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GTA Modification Forums
[C++] Adding car parts to spawned cars ScriptHook
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Fantaseb  |
Posted: Saturday, Apr 21 2012, 12:38
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One Nation, One Love, But Who? ;)

Group: BUSTED!
Joined: Oct 17, 2011


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| QUOTE (FaTony @ Saturday, Apr 21 2012, 11:32) | I'm trying to spawn Sentinel used by gang members in northern Alderney. That one with nice spoiler and green chrome. Unfortunately, when I call Scripting::CreateCar, it spawns normal Sentinel without any nice features. I've searched this forum and found that there's something called 'livery' and also Scripting::IsVehicleExtraTurnedOn, but I can't find a function to set extras and all mods that do this are closed source (what a shame).
Can somebody help me? | Go into the Vechile.ide, go to the end of the sentinel and put ext_all ext_strong then, go into the popcyle and change the cars where you want them and they will spawn with full bodykit ext_all = all cars attachments attached. ext_string = makes the car strong as it wont be strong when attaching the above function to the vechile in the .ide file. you need to edit the common.rpf enjoy
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FaTony  |
Posted: Tuesday, Apr 24 2012, 06:05
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C++ guy

Group: Members
Joined: Aug 12, 2011

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Found, it's Scripting::TurnOffVehicleExtra. It's not included with ScriptHook SDK. The code should be like this: | CODE | namespace Scripting { static void TurnOffVehicleExtra(Vehicle vehicle, eVehicleExtra extra, b8 off) { NativeInvoke::Invoke<NATIVE_TURN_OFF_VEHICLE_EXTRA, ScriptVoid>(vehicle, extra, off); } } |
Also, documentation. This post has been edited by FaTony on Tuesday, Apr 24 2012, 06:34
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