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Old 01-23-2009   #1
CoMPMStR
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[RELEASE] Super Spawner Script




Here it is, yet another spawner script.. or is it? This script allows you to spawn vehicles and peds alike. Not only can you spawn vehicles and peds, you can also alter them in different ways upon spawning them.

Some of the ways you can alter peds is by giving them different tasks. Those tasks include:

Code:
 - Stand Still: Spawns the ped and they won't move unless you drop a grenade.
 - Flee Player: Spawns a ped who's scared of you and runs away.
 - Flee Player Then Fall: Spawns a ped who's scared of you and runs away, but then trips and falls some time later.
 - Defend Player: Spawns a ped that will defend you to the death. You can only have 7 that will defend you.
 - Fight Player: Spawns a ped that will fight you to the death.
 - Follow Player: Spawns a ped that will always try to get close to you. They will stop of you're too high or low.
 - Wander Around: Spawns a ped that just walks around the city.
 - On Fire: Spawns a ped on fire. If you spawn more than 3 or 4 peds before they die, the subsequent peds will run away on fire.
 - Ragdoll: Spawns a ped that gets slung to the ground, thus resulting in them falling over as a ragdoll.
Some of the ways you can alter vehicles is by giving them different characteristics. Those include:

Code:
 - Normal: Spawns a normal vehicle with no special attributes.
 - Invincible: Spawns a vehicle with all proofs enabled (bullet, fire, explosion, damage, and melee). You may still receive visual damage.
 - Hazard Lights: Spawns a vehicle with it's hazard lights constantly blinking.
 - With Passengers: Spawns a vehicle with random passengers sitting in the vehicle.
 - Explode: Spawns a vehicle that will explode within a certain amount a time.
Some of the ways you can alter objects is by attaching them to different existing objects. When an attached object is spawned, you are allowed to modify it's position and rotation. After you've completely modified the object's attachment properties simply press the spawn key again to confirm the changes. Those attachment areas include:

Code:
 - Normal: Spawns a normal object in the world.
 - Frozen: Spawns an object that's position is frozen.
 - Head Attach: Spawns an object and attaches it to Niko's head.
 - Right Hand Attach: Spawns an object and attaches it to Niko's right hand.
 - Vehicle Attach: Spawns an object and attaches it to Niko's current vehicle, if available.

NEW in v1.1:

- Now works for game version v1.0.2.0.
- Fixed the issue with some peds not performing their tasks after spawning lots of peds.
- Stand still-task peds will now stand still, even when you drop a grenade.
- Fight player-task peds will now stay focused on fighting the player.

NEW in v1.2:

- Major improvements to the overall script.
- Modified the key layout to add new features.
- Added a master key combination to turn the script on or off.
- Added lots of new configurable options.
- Added blips for some spawned peds.
- Added some object spawning support, complete with attachments.


This script allows you to configure the hotkeys and options to your liking. The keys are assigned the numerical representation of the respective VK enum. I've included a text file with a listing of all available keys, incase some of you don't know the numerical value of the key you'd like to use.

NOTE: You can change the options during gameplay without exiting the game. After you've saved any changes, simply reload the game and the changes will take effect.



Code:
Default Hotkeys:

ControlKey+AltKey+Numpad0 (17+18+96): Master ON/OFF Keys
Numpad0 (96): Change Task Type
Numpad1 (97): Spawn Model Index
Numpad2 (98): Spawn Object Count
Numpad3 (99): Change Spawner Type/Status Display
Numpad Decimal (110): Spawn Object
OemSemicolon (186): Attach Specify
OemQuotes (222): Attach Modify
ControlKey (17): Modifier Key


Options Information:

Master ON/OFF Keys: Switches the script on and off, allowing you to free up the used hotkeys. You can choose any number of keys to use, just make sure your keyboard allows pressing them all simultaneously. Seperate each with a plus sign.
Change Task Type: Changes the current task/attribute type by 1. Hold the modifier key to decrease, press alone to increase.
Spawn Model Index: Changes the current model index by 1. Hold the modifier key to decrease, press alone to increase.
Spawn Object Count: Changes the number of objects to spawn with one keypress. Hold the modifier key to decresae the count, press alone to increase.
Change Spawner Type/Status Display: Changes the current spawner type, allowing you to spawn different types of objects. Hold the modifier key to display the total number of objects in use for the current task/attribute type.
Spawn Object: Spawns the currently selected object. Hold the modifier key to remove spawned objects. After the confirmation message, hold the modifier key to clear all objects or press alone to clear only the selected task/attribute type objects.
Attach Specify: Cycles through which property to edit on the newly attached or frozen object (position offset x, y, z and rotation x, y, z or heading). Hold the modifier key to cycle in reverse.
Attach Modify: Increases the selected property of the newly attached object. Hold the modifier key to decrease.
Modifier Key: This is the modifier key used along with the other hotkeys to add more functions.


Settings Information:

[KEYS]
MASTERONOFF = Master ON/OFF Keys
INDEXMOVE = Spawn Model Index
SPAWN = Spawn Object
TASKTYPE = Change Task Type
SPAWNCOUNT = Spawn Object Count
SPAWNERTYPESTATS = Change Spawner Type/Status Display
ATTACHPOINT = Attach Specify
ATTACHPOSROT = Attach Modify
MODIFIER = Modifier Key

[VALUES]
MINPEDDIST = Minimum distance, in meters, to spawn peds from Niko. (DEFAULT=3.0)
MAXPEDDIST = Maximum distance, in meters, to spawn peds from Niko. (DEFAULT=6.0)
MINCARDIST = Minimum distance, in meters, to spawn vehicles from Niko. (DEFAULT=4.0)
MAXCARDIST = Maximum distance, in meters, to spawn vehicles from Niko. (DEFAULT=8.0)
MINDEFENDPEDDIST = Minimum distance, in meters, to spawn defend-task peds from Niko. (DEFAULT=2.0)
MAXDEFENDPEDDIST = Maximum distance, in meters, to spawn defend-task peds from Niko. (DEFAULT=6.0)
MINFIGHTPEDDIST = Minimum distance, in meters, to spawn fight-task peds from Niko. (DEFAULT=40.0)
MAXFIGHTPEDDIST = Maximum distance, in meters, to spawn fight-task peds from Niko. (DEFAULT=80.0)
MINOBJECTDIST = Minimum distance, in meters, to spawn objects from Niko. (DEFAULT=1.0)
MAXOBJECTDIST = Maximum distance, in meters, to spawn objects from Niko. (DEFAULT=2.0)
FLEEFALLTIME = Amount of time, in seconds, it takes for the ped to trip and fall when fleeing. (DEFAULT=5)
FLEEFALLFORCE = Amount of force applied when the ped trips and falls. (DEFAULT=2.0)
PEDINITHEALTH = Amount of health spawned peds have initially. (DEFAULT=1)
DEFENDPEDHEALTH = Amount of health defend-task peds have when spawned. (DEFAULT=200)
DEFENDPEDARMOR = Amount of armor defend-task peds have when spawned. (DEFAULT=200)
DEFENDPEDWEAPON = The weapon(s) that defend-task peds have when spawned. Seperate the weapons with a comma to randomize between them. (DEFAULT=4, 5, 12, 13, 14, 15)
DEFENDPEDACCURACY = Amount of accuracy the defend-task peds will have. (DEFAULT=200)
DEFENDPEDSENSERANGE = Range, in meters, in which the defend-task peds will locate potential threats. (DEFAULT=50.0)
DEFENDPEDDEFENSEAREA = Area, in meters, in which the defend-task peds will use defensive cover around themselves. (DEFAULT=50.0)
DEFENDPEDMODELS* = Ped models to spawn for defend-task peds when ALWAYSRANDOMPEDS is enabled. (DEFAULT=104-117, 225, 226, 228, 229, 232, 235, 236-239, 242, 243, 244, 246-255)
FIGHTPEDHEALTH = Amount of health fight-task peds have when spawned. (DEFAULT=200)
FIGHTPEDARMOR = Amount of armor fight-task peds have when spawned. (DEFAULT=200)
FIGHTPEDWEAPON = The weapon(s) that fight-task peds have when spawned. Seperate the weapons with a comma to randomize between them. (DEFAULT=7, 10, 11)
FIGHTPEDACCURACY = Amount of accuracy the defend-task peds will have. (DEFAULT=100)
FIGHTPEDSENSERANGE = Range, in meters, in which the fight-task peds will locate potential threats. (DEFAULT=25.0)
FIGHTPEDDEFENSEAREA = Area, in meters, in which the fight-task peds will use defensive cover around themselves. (DEFAULT=25.0)
FIGHTPEDMODELS* = Ped models to spawn for fight-task peds when ALWAYSRANDOMPEDS is enabled. (DEFAULT=294-341)
FOLLOWPEDHEALTH = Amount of health follow-task spawned peds have when spawned. (DEFAULT=10)
FIREPEDHEALTH = Amount of health onfire-task spawned peds have when spawned. (DEFAULT=2000)
EXPLODECARTIME = Amount of time (in seconds) it takes for explode-task spawned cars to explode. (DEFAULT=10)
RAGDOLLFORCE = Amount of force that slings the ragdoll ped to the ground. (DEFAULT=10.0)
RICHPEDS = Determines whether the spawned peds will have lots of money or not. (DEFAULT=false)
PEDFRIENDLYFIRE = Determines whether you will be allowed to shoot your defend-task peds and if they can shoot you. True means you can shoot each other. Also works for fight-task peds. (DEFAULT=false)
OBJECTCOUNT = Default amount of objects to spawn with one keypress. Can be changed ingame. (DEFAULT=1)
STANDSTILLPEDCOUNT = Default amount of stand still-task peds to spawn with one keypress. Can be changed ingame. (DEFAULT=10)
FLEEPEDCOUNT = Default amount of flee-task peds to spawn with one keypress. Can be changed ingame. (DEFAULT=1)
FLEEFALLPEDCOUNT = Default amount of flee then fall-task peds to spawn with one keypress. Can be changed ingame. (DEFAULT=4)
DEFENDPEDCOUNT = Default amount of defend-task peds to spawn with one keypress. Can be changed ingame. (DEFAULT=3)
FIGHTPEDCOUNT = Default amount of fight-task peds to spawn with one keypress. Can be changed ingame. (DEFAULT=5)
FOLLOWPEDCOUNT = Default amount of follow-task peds to spawn with one keypress. Can be changed ingame. (DEFAULT=2)
FIREPEDCOUNT = Default amount of onfire-task peds to spawn with one keypress. Can be changed ingame. (DEFAULT=3)
WANDERPEDCOUNT = Default amount of wander-task peds to spawn with one keypress. Can be changed ingame. (DEFAULT=1)
EXPLODECARCOUNT = Default amount of explode-task cars to spawn with one keypress. Can be changed ingame. (DEFAULT=3)
STANDSTILLPEDDIST = Total distance, in meters, between Niko and stand still-task peds before they're no longer needed. (DEFAULT=200.0)
FLEEPEDDIST = Total distance, in meters, between Niko and flee-task peds before they're no longer needed. (DEFAULT=100.0)
DEFENDPEDDIST = Total distance, in meters, between Niko and defend-task peds before they're no longer needed. (DEFAULT=300.0)
FIGHTPEDDIST = Total distance, in meters, between Niko and fight-task peds before they're no longer needed. (DEFAULT=300.0)
FOLLOWPEDDIST = Total distance, in meters, between Niko and follow-task peds before they're no longer needed. (DEFAULT=250.0)
FIREPEDDIST = Total distance, in meters, between Niko and onfire-task peds before they're no longer needed. (DEFAULT=200.0)
WANDERPEDDIST = Total distance, in meters, between Niko and wander-task peds before they're no longer needed. (DEFAULT=250.0)
PASSENGERPEDDIST = Total distance, in meters, between Niko and passenger-task peds before they're no longer needed. (DEFAULT=200.0)
PASSENGERCARDIST = Total distance, in meters, between Niko and passenger-attribute vehicles before they're no longer needed. (DEFAULT=200.0)
INVINCIBLECARDIST = Total distance, in meters, between Niko and invincible-attribute vehicles before they're no longer needed. (DEFAULT=200.0)
OBJECTDIST = Total distance, in meters, between Niko and spawned objects before they're no longer needed. (DEFAULT=350.0)
ALWAYSRANDOMPEDS = This determines whether the multiple peds spawned will be a random model or if they will all the the selected model. (DEFAULT=true)
ALWAYSRANDOMCARS = This determines whether the multiple vehicles spawned will be a random model or if they will all the the selected model. (DEFAULT=true)
SHOWFLEEPEDBLIPS = This determines whether blips will appear for all flee-task peds. (DEFAULT=true)
SHOWDEFENDPEDBLIPS = This determines whether blips will appear for all defend-task peds. (DEFAULT=true)
SHOWFIGHTPEDBLIPS = This determines whether blips will appear for all fight-task peds. (DEFAULT=true)
SHOWFOLLOWPEDBLIPS = This determines whether blips will appear for all follow-task peds. (DEFAULT=true)
SHOWWANDERPEDBLIPS = This determines whether blips will appear for all wander-task peds. (DEFAULT=true)
ALWAYSPLACEPEDSONSTREET = This determines whether all peds will be placed on the street closest to their spawn position. (DEFAULT=true)
ALWAYSPLACECARSONSTREET = This determines whether all cars will be placed on the street closest to their spawn position. (DEFAULT=false)
ALWAYSPLACEOBJSONSTREET = This determines whether all objects will be placed on the street closest to their spawn position. (DEFAULT=false)
FORMATIONSPACING = The maximum space between Niko and the spawned defend-task peds. (DEFAULT=3.0)
FIGHTPEDRESPAWNINTERVAL = The interval, in seconds, in which to respawn more fight-task peds. Will activate once you defeat all spawned fight-task peds. Set to 0 to disable automatic respawn. (DEFAULT=0)
PLAYFIGHTPEDSOUNDS = When enabled, you will hear a sound when you defeat all fight-task peds that were spawned. (DEFAULT=true)
FLEEPEDBLIPMINDIST = Minimum distance, from Niko, in which the flee-task ped blips will be visible. (DEFAULT=0.0)
FLEEPEDBLIPMAXDIST = Maximum distance, from Niko, in which the flee-task ped blips will be visible. (DEFAULT=150.0)
DEFENDPEDBLIPMINDIST = Minimum distance, from Niko, in which the defend-task ped blips will be visible. (DEFAULT=10.0)
DEFENDPEDBLIPMAXDIST = Maximum distance, from Niko, in which the defend-task ped blips will be visible. (DEFAULT=350.0)
FIGHTPEDBLIPMINDIST = Minimum distance, from Niko, in which the fight-task ped blips will be visible. (DEFAULT=20.0)
FIGHTPEDBLIPMAXDIST = Maximum distance, from Niko, in which the fight-task ped blips will be visible. (DEFAULT=350.0)
FOLLOWPEDBLIPMINDIST = Minimum distance, from Niko, in which the follow-task ped blips will be visible. (DEFAULT=15.0)
FOLLOWPEDBLIPMAXDIST = Maximum distance, from Niko, in which the follow-task ped blips will be visible. (DEFAULT=300.0)
WANDERPEDBLIPMINDIST = Minimum distance, from Niko, in which the wander-task ped blips will be visible. (DEFAULT=15.0)
WANDERPEDBLIPMINDIST = Maximum distance, from Niko, in which the wander-task ped blips will be visible. (DEFAULT=300.0)
ALWAYSDISPLAYSTATSWHENENABLED = When enabled, the display status text will NOT disappear after enabled when cycling tasks/spawners. (DEFAULT=false)
OBJECTPOSROTCHANGE = Amount to change the spawned object's position when attached to something or frozen. Rotation only when attached. (DEFAULT=0.05)
OBJECTHEADCHANGE = Amount to change the spawned frozen object's heading. (DEFAULT=0.5)

Defend/Fight Ped Models Info:

This is a list of model indexes in which to randomize from if the ALWAYSRANDOMPEDS option is enabled. You can specify indexes for ped models in two different ways, individually or within a range. To specify indexes individually, simply list them with a comma (,) as a seperator (ex: 2, 5,24 ,83). To specify a range of indexes, simply list the lowest and highest numbers with a dash (-) in between (ex: 23, 43-64 ,110-131). You can identify the indexes to the defined model by cycling through them ingame. The index number will be displayed along with the model name. NOTE: Adding indexes to the list that aren't available will cause crashes when attempting to spawn the ped.



Object Attachment Info:

This will "attempt to" help you all, when spawning an object that's attached to something else. First, I hope you know, you need to cycle through until you've chosen which place you'd like to attach the object. You also need to cycle though and choose which object you're going to spawn. After you have those two selections made, you can spawn the object and begin positioning it. The default hotkeys are OemSemicolon (:;), OemQuotes ("'), and the CTRL modifier key; which will be used in the example.

Immediately after you spawn the object, it will appear attached to the center of the object. From here you would use the OemQuotes key to increase it's position and rotation, and the OemSemicolon key to cycle forward through which aspect of the positioning to modify; x, y, and z position and rotation. Holding the CTRL modifier key while using these two hotkeys will decrease the attached object's position and rotation, and cycle in reverse between position and rotation; respectively of course. Once you've completely positioned the object, simply press the Spawn Object hotkey to finalize the process. The same rules apply to spawned frozen objects.



To Install:

First you will need to obtain a copy of HazardX's .NET ScriptHook. After you've installed the .NET ScriptHook simply copy the /scripts folder to the GTAIV root folder.

Optional: If you choose to use the default values, you don't need to copy the "sspsettings.ini" file. However, if you do intend to change some things, you need to copy the "sspsettings.ini" file to the same location as the script, in the <GTAIVROOT>/scripts folder.

Optional2: Also included in the /scripts folder is a file "spawnexm.ini". This file contains all the DLC content vehicles and peds to spawn. The file initially contains the bikes from Lost and Damned DLC and can be modified for any future DLC releases or even custom models. All you do is open the file in notepad or similar and enter the vehicle and ped model names in the respective locations, and they will be loaded with the rest. If you don't have any DLC content you can simply ignore/delete/remove this file because spawning any invalid models will crash the game. If you do intend to use this file just copy it to the same location as the script, in the <GTAIVROOT>/scripts folder.

Optional3: I've added support in the "spawnexm.ini" file for DLC and custom objects. It's including a list of nearly 30000 objects used ingame, which were gathered from the various map *.ide files. If you would like to use these models but do NOT have any other DLC content installed, remove all the model names under the [CARS] category. As stated previously, spawning any model that isn't used ingame will result in crashes.


Minimum Requirements:

.NET Framework v2.0
GTAIV PC Installation
Any ASI Loader
HazardX's .NET ScriptHook


Recommended Requirements:

.NET Framework v3.5
GTAIV PC Installation
Any ASI Loader
HazardX's .NET ScriptHook


Links:

.NET Framework v3.5:
- http://www.microsoft.com/downloads/details...31-508D977D32A6
ASI Loader by Alexander Blade:
- http://www.gtaforums.com/index.php?showtopic=380830
Xliveless by listener:
- http://www.gtaforums.com/index.php?showtopic=388658
YAASIL - Yet Another ASI Loader by HaxardX:
- http://www.gtaforums.com/index.php?showtopic=394806
.NET ScriptHook by HazardX:
- http://www.gtaforums.com/index.php?showtopic=392325



Download:

http://www.sendspace.com/file/1cuz4h
http://www.mediafire.com/download.php?ncz23nmaw0u
http://www.gtagaming.com/downloads/g...ript-mods/2105
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Modify your PC installation of GTAIV with IV Needle. Edit everything from Vehicle Handling, Colors, and Groups to Weapons and Explosion FX, plus more quickly and easily!

Other GTAIV Mods/Tools:
GTAIV Intro Patch
Mega SuperJump Script
Handheld Teleport Device Script
Super Spawner Script

Last edited by CoMPMStR; 02-04-2009 at 05:32 PM..
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Old 01-24-2009   #2
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This looks great! I'm hoping there's an ASI Loader update soon so I can test it out
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Old 01-24-2009   #3
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judging by what you have posted, it doesn't say anything about making a ped who's following you go away, which could really suck, because they could get in the way.
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Old 01-25-2009   #4
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Quote:
Originally Posted by Max Payne 2k8 View Post
judging by what you have posted, it doesn't say anything about making a ped who's following you go away, which could really suck, because they could get in the way.
Why does everyone say that? If you want to get rid of the peds, all you do is kill them... why would you need an extra hotkey to remove them when you can have fun doing it manually.

Oh, I also updated the script to work with the new patch update.
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Modify your PC installation of GTAIV with IV Needle. Edit everything from Vehicle Handling, Colors, and Groups to Weapons and Explosion FX, plus more quickly and easily!

Other GTAIV Mods/Tools:
GTAIV Intro Patch
Mega SuperJump Script
Handheld Teleport Device Script
Super Spawner Script
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Old 01-25-2009   #5
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well.. shooting does attract police attention which may be unwanted at the time. but i read at gtaforums you said you can just walk away from them, which is also a good method.
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Old 01-26-2009   #6
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hey does the Super Spawner work with 1.0.2.0 patch? it doesn't work for me...

could someone explain me how to install it? i habe the newest ver. for the newest patch, but i dont know if im instaling the super spawner and script hook well. I have an asi loader too. For example in both readme files (superSpawner & scripthook) is written about /scripts folder. but in both i have script folder so which one i have to pase into my gta root folder?

Last edited by Adam$$; 01-27-2009 at 12:37 PM.. Reason: auto-merged double post
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Old 01-28-2009   #7
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Quote:
Originally Posted by Adam$$ View Post
hey does the Super Spawner work with 1.0.2.0 patch? it doesn't work for me...

could someone explain me how to install it? i habe the newest ver. for the newest patch, but i dont know if im instaling the super spawner and script hook well. I have an asi loader too. For example in both readme files (superSpawner & scripthook) is written about /scripts folder. but in both i have script folder so which one i have to pase into my gta root folder?
For the scripthook, you only need to copy the ASI file to your gta4 root folder. After you copied that, copy the /scripts folder from my archive to the same location. That's all there is to install it, just run the game afterward and it should all work as long as your ASI loader is working correctly.


rappo is correct, you can also remove peds by getting a far distance away from them. In the new version, I'm working on now, there is a hotkey to remove all spawned objects along with some other new features like blip support.
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Modify your PC installation of GTAIV with IV Needle. Edit everything from Vehicle Handling, Colors, and Groups to Weapons and Explosion FX, plus more quickly and easily!

Other GTAIV Mods/Tools:
GTAIV Intro Patch
Mega SuperJump Script
Handheld Teleport Device Script
Super Spawner Script
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Old 02-04-2009   #8
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*bump

Updated it, finally. Took some time to get it all working right, but now it's good to go. You can also spawn objects like ramps and such, position them just the way you like, then freeze them in place to use.
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Modify your PC installation of GTAIV with IV Needle. Edit everything from Vehicle Handling, Colors, and Groups to Weapons and Explosion FX, plus more quickly and easily!

Other GTAIV Mods/Tools:
GTAIV Intro Patch
Mega SuperJump Script
Handheld Teleport Device Script
Super Spawner Script
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Old 02-17-2009   #9
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EDIT:

Ok the link is working now. I'm also using the YAASIL by HazardX because apparently Alexander's ASI loader doesn't work with ScriptHook.

But now when I try to spawn a vehicle, it says there's a problem with <thescriptname>. Any idea?

Last edited by signorekai; 02-17-2009 at 01:34 PM..
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Old 02-17-2009   #10
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Nice mod
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Old 02-17-2009   #11
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Quote:
Originally Posted by signorekai View Post
EDIT:

Ok the link is working now. I'm also using the YAASIL by HazardX because apparently Alexander's ASI loader doesn't work with ScriptHook.

But now when I try to spawn a vehicle, it says there's a problem with <thescriptname>. Any idea?
The scripthook has been recently updated and some methods have been removed. I am working on the update now so I will release it as soon as I'm done.
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Modify your PC installation of GTAIV with IV Needle. Edit everything from Vehicle Handling, Colors, and Groups to Weapons and Explosion FX, plus more quickly and easily!

Other GTAIV Mods/Tools:
GTAIV Intro Patch
Mega SuperJump Script
Handheld Teleport Device Script
Super Spawner Script
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Old 02-24-2009   #12
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No idea if i am doin something wrong, but i dont think so.
I load my game, my savedgame and cant even move a step before it crashes..

Running vista 64bit.. is there a rar somewhere with all the stuff in that you need?
So all i have to do is throw it in? with the hook thing and that asi loader.
That works in 1.0.2..

Hope to get a sollution soon.
Thx

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Old 02-24-2009   #13
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Unhandled Exception: System.IO.FileNotFoundException

Sounds like i have the same issue as Cruise. Please help me

gta4 v1.0.2.0
winxp pro, 32bit
.net framework 3.5, sp1
intel core2 quad q6600
Asustek motherboard P5Q SE/R


when starting gta with super spawner or Mega SuperJump Script my game freezes entirely. I can get to the gta start menu and options, but starting a game it freezes and just cycles threw the loading screen and my pc gets stuck, happens with single or multiplayer. I can put other scripts in my "scripts" folder such as "GrabScript.net" and it works fine. I really thought i did everything correct, but i must be missing something. I can see in the log where it fails to load. (see below) I have outlined exactly what i did, someone please advise what i am doing wrong here.


Win XP:
running as administrator account:
unchecked "read only" from rockstar games folder and all sub folders (if i go back and look its checked again later)

copied "filelist.pak" from magic patcher to:
..gta4/pc/data

copied these files to gta root folder:
dsound.dll (Alexander Blade ASI LOADER 1.0.2.0b)
ScriptHookDotNet.asi (.Net Script Hook v0.86 BETA, by Hazard)
scripts folder

scripts folder contains:

"for Developers" folder
_PUT .NET SCRIPTS HERE
Super Spawner Script By CoMPMStR.net.dll
sspsettings
spawnexm

_____________________________________
Now i know people mention issues using alex's asi loader with superspawner, but if i simply replace it with Hazards Asi loader, YAASIL, v1.0 BETA (dsound.dll) I get an application error:
GTAIV.exe Application Error
The application failed to initialize properly (Oxc0000005). Click on OK to terminate the application.



Looking at the log below looks like i am just missing a file or have something in the wrong place....
______________________________________

HERE IS THE FAILURE LOG IN -ScriptHookDotNet: (log includes the working mod GrabScript.net)


2009-02-24 22:42:50 - Initializing ScriptHookDotNet v0.86 BETA (GTA IV version 1.0.2.0)

2009-02-24 22:47:49 - SEARCHING FOR SCRIPTS...
2009-02-24 22:47:49 - Loading scripts in Assembly 'scripts\GrabScript.net' ...
2009-02-24 22:47:49 - ...found script 'GrabScript.GrabScript'!
2009-02-24 22:47:49 - Loading scripts in Assembly 'scripts\Super Spawner Script By CoMPMStR.net.dll' ...
2009-02-24 22:47:49 - Unhandled Exception: System.IO.FileNotFoundException: Could not load file or assembly 'Super Spawner Script By CoMPMStR.net, Version=1.2.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies. The system cannot find the file specified.
File name: 'Super Spawner Script By CoMPMStR.net, Version=1.2.0.0, Culture=neutral, PublicKeyToken=null'
at System.Reflection.Assembly._nLoad(AssemblyName fileName, String codeBase, Evidence assemblySecurity, Assembly locationHint, StackCrawlMark& stackMark, Boolean throwOnFileNotFound, Boolean forIntrospection)
at System.Reflection.Assembly.nLoad(AssemblyName fileName, String codeBase, Evidence assemblySecurity, Assembly locationHint, StackCrawlMark& stackMark, Boolean throwOnFileNotFound, Boolean forIntrospection)
at System.Reflection.Assembly.InternalLoad(AssemblyNa me assemblyRef, Evidence assemblySecurity, StackCrawlMark& stackMark, Boolean forIntrospection)
at System.Reflection.Assembly.InternalLoad(String assemblyString, Evidence assemblySecurity, StackCrawlMark& stackMark, Boolean forIntrospection)
at System.Reflection.Assembly.Load(String assemblyString)
at System.UnitySerializationHolder.GetRealObject(Stre amingContext context)

at GTA.RemoteScriptDomain.RequestAction(ScriptAction action)
at GTA.ScriptDomain.RequestAction(ScriptAction action)
at StartupThreadC.RunTick(StartupThreadC* )

WRN: Assembly binding logging is turned OFF.
To enable assembly bind failure logging, set the registry value [HKLM\Software\Microsoft\Fusion!EnableLog] (DWORD) to 1.
Note: There is some performance penalty associated with assembly bind failure logging.
To turn this feature off, remove the registry value [HKLM\Software\Microsoft\Fusion!EnableLog].
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Old 02-27-2009   #14
atomic_fusion
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Join Date: Feb 2009
Posts: 2
atomic_fusion is an unknown quantity at this point
I have the same issue as both of them,
I use Windows XP SP3 32 bit.
Everything else works just fine,
I deleted all the items under 'Cars' in spawn.exm, and yet it crashes before I get to even take a step.
scripthook.net works just fine with other mods, so it's just this one that doesn't work
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Old 03-01-2009   #15
atomic_fusion
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Join Date: Feb 2009
Posts: 2
atomic_fusion is an unknown quantity at this point
I finally got it to work!
I found out you have to delete the items under cars like this

[CARS]

[END]

by leaving a space, it works.
And the new previewing thing, is awesome!

Last edited by atomic_fusion; 03-02-2009 at 11:41 PM.. Reason: being a douche
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