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 [REL | GTAIV]Simple Trainer for GTAIV

 
SimViper66  
Posted: Thursday, Apr 5 2012, 17:26
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Some things are still on my wish list (or are just added to it)
Let me start with what I think is the most dificult:

-Ability to spawn upto 7 peds/bodyguards at the once. Preferably with pre-selected clothes so I can have an instant ready crew.
-Ability to save 30 more vehicles, or to spawn Stevie's vehicles near player.
-More color save slots, not necessarily with short key.
-Ability to move player like in the move last spawned ped section, especially handy when playermodel is sitting down or in an animation.
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Vintage88  
Posted: Friday, Apr 6 2012, 11:03
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Wishlist? biggrin.gif

1) Allow us to save spawned peds into an .INI file, much like we can save objects. This would include ped location, model, task, weapon, animation (and if possible) attached objects.
2) Allow us to save spawned cars into an .INI file, as explained above.
3) As already mentioned, expand the various save slots from 10 to 20 and let us bind hotkeys for all 20. btw, right now we can only bind 5 hotkeys for animations despite there being 10 slots.

I think I messaged you sjaak with this a few months ago when you had other projects on your mind, good to see a 6.5 trainer is being considered now smile.gif . Good luck and thanks for all the hard work so far.


Also, to anyone, something I'm curious about that hasn't been answered yet: What on earth does the "O" key and "Ped" key do? Thanks

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This post has been edited by Vintage88 on Friday, Apr 6 2012, 11:06
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sempleunis97  
Posted: Saturday, Apr 7 2012, 09:59
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I installed it and it works but my car keeps accelerating without me touching the keys. anyone knows what i did?
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KORPEN  
Posted: Monday, Apr 9 2012, 13:10
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Hey and thanks for this great trainer it really add joy to this game.

I have a problem and I cant solve this on my own so now I need help.
When I have tryed to save a bunch of objects to the ini the message say 20 objects are saved but when I will reload that
is no objects in that save/slot, when I enter the ini file so arent that any objects saved there.
Exept for this problem the trainer runs as it should, where to start to look for problems?
As far as I know so have I installed this right.


Trainer v6.4/EFLC patch 1.1.2.0/Windows 7 x86


------------------------------------------------------------------------------------------------------------------------------------------------

Suggestion for the V6.5

1 Total protection against the evil mod and itīs game run functions.
2 Multiple object copy a long path
3 Shader for the text in the meny, I think it will pop out more an be more easy to see
4 Nitro for the helis

//Thanks Korpen.
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Deadly Target  
Posted: Wednesday, Apr 11 2012, 23:59
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sjaak, is it possible to add a menu to IV's trainer for EFLC animations?

For example, I took missdanceoff.wad from TBoGT's anim.img and added it to IV's anim.img, but I can't find the new animations anywhere because the trainer only lists IV animations.
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GTAIndonesia  
Posted: Thursday, Apr 12 2012, 10:42
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How to uninstall?
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XTREME0235  
Posted: Thursday, Apr 12 2012, 11:07
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QUOTE (GTAIndonesia @ Thursday, Apr 12 2012, 20:42)
How to uninstall?

Simply delete the trainer files (trainer.asi + trainer.ini) from the root folder.
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GTAIndonesia  
Posted: Thursday, Apr 12 2012, 11:26
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It crashes after LOADING - MISSION NAME.
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E-11  
Posted: Friday, Apr 13 2012, 04:10
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I'm wondering if there's any way to change the vehicle names in the car spawn menu? I downloaded a car pack and managed to change the name of the vehicles when I get in, but the trainer still lists them as their default GTA4 names. Is there anyway I can change those to reflect the modded cars? I tried changing the names of the vehicles in the trainer.ini but that doesn't appear to do anything. Help appreciated.
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illegal_luggage  
Posted: Friday, Apr 13 2012, 20:46
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I love this trainer <3 Great work!
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XTREME0235  
Posted: Tuesday, Apr 17 2012, 05:19
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I'll reinstate this question in hope that it gets a response from Sjaak327.
Is it possible to fix the current object bug in V6.4? The issue with certain objects spawning at a higher altitude after loading has been fixed, but now the objects that never had that issue have a different issue, that being rotation.

For example; in 6.4 if you spawn the boat ramp (commonly used for simple ramps), you can rotate it left and right without a problem, but if you rotate it up or down then clone it, the cloned one rises bit by bit which becomes a major issue. It then receives that infamous height issue, if the object hasn't been rotated up or down then it is fine once cloned and/or loaded.

So long story short we're left with the scenario of one or the other, 6.3 with no rotation issue but the height issue on loading or 6.4 with no height issue on loading but no stable up/down rotation.
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sjaak327  
Posted: Tuesday, Apr 17 2012, 05:37
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QUOTE (XTREME0235 @ Tuesday, Apr 17 2012, 07:19)
I'll reinstate this question in hope that it gets a response from Sjaak327.
Is it possible to fix the current object bug in V6.4? The issue with certain objects spawning at a higher altitude after loading has been fixed, but now the objects that never had that issue have a different issue, that being rotation.

For example; in 6.4 if you spawn the boat ramp (commonly used for simple ramps), you can rotate it left and right without a problem, but if you rotate it up or down then clone it, the cloned one rises bit by bit which becomes a major issue. It then receives that infamous height issue, if the object hasn't been rotated up or down then it is fine once cloned and/or loaded.

So long story short we're left with the scenario of one or the other, 6.3 with no rotation issue but the height issue on loading or 6.4 with no height issue on loading but no stable up/down rotation.

Well, blame rockstar, the height issue is their doing, trying to fix it with a workaround didn't work apparently. I will see if I can fix it, or go back to 6.3 which does offer the abilibty to correct the height of objects using the object corrections. Don't hold your breath for a quick fix, I have other things to do now, I guess the best thing is to return to 6.3 and actually use the object corrections.

Edit: wait, maybe I am misunderstanding you, are you saying that the height issue has been properly fixed when saving and loading, but that the ingame cloning feature now has the height bug ? If that is the case, I think I simply forgot to apply the workaround to the cloning feature, and this would be an easy fix.

This post has been edited by sjaak327 on Tuesday, Apr 17 2012, 05:43
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XTREME0235  
Posted: Tuesday, Apr 17 2012, 05:51
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QUOTE (sjaak327 @ Tuesday, Apr 17 2012, 15:37)
Edit: wait, maybe I am misunderstanding you, are you saying that the height issue has been properly fixed when saving and loading, but that the ingame cloning feature now has the height bug ? If that is the case, I think I simply forgot to apply the workaround to the cloning feature, and this would be an easy fix.

Yeah I'm not blaming anybody, I'm just curious to know if it can be fixed.

What I mean is this; 6.3 and previous versions have the infamous height issue, 6.4 has no issue regarding height for the objects that did in previous versions. Now, the objects that never had the height issue in previous versions have an issue when rotating them upwards and downwards that causes the object to rise slightly once cloned and/or saved then reloaded.

In 6.3 you could rotate these objects upwards/downwards without having any errors, they load just fine. In 6.4 the objects will only get the height issue if they have been rotated up or down.
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sjaak327  
Posted: Tuesday, Apr 17 2012, 06:07
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QUOTE (XTREME0235 @ Tuesday, Apr 17 2012, 07:51)
QUOTE (sjaak327 @ Tuesday, Apr 17 2012, 15:37)
Edit: wait, maybe I am misunderstanding you, are you saying that the height issue has been properly fixed when saving and loading, but that the ingame cloning feature now has the height bug ? If that is the case, I think I simply forgot to apply the workaround to the cloning feature, and this would be an easy fix.

Yeah I'm not blaming anybody, I'm just curious to know if it can be fixed.

What I mean is this; 6.3 and previous versions have the infamous height issue, 6.4 has no issue regarding height for the objects that did in previous versions. Now, the objects that never had the height issue in previous versions have an issue when rotating them upwards and downwards that causes the object to rise slightly once cloned and/or saved then reloaded.

In 6.3 you could rotate these objects upwards/downwards without having any errors, they load just fine. In 6.4 the objects will only get the height issue if they have been rotated up or down.

Ah, I tried rotating left and right, and did not see the issue, what keycombo are you using where this problem occurs ?
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XTREME0235  
Posted: Tuesday, Apr 17 2012, 06:25
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QUOTE (sjaak327 @ Tuesday, Apr 17 2012, 16:07)
Ah, I tried rotating left and right, and did not see the issue, what keycombo are you using where this problem occurs ?

By keycombo I assume you're referring to the keys I use to move the objects? If so then I just use the Numpad keys.

Here is an example of what I mean to gain a clearer understanding, imagine the white shape is cj_boat_ramp from a perspective view. The yellow arrows represent the left/right axis, the green arrow represents up and the red represents down.

user posted image

Now this is the ramp being rotated up (green arrow).

user posted image

When this occurs in game and you clone the object from that position above, the cloned object is raised a little. When you save the objects in that position and load them you get the effect seen in 6.3 which is the height issue.

-Edit-

I made a mistake, the objects don't raise when saved and the loaded. They only raise every time you clone it. Also only occurs when the object is rotated up/down a significant amount.


This post has been edited by XTREME0235 on Tuesday, Apr 17 2012, 06:33
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Majataka  
Posted: Tuesday, Apr 17 2012, 18:49
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I can't seem to find the keybind for "Back to animated" option in the .ini file. It's under the "Simple Ragdoll" option IG, but can't seem to find it anywhere in the .ini file. Any ideas?
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sjaak327  
Posted: Tuesday, Apr 17 2012, 20:25
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@xtreme0235, that is what I confirmed ingame this morning, save and loading is allright, but with cloning the cj_boatramp (the one I used for testing) indeed comes out slightly higher. Are you sure this didn't happen in 6.3 ?

I will have a look if I can fix this somehow, but not promising a quick fix.
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XTREME0235  
Posted: Wednesday, Apr 18 2012, 06:57
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QUOTE (sjaak327 @ Wednesday, Apr 18 2012, 06:25)
@xtreme0235, that is what I confirmed ingame this morning, save and loading is allright, but with cloning the cj_boatramp (the one I used for testing) indeed comes out slightly higher. Are you sure this didn't happen in 6.3 ?

I will have a look if I can fix this somehow, but not promising a quick fix.

It definitely does not occur in 6.3, I actually reverted back to that due to 6.4's issue.
There may be a small value you would have to change in order to fix it, I know barely anything about coding but I imagine it shouldn't be too difficult if it's only a minor issue.

The boat ramp is not the only object that has this issue by the way, as I mentioned earlier it seems to be any object at this stage, or at least those in 6.3 that never had an issue.

Thanks for taking the time to attempt to solve the problem, I understand you have things to do so I'm not implying you should rush anything.
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13eny  
Posted: Wednesday, Apr 18 2012, 19:55
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i cant get online, i cant even press Home key for live??
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McGTA4  
Posted: Sunday, Apr 22 2012, 16:14
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Wishlist:
TAB key made save game in ANYWHERE, no savehouse.

This post has been edited by McGTA4 on Sunday, Apr 22 2012, 16:22
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