gtav-ent/GTAV-EnhancedNativeTrainer

Prop spawner: airbrake-style placement

Closed this issue · 10 comments

To be launched by the prop management in #114 , it should be possible to move props just like the player can be moved in airbrake mode.

Differences and new problems are:

  • the camera will have to be overridden to follow the item, not the player
  • more rotation options may be necessary
  • it will need the ability to allow & stop free fall on demand (toggle frozen position)
  • what happens if you intersect other items, especially the player? Are they deleted like objects in airbrake mode?
  • what do we do with the player ped whilst in this mode?
  • exiting the mode needs to return to the entry point

We might also hide the minimap when we're in this mode, since it only shows the player's position, not the object's position. So, it's kind of confusing.

Or override the minimap camera to focus on the object

On Mon, 27 Jul 2015 6:47 pm Shane Allgeier notifications@github.com wrote:

We might also hide the minimap when we're in this mode, since it only
shows the player's position, not the object's position. So, it's kind of
confusing.


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#116 (comment)
.

"Or override the minimap camera to focus on the object"

Is this actually possible?

Anyway as of my last commit, there's not much left to do here now; I do need to stop the camera going underground.

We could always do some investigating and do some memory hacks

On Mon, 27 Jul 2015 7:12 pm gtav-ent notifications@github.com wrote:

Anyway as of my last commit, there's not much left to do here now; I do
need to stop the camera going underground.


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#116 (comment)
.

If you mean EXE hacks, they aren't really maintainable - I did have limited use of globals in until recently, but they were version-dependent and more trouble than they were worth.

This works pretty well now, closing the issue.

Memory hacks aren't maintainable between updates, for sure.

Rockstar's history of fucking up differentiating between online and SP

If you're only concerned about being b& because memory hacks are used as opposed to only ScriptHookV then you have another thing coming :D

Also note that popular mods such as @multitheftauto/mtasa-blue use memory "hacks" to change certain things - of course, the mod only supports a specific version so using memory hacks aren't suitable here.