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@elsanhoty Try this version of trains.xml, I simply added the overhauledtrainsextra entries to the trains.xml that comes with overhauledtrains:
https://pastebin.com/iRRvvXGE
Use the traintracks.xml and trains1.dat that are included with Overhauled Trains and it should work fine. One thing that anyone facing problems installing train mods should know: the location of the train files changed from update.rpf to common.rpf a few years ago, so many instructions from old mods are outdated. Put trains.xml traintracks.xml and any .dat files in:
mods\common.rpf\data\levels\gta5
And also replace the trains.xml in:
mods\update\update.rpf\common\data\levels\gta5
@Mrkai721 Before I installed LCPP and Kitsune Trains (which is what I am using now) my trains.xml with just overhauledtrains and overhauledtrainsextra entries added looked like this:
https://pastebin.com/iRRvvXGE
I see what you mean about the spawns getting messed up because if I add those entries to my Kitsune+LCPP version it doesn't work right.
@jerryeaterofworlds19 The sounds are played by SHVDN, make sure to use the latest version from here:
https://github.com/scripthookvdotnet/scripthookvdotnet-nightly/releases
In your scripts folder you should have "irrKlang.NET4.dll" "NativeUI.dll" as well as a folder named "KitsuneTrains" that contains "KitsuneTrains.dll" and "MissionTrains.dll" and some other files.
The most recent update for this mod (7.3) is a small zip containing new versions of "KitsuneTrains.dll" and "MissionTrains.dll" that you should replace the ones in Grand Theft Auto V\scripts\KitsuneTrains with. Just download version 7.3 and replace the two DLL files and you should have sounds and working locomotion parts for the trains, as long as you also have installed SHVDN to your game directory.
Forgot to mention that I commented out the blip creation lines because I am using this in Liberty City and it already has blips for Pay 'n' Spray
You can do whatever you want with the file, I didn't really make any of it anyway. You provided the template to expand on. I just think it is fun to use ChatGPT to help me to modify scripts. I've made a few simple ones already and it's so satisfying to be the only person in the world using new script features.
Next I would like to use NAudio to play a .wav file of the respray sound effect from one of the older games. And I would like a fresh paint cloud FX to trigger on the player's vehicle when it fades back in.
Right now I like it that the car is not repaired but you could obviously add that or any number of other features. It's fun to just sit and look through the native functions from here and think of ideas for what to do next: https://natives.altv.mp/
I made a few more changes. The respray will not happen until the player's vehicle comes to a stop. There is a fade out to black before the respray, then a fade back in afterwards.
https://pastebin.com/q7vhUuFZ
I'm still trying to get the spray.ogg file to play, it never worked for me. I tried using the native carwash spray sound from here but couldn't get it working yet:
https://raw.githubusercontent.com/DurtyFree/gta-v-data-dumps/refs/heads/master/soundNames.json
I changed the script so that the blips only show up when you are near them. I made it so that emergency vehicles are not allowed in the Pay N Spray. And most importantly: now if the player "isWantedAndHasBeenSeenByCops" they will not be allowed to use the Pay N Spray.
https://pastebin.com/Dtdccrj1
I also translated the notifications and comments into English for ease of use. I'm just doing this for fun, I hope you don't mind. I'm using this in LCPP
This would be better if it checked to see if the player's location is known to the police before activating. An option to disable all on-screen notifications would be good too. The feature that would take this to the next level would be a fade to black.
I like that you used a .cs file because I can just make changes to it myself
Oops didn't realize that was just an RDE issue in general right now, I simply disabled debug messages in SixStarResponse.ini to hide the failed spawn errors
I'm getting "Native spawn ground vehicle failed" errors when wanted after updating this to 1.2; going back to 1.1 seems to have resolved it
@guscj Supposedly they are compatible but I tried integrating them and it didn't work out. The names of the train configs are the same as some of those in Kitsune and I'm not sure how to resolve it. I tried renaming them and adding new train group entries but that didn't work. I know that others in the comments here and in other train mods have addressed this before but I haven't gotten around to it yet.