own unique username and become part of the ever-growing community!


( Log In | Register | Revalidate Validation E-mail )
Quick Log-In:
  IMG
       
>
Forum Rules Attention:

The Mod Showroom is only for posting previews/downloads of completed or near finished mods.
All help topics should be posted in the Editing Discussion forums. Help topics and mod requests posted here will be locked or binned. Thank you.
GTAGarage.com : Free mod hosting, attach your files and screenshots to your topics
GTAModding.com : A wiki for everything related to GTA modding, including documentation and tutorials

  Reply to this topicStart new topicStart Poll

 Car Spawner by Fastman92

 ranges, categories, peds in car, full trailers, rotation, hydraulics
 
fastman92  
Posted: Friday, Nov 12 2010, 09:05
Quote Post


фастман92 | ف
Group Icon
Group: Members
Joined: Jul 28, 2009

pl.gif

XXXXX



Car spawner 2.1 by fastman92


This CLEO mod is car spawner for GTA San Andreas.
It has implemented sorting algorithms, advanced configuration in .ini file, thus it`s dedicated for those who add cars to GTA SA.
In this case adding cars means adding car with ID not 400 <= ID <= 611, that is not replacing.
Version 2.0 has been complety rewritten, panel with sorted list of vehicles is being created.
They are sorted according to their actual GXT entries that appear when you enter a vehicle.
Therefore list is not static and relies on vehicle names.
Rotation of camera when car spawner is running works too if you hold on the \ slash key and move the mouse around.

Fully compatible with GTA San Andreas v1.0 [US] HOODLUM No-CD Fixed EXE & GTA: San Andreas v1.01 [EURO] No-CD/Fixed EXE
Fully compatible with any screen (4:3, 16:9, 16:10...)
Partly Compatible with CLEO3
- - - - - - - - - - - - - - - - -

Download
http://www.mediafire.com/?2511f6kme5ybbja


***** Installation
Make sure you are using one of the following gta_sa.exe versions:
1. GTA San Andreas v1.0 [US] HOODLUM No-CD Fixed EXE:
EXE size: 14 383 616 bytes

2. GTA: San Andreas v1.01 [EURO] No-CD/Fixed EXE:
EXE size: 15 806 464 bytes

Car spawner is fully compatible with both of them, 1.0 US and 1.01 Euro No-CD shortly.

// Script requires CLEO3 or CLEO4 Library (best with IniFiles.cleo)
// Beware when CLEO3 is used functionaly is greatly limited.
// CarSpawner.ini and trailers won`t work. Static configuration will be used instead. Nothing can be changed.

CLEO4 functionality works when these conditions return true:
if and
8AAB: not file_exists "CLEO\GxtHook.cleo"
0AAB: file_exists "CLEO\IniFiles.cleo"
then
EnableCLEO4AdditionalOpcodeOperations = true
// code....
end

Basically GxtHook.cleo is supposed to exist when CLEO3 is activated (it`s needed for FXT text files),
while IniFiles.cleo and IntOperations.cleo are appropriate for CLEO4 and must exist for ability to read CarSpawner.ini

If you haven`t CLEO Library then download it from here: http://cleo.sannybuilder
Then:
- Copy all files from put_to_root_of_GTASA to GTA San Andreas directory.
- Eventually you can open CarSpawner.ini to change some options.
- For boolean settings values (1, true, yes) are equivalent and will set to 1. Reading is not case-sensitive.
Any other value than the following will cause setting to be false.

***** Usage (after you installed mod)
• Run the game.
• Press 3 on left side of keyboard (can be altered within CarSpawner.ini
• When car spawner is enabled:
• press 3 again to quit car spawner and remove a vehicle
• press Space to quit the car and put a player in spawned vehicle
• press Enter to quit the car and leave a vehicle unimpaired

** Why some names of vehicles with different IDs appear more than once on list of vehicles?
They have the same GXT entry set up in vehicles.ide.
For example there is 489 and 505 that have GXT key RANCHER.
You can edit vehicles.ide and change the GXT key of such a vehicle. Create e.g vehicles.fxt with new GXT key and entry for that.

***** Configuration (open CLEO\CarSpawner.ini)
• Key options - they have assigned one of virtual key codes, see the list here: http://msdn.microsoft.com/en-us/library/wi...1(v=vs.85).aspx

• Boolean (true or false) options - they become true, if their string value is:
- true
- yes
- 1
Checking a value is not case sensitive. "TRue" is the same compared to "true"

• Each category can have specified type of vehicles, list of types and their numbers is included.
Number of categories may vary.

• There may be more ranges than range_1 with start and end. You can add range_2, range_3, range_4 and much more...
Number of ranges is automatically calculated.

• Vehicle can have trailers, configures as [trailer_%d] with 1=, 2=... where %d is vehicle ID
Number of trailers specified for a vehicle is automatically calculated.


***** Changes
** 2.1 version
- Car spawner is partly compatible with CLEO3 now. It means CarSpawner.ini won`t work and spawning of trailers being put to their cab vehicles in result.
Static configuration will be used instead. That is caused by lack of Ini opcodes in CLEO3.
- pressing the spacebar caused crash because of incorrect sequence in main loop of running car spawner.
By space a player was to be put in vehicle that didn`t exist yet.
Pressing enter crashed a game too.
Now if EnableCarSpawnerKey is pressed together with VK_RETURN || VK_SPACE - car spawner won`t get enabled.

Copyright © 2011, fastman92
All rights reserved.

Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met:
Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.
Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution.

THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

***** Informations:
Date of release: 30-01-2012
Author: fastman92
Version: 2.1
For: GTA San Andreas
Visit fastman92.tk

**** ACTA, SOPA and PIPA:
Who dares to censor Internet for protection of his own interests should reckon with consequences being attacked and getting the site down all over the time.
Arguably governments occur to be the worst part of a civilization in present times. Hundreds of wealthy people called politicians rule the country and anything what people aren`t up to isn`t to be voted as a result is first off known. There are many votings, however it`s not the case for when people are opposed to subject of that voting.
Many sites were blocked and many of them are meant to get locked until new form of government gets established.
What`s even more alarming is governments and their supporters (police, FBI) go further concerning the Internet.
Every next year more and more countries censor the Internet under the guise of fighting against piracy.
Big corporations such as RIAA, MAFIAA lobby to take control over whole Internet for the best wishes.
Therefore we should not become passive for what happens to Internet over upcoming years of current decade and possibly of the next.
French government managed to introduce the HADOPI, three strikes and you`re out. It`s unacceptable and it happens though.
Freedom is never free, it`s applies to Internet too.
The problem is more complicated because it`s related to society.
Government intends and signs the bills. Police and other law enforcement authorities are supposed to evaluate what they are obligated to by law. Dumb people respect police and authorities after all.
To break the way it works people almost all people must join together and stop respecting of our government which do nothing for people at all other than getting too much of money.
I hope at least some people will get motivated to fight against those who take up the Internet that has been created intentionally to be free and now its future is unclear.

This post has been edited by fastman92 on Monday, Jan 30 2012, 13:58

O This mod is hosted at GTAGarage.com

Screenshots:
GTAGarage screenshot GTAGarage screenshot GTAGarage screenshot GTAGarage screenshot GTAGarage screenshot GTAGarage screenshot GTAGarage screenshot GTAGarage screenshot

Downloads:
Download Car Spawner 2.1 - 1.06MB, uploaded on Jan 30 2012, downloaded 11930 times
Download Car Spawner 2.0 - 1.059MB, uploaded on Jan 29 2012, downloaded 1386 times
Download Car spawner 1.0 - 1.458MB, uploaded on Nov 11 2010, downloaded 1638 times
Download Car Spawner 1.1 - 1.56MB, uploaded on Nov 11 2010, downloaded 3396 times

Click here to view the mod at GTAGarage

Users WebsitePMMSN
  Top
 

 
lolleroz  
Posted: Friday, Nov 12 2010, 09:16
Quote Post


Mack Pimp
Group Icon
Group: Members
Joined: Jul 29, 2010

pl.gif

XXXXX



This has been done before, but
I tak niezła robota przyjacielu, jest wiele dodatkowych opcji z ktσrych fajnie jest skorzystać. Obecnie nie gram w SA to nie ściągam, ale innym powinno się spodobać. BTW, uploadnij lepiej na GTAGarage.com
PM
  Top
 

 
fastman92  
Posted: Friday, Nov 12 2010, 11:35
Quote Post


фастман92 | ف
Group Icon
Group: Members
Joined: Jul 28, 2009

pl.gif

XXXXX



It is already uploaded on GTAGarage, but not approved yet though.
I`m going to add easy number typing in car spawner.
Everything can be done better. Original source has about 1300 lines.
Idk what to add more, anyone has idea?
Users WebsitePMMSN
  Top
 

 
fastman92  
Posted: Sunday, Jan 29 2012, 20:19
Quote Post


фастман92 | ف
Group Icon
Group: Members
Joined: Jul 28, 2009

pl.gif

XXXXX



Version 2.0 has been released, completely rewritten after 2 years.

This post has been edited by fastman92 on Sunday, Jan 29 2012, 20:26
Users WebsitePMMSN
  Top
 

 
SomeGuy86  
Posted: Monday, Jan 30 2012, 00:30
Quote Post


Dodo Pilot
Group Icon
Group: Members
Joined: Dec 14, 2010

XXXXX



Just what I need for my 600 (and something) new vehicles LOL, thanks!! Will test it out & give you my feedback smile.gif

EDIT
Works like charm although for some reason, it seems to be crashing due to the large amount of extra vehicles. Still not sure about that one, will need to do more testing.

Any way you could make a separation, customizable filters for each vehicle range? For example, vehicles 400-611 "standard vehicles", 18631-18700 "older classics" and 18701-18900 "GTA3 HD vehicles"?
Obviously, I'm only using these numbers for an example, but you get the picture wink.gif

This post has been edited by SomeGuy86 on Monday, Jan 30 2012, 19:19
PM
  Top
 

 
ZAZ  
Posted: Monday, Jan 30 2012, 17:36
Quote Post


Kernlochbohrer
Group Icon
Group: Members
Joined: Jan 10, 2005

eu.gif

Member Award




ups mercie_blink.gif , to less feedback for such excellent coding
respect+ for your work icon14.gif
Users WebsitePM
  Top
 

 
fastman92  
Posted: Monday, Jan 30 2012, 20:09
Quote Post


фастман92 | ف
Group Icon
Group: Members
Joined: Jul 28, 2009

pl.gif

XXXXX



QUOTE (SomeGuy86 @ Monday, Jan 30 2012, 01:30)
Just what I need for my 600 (and something) new vehicles LOL, thanks!! Will test it out & give you my feedback smile.gif

EDIT
Works like charm although for some reason, it seems to be crashing due to the large amount of extra vehicles. Still not sure about that one, will need to do more testing.

Any way you could make a separation, customizable filters for each vehicle range? For example, vehicles 400-611 "standard vehicles", 18631-18700 "older classics" and 18701-18900 "GTA3 HD vehicles"?
Obviously, I'm only using these numbers for an example, but you get the picture wink.gif

ok, i know. I set up limit up to 500 vehicles, when sorting is enabled (500+500 = 1000 DWORD values) sad.gif
I didn`t expect anyone will have more vehicles than that.
I must release a new version with increased limit. 2000 vehicles would be enough?
It will increase CarSpawner.cs size by 2 000 * 4 * 2 = 16 000
Users WebsitePMMSN
  Top
 

 
SomeGuy86  
Posted: Monday, Jan 30 2012, 20:11
Quote Post


Dodo Pilot
Group Icon
Group: Members
Joined: Dec 14, 2010

XXXXX



QUOTE (fastman92 @ Monday, Jan 30 2012, 20:09)
QUOTE (SomeGuy86 @ Monday, Jan 30 2012, 01:30)
Just what I need for my 600 (and something) new vehicles LOL, thanks!! Will test it out & give you my feedback smile.gif

EDIT
Works like charm although for some reason, it seems to be crashing due to the large amount of extra vehicles. Still not sure about that one, will need to do more testing.

Any way you could make a separation, customizable filters for each vehicle range? For example, vehicles 400-611 "standard vehicles", 18631-18700 "older classics" and 18701-18900 "GTA3 HD vehicles"?
Obviously, I'm only using these numbers for an example, but you get the picture wink.gif

ok, i know. I set up limit up to 500 vehicles, when sorting is enabled (500+500 = 1000 DWORD values) sad.gif
I must release a new version with increased limit. 2000 vehicles would be enough?
It will increase CarSpawner.cs size by 2 000 * 4 * 2 = 16 000

Yes, that would be enough lol, thanks smile.gif
As for the size, I don't think it really matters... I mean, my game is over 10GB large, due to all the extra data, and it doesn't seem to affect anything. moto_whistle.gif
PM
  Top
 

 
fastman92  
Posted: Monday, Jan 30 2012, 20:19
Quote Post


фастман92 | ف
Group Icon
Group: Members
Joined: Jul 28, 2009

pl.gif

XXXXX



QUOTE (SomeGuy86 @ Monday, Jan 30 2012, 21:11)
QUOTE (fastman92 @ Monday, Jan 30 2012, 20:09)
QUOTE (SomeGuy86 @ Monday, Jan 30 2012, 01:30)
Just what I need for my 600 (and something) new vehicles LOL, thanks!! Will test it out & give you my feedback smile.gif

EDIT
Works like charm although for some reason, it seems to be crashing due to the large amount of extra vehicles. Still not sure about that one, will need to do more testing.

Any way you could make a separation, customizable filters for each vehicle range? For example, vehicles 400-611 "standard vehicles", 18631-18700 "older classics" and 18701-18900 "GTA3 HD vehicles"?
Obviously, I'm only using these numbers for an example, but you get the picture wink.gif

ok, i know. I set up limit up to 500 vehicles, when sorting is enabled (500+500 = 1000 DWORD values) sad.gif
I must release a new version with increased limit. 2000 vehicles would be enough?
It will increase CarSpawner.cs size by 2 000 * 4 * 2 = 16 000

Yes, that would be enough lol, thanks smile.gif
As for the size, I don't think it really matters... I mean, my game is over 10GB large, due to all the extra data, and it doesn't seem to affect anything. moto_whistle.gif

http://www.mediafire.com/?5f74uhycln4dcyb
Use all files from put_to_root_of_GTASA (you have them already), but replace CarSpawner.cs with this one.
It`s 2.1 version with increased limit of vehicles:
- up to 4000 vehicles when sorting by categories is disabled
- up to 2000 vehicles when sorting by categories is enabled
Users WebsitePMMSN
  Top
 

 
SomeGuy86  
Posted: Monday, Jan 30 2012, 20:30
Quote Post


Dodo Pilot
Group Icon
Group: Members
Joined: Dec 14, 2010

XXXXX



QUOTE (fastman92 @ Monday, Jan 30 2012, 20:19)
QUOTE (SomeGuy86 @ Monday, Jan 30 2012, 21:11)
QUOTE (fastman92 @ Monday, Jan 30 2012, 20:09)
QUOTE (SomeGuy86 @ Monday, Jan 30 2012, 01:30)
Just what I need for my 600 (and something) new vehicles LOL, thanks!! Will test it out & give you my feedback smile.gif

EDIT
Works like charm although for some reason, it seems to be crashing due to the large amount of extra vehicles. Still not sure about that one, will need to do more testing.

Any way you could make a separation, customizable filters for each vehicle range? For example, vehicles 400-611 "standard vehicles", 18631-18700 "older classics" and 18701-18900 "GTA3 HD vehicles"?
Obviously, I'm only using these numbers for an example, but you get the picture wink.gif

ok, i know. I set up limit up to 500 vehicles, when sorting is enabled (500+500 = 1000 DWORD values) sad.gif
I must release a new version with increased limit. 2000 vehicles would be enough?
It will increase CarSpawner.cs size by 2 000 * 4 * 2 = 16 000

Yes, that would be enough lol, thanks smile.gif
As for the size, I don't think it really matters... I mean, my game is over 10GB large, due to all the extra data, and it doesn't seem to affect anything. moto_whistle.gif

http://www.mediafire.com/?5f74uhycln4dcyb
Use all files from put_to_root_of_GTASA (you have them already), but replace CarSpawner.cs with this one.
It`s 2.1 version with increased limit of vehicles:
- up to 4000 vehicles when sorting by categories is disabled
- up to 2000 vehicles when sorting by categories is enabled

Thanks, will give it a try smile.gif
PM
  Top
 

 
fastman92  
Posted: Monday, Jan 30 2012, 21:01
Quote Post


фастман92 | ف
Group Icon
Group: Members
Joined: Jul 28, 2009

pl.gif

XXXXX



CODE
{$CLEO}
{
Description: Enables _addParkedGenerator function to use any vehicle ID. It`s used by 014B and 09E2 opcodes.
Compatible with: GTA San Andreas v1.0 [US] HOODLUM No-CD Fixed EXE
}
0A8C: write_memory 0x6F31A4 size 2 value 0x17EB virtual_protect true
0A93: end_custom_thread

Now parked generators work for added vehicles. It was:
CODE
CCarGeneratorSAInterface *__cdecl addParkedGenerator(float x, float y, float z, float angle, signed int modelId, __int16 color1, __int16 color2, char dayTimeMask, char alarm, char doorLock, __int16 a11, __int16 moneyValue, char a13, char a14)
{
 CCarGeneratorSAInterface *result; // eax@4
 char *v15; // eax@5
 CCarGeneratorSAInterface *v16; // esi@5

 if ( modelId == -1 || modelId >= 400 && modelId <= 630 )
 {
   v16 = 0;
   v15 = (char *)&CTheCarGenerators__CarGeneratorArray[0].m_used;
   while ( *v15 )
   {
     v15 += 32;
     v16 = (CCarGeneratorSAInterface *)((char *)v16 + 1);
     if ( (signed int)v15 >= (signed int)((char *)&dword_C2B96C + 1) )
       return (CCarGeneratorSAInterface *)-1;
   }
   CParkedGenerator__add(
     &CTheCarGenerators__CarGeneratorArray[(_DWORD)v16],
     x,
     y,
     z,
     angle,
     modelId,
     color1,
     color2,
     dayTimeMask,
     alarm,
     doorLock,
     a11,
     moneyValue,
     a13,
     a14);
   ++CParkedGenerator_count;
   result = v16;
 }
 else
 {
   result = (CCarGeneratorSAInterface *)-1;
 }
 return result;
}

This fix removes restriction of vehicle ID.
Users WebsitePMMSN
  Top
 

 
The_Sorrow  
Posted: Wednesday, Feb 1 2012, 12:59
Quote Post


Heaven, I'm in heaven(8)
Group Icon
Group: Members
Joined: May 31, 2010

en.gif

XXXXX



Nice work fastman icon14.gif also I added you on msn
Users WebsitePMMSN
  Top
 

 
SomeGuy86  
Posted: Monday, Feb 6 2012, 01:01
Quote Post


Dodo Pilot
Group Icon
Group: Members
Joined: Dec 14, 2010

XXXXX



QUOTE (fastman92 @ Monday, Jan 30 2012, 20:19)
QUOTE (SomeGuy86 @ Monday, Jan 30 2012, 21:11)
QUOTE (fastman92 @ Monday, Jan 30 2012, 20:09)
QUOTE (SomeGuy86 @ Monday, Jan 30 2012, 01:30)
Just what I need for my 600 (and something) new vehicles LOL, thanks!! Will test it out & give you my feedback smile.gif

EDIT
Works like charm although for some reason, it seems to be crashing due to the large amount of extra vehicles. Still not sure about that one, will need to do more testing.

Any way you could make a separation, customizable filters for each vehicle range? For example, vehicles 400-611 "standard vehicles", 18631-18700 "older classics" and 18701-18900 "GTA3 HD vehicles"?
Obviously, I'm only using these numbers for an example, but you get the picture wink.gif

ok, i know. I set up limit up to 500 vehicles, when sorting is enabled (500+500 = 1000 DWORD values) sad.gif
I must release a new version with increased limit. 2000 vehicles would be enough?
It will increase CarSpawner.cs size by 2 000 * 4 * 2 = 16 000

Yes, that would be enough lol, thanks smile.gif
As for the size, I don't think it really matters... I mean, my game is over 10GB large, due to all the extra data, and it doesn't seem to affect anything. moto_whistle.gif

http://www.mediafire.com/?5f74uhycln4dcyb
Use all files from put_to_root_of_GTASA (you have them already), but replace CarSpawner.cs with this one.
It`s 2.1 version with increased limit of vehicles:
- up to 4000 vehicles when sorting by categories is disabled
- up to 2000 vehicles when sorting by categories is enabled

Just tried your spawner, and everything seems to be working OK. But I recommend that you change the "confirm" button to right shift (just like in original SA), the one that spawns selected vehicle & closes down the menu. smile.gif

Personally, I find your previous version somewhat easier to use, because you could choose between filtering the vehicles by categories & listing them all one by one. In this version you either have to set the category filtering on, or having no filters at all. At least that's how I understood, plz correct me if I'm wrong dontgetit.gif
Oh, and I like the idea of having "lists", I find it a lot easier to locate the car, bike, boat I'm looking for. But sometimes, when I want a bike, or an airplane, having a category filter in the sub-menu would certainly make the things even easier IMHO. (just like in v1)

Last but not least, here's a suggestion that might improve stability... Could you make the spawner go through the list without spawning every vehicle, one at the time (until you reach, find the car, vehicle you're looking for). Just to navigate though the menu, vehicle names, and then later, once you locate your car to press the right shift (or whatever button) and spawn your selection?
PM
  Top
 

 
anthsalmo  
Posted: Tuesday, May 28 2013, 15:27
Quote Post


Player Hater
Group Icon
Group: Members
Joined: May 6, 2013

XXXXX



Anyone know how to create a new category with added cars and the default cars. Example in a new category name Racer Cars, which appear only race cars including added and default cars??
PM
  Top
 

 
fastman92  
Posted: Tuesday, May 28 2013, 16:19
Quote Post


фастман92 | ف
Group Icon
Group: Members
Joined: Jul 28, 2009

pl.gif

XXXXX



QUOTE (anthsalmo @ Tuesday, May 28 2013, 17:27)
Anyone know how to create a new category with added cars and the default cars. Example in a new category name Racer Cars, which appear only race cars including added and default cars??

It's impossible.
Categories work automatically.
Their order may be configured according to type of vehicle:
CODE
; Names by type numbers:
;  0 - car
;  1 - mtruck
;  2 - quad
;  3 - heli & f_heli
;  4 - plane
;  5 - boat
;  6 - train
;  8 - f_plane
;  9 - bike
; 10 - bmx
; 11 - trailer

CODE
[Categories]
Category_1 = 0
Category_2 = 1
Category_3 = 2
Category_4 = 11
Category_5 = 9
Category_6 = 10
Category_7 = 3
Category_8 = 8
Category_9 = 4
Category_10 = 5
Category_11 = 6


But it's impossible to do what you had an idea on.
Users WebsitePMMSN
  Top
 

 
Nori Yaro  
Posted: Tuesday, May 28 2013, 17:26
Quote Post


.
Group Icon
Group: Members
Joined: Aug 8, 2012

XXXXX



QUOTE (anthsalmo @ Tuesday, May 28 2013, 15:27)
Anyone know how to create a new category with added cars and the default cars. Example in a new category name Racer Cars, which appear only race cars including added and default cars??

Make a file vehicles.fxt in CLEO TEXT and write it like this

TURISMO R CARNAME
SUPERGT R CARNAME
INFERNUS R CARNAME

and they will appear like a category (at the same place)
PM
  Top
 

 
anthsalmo  
Posted: Wednesday, May 29 2013, 04:21
Quote Post


Player Hater
Group Icon
Group: Members
Joined: May 6, 2013

XXXXX



QUOTE (fastman92 @ Tuesday, May 28 2013, 16:19)
QUOTE (anthsalmo @ Tuesday, May 28 2013, 17:27)
Anyone know how to create a new category with added cars and the default cars. Example in a new category name Racer Cars, which appear only race cars including added and default cars??

It's impossible.
Categories work automatically.
Their order may be configured according to type of vehicle:
CODE
; Names by type numbers:
;  0 - car
;  1 - mtruck
;  2 - quad
;  3 - heli & f_heli
;  4 - plane
;  5 - boat
;  6 - train
;  8 - f_plane
;  9 - bike
; 10 - bmx
; 11 - trailer

CODE
[Categories]
Category_1 = 0
Category_2 = 1
Category_3 = 2
Category_4 = 11
Category_5 = 9
Category_6 = 10
Category_7 = 3
Category_8 = 8
Category_9 = 4
Category_10 = 5
Category_11 = 6


But it's impossible to do what you had an idea on.

Thanks Fastman92. I personally use your carspawner version 1.1 and tried to do this with version 2.1. I thought that was implemented in this way, now I decided to use both versions depending on the need. I am grateful for your contributions really good. Thanks again
PM
  Top
 

 
anthsalmo  
Posted: Wednesday, May 29 2013, 04:32
Quote Post


Player Hater
Group Icon
Group: Members
Joined: May 6, 2013

XXXXX



QUOTE (Nori Yaro @ Tuesday, May 28 2013, 17:26)
QUOTE (anthsalmo @ Tuesday, May 28 2013, 15:27)
Anyone know how to create a new category with added cars and the default cars. Example in a new category name Racer Cars, which appear only race cars including added and default cars??

Make a file vehicles.fxt in CLEO TEXT and write it like this

TURISMO R CARNAME
SUPERGT R CARNAME
INFERNUS R CARNAME

and they will appear like a category (at the same place)

I had a similar idea but I do not know how to implement it. thank you so much for telling me how to do this ... lol.gif
PM
  Top
 

 

1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)

0 Members:

Topic Options Reply to this topicStart new topicStart Poll
Search topic for posted by (exact match)



 
IMG IMG