Miyuru Posted December 10, 2020 Posted December 10, 2020 How to replace like this 2 replacement to same model.
Hydra Posted December 10, 2020 Posted December 10, 2020 If you refer to the spoiler you could put it on a default spoiler of the game and use attachElements or implement it as a variant on infernus which is a bit complicated if you are a beginner 1
Moderators Tut Posted December 11, 2020 Moderators Posted December 11, 2020 See above advice it will help get you started. Another way of doing it is add all custom parts in the DFF and hiding the components with a shader or setting unused elements position to somewhere far out of view. 1
Moderators Tut Posted December 11, 2020 Moderators Posted December 11, 2020 They are components that are children of dummy chassis_dummy and a maximum of 6 can be spawned. They are named extra0 through extra5. These components have static positions and rotates along the vehicle, so you can't make them child of trunks or specific vehicle parts. You can add vehicle variants through a modeling software. 1
Miyuru Posted December 11, 2020 Author Posted December 11, 2020 (edited) is there a function to replace or something like this? Vehicle variants - Multi Theft Auto: Wiki Edited December 11, 2020 by Miyuru
Moderators Tut Posted December 11, 2020 Moderators Posted December 11, 2020 Replacing model is handled by engineReplaceDFF and spawning variants is handled by setVehicleVariant. I'm not able to offer any advice on a scripting level. 1
Miyuru Posted December 11, 2020 Author Posted December 11, 2020 10 hours ago, Tut said: They are components that are children of dummy chassis_dummy and a maximum of 6 can be spawned. They are named extra0 through extra5. These components have static positions and rotates along the vehicle, so you can't make them child of trunks or specific vehicle parts. You can add vehicle variants through a modeling software. I made variants using Blender. Thanks! But can I use only 5 variants for each vehicle?
Moderators Tut Posted December 12, 2020 Moderators Posted December 12, 2020 You can use 6. extra0, extra1, extra2, extra3, extra4, extra5. If your project needs more than 6 you would want to use one of the above methods. 1
Miyuru Posted December 12, 2020 Author Posted December 12, 2020 2 hours ago, Tut said: You can use 6. extra0, extra1, extra2, extra3, extra4, extra5. If your project needs more than 6 you would want to use one of the above methods. I Found a Method "setVehicleComponentVisible" but it's only show local player?
ShayF Posted December 13, 2020 Posted December 13, 2020 (edited) 22 hours ago, Miyuru said: I Found a Method "setVehicleComponentVisible" but it's only show local player? This is because setVehicleComponentVisible is a client-side only function. It's actually possible to combine 2 models into the same file and run them without ID's, or make a custom system for ID's. I've successfully added different vehicles to MTA without replacing anything. Note it's not advised because the file size just gets insane, textures get jumbled up, and other things. Edited December 13, 2020 by ShayF 1
Miyuru Posted December 29, 2020 Author Posted December 29, 2020 On 12/12/2020 at 05:52, Tut said: You can use 6. extra0, extra1, extra2, extra3, extra4, extra5. If your project needs more than 6 you would want to use one of the above methods. Is there a way to use like vehicle upgrades(AddVehicleUpgrade)?
Hydra Posted December 29, 2020 Posted December 29, 2020 (edited) Use: setVehicleVariant(arg1, arg2) (https://wiki.multitheftauto.com/wiki/SetVehicleVariant) 2 hours ago, Miyuru said: Is there a way to use like vehicle upgrades(AddVehicleUpgrade)? yeah, you can make a custom function for that Edited December 29, 2020 by Hydra
Miyuru Posted December 30, 2020 Author Posted December 30, 2020 8 hours ago, Hydra said: Use: setVehicleVariant(arg1, arg2) (https://wiki.multitheftauto.com/wiki/SetVehicleVariant) yeah, you can make a custom function for that Only 2 for a once?
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