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gta5gangmod's Introduction

Downloads are here: https://github.com/lucasvinbr/GTA5GangMod/releases

GTA5GangMod

a mod that tries to create a gang and turf system similar to that of Gta San Andreas.

ScriptHookV, ScriptHookDotNet and NativeUI are required for this mod to work.

Links:

ScriptHookV: http://www.dev-c.com/gtav/scripthookv/

ScriptHookDotNet: https://github.com/crosire/scripthookvdotnet/releases

NativeUI: https://github.com/Guad/NativeUI/releases

Contributions are welcome! Please create a new fork and make a pull request if you'd like to contribute.

If using this mod's code as reference or base for your own works, please provide credit and/or a link to this page.

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gta5gangmod's Issues

Zix Edits

GTA5GangMod-zixrev1.zip

Hey, I haven't got git set up on my windows machine - i use linux at work with some GUI nonsense, truth is i'm a real scrub when it comes to git and i couldn't find a way to message you. So here is my current WIP you requested.

It doesn't contain much:

  • the controller mapping i started is available in ModCore onTick, will eventually extend it to include more options and probably want to wrap it in a config on/off if statement kind of deal.
    • played around with SpawnedDrivingGangMember abit, i use semi-realistic car handling mod and the speeds etc set in there were just crazy, and often could get me run over by my own gang :) For on foot i switched it to a static 50 on speed instead of the (7*distance) it was before and extended the radius to 25 from 10. With a larger radius they seem to be capable of decreasing their own speed for a safe stop.
    • In the "teleport" function in the same file, i tried to call EveryoneLeavesVehicle() but this broke the script, i imagine it then tries to do so some stuff after things have been set to null. So i used Hash.TASK_EVERYONE_LEAVE_VEHICLE instead and let your update function in that class handle the cleanup instead, which it seems to fine from testing.

It means sometimes allies may not arrive if they get out of their car too far away or they'll be too much of a distance away to be useful. Ideally i'd like to do something tidier with this, perhaps if its a friendly vehicle send a message to the player saying backup couldn't get to them and attempt to respawn. If the player's not near any road access they should go figure. Either that or a toggle config option for "get out and walk if backup vehicle stuck"/"attempt respawn if backup vehicle stuck"/"attempt respawn if backup vehicle stuck x3 then get out and walk".

But it solves the whole enemies dropping in from behind and blasting you with a shotgun so i'm happy with it for now.

Problems with wiping save

when i started i had a ton of money and maxed out my gang since i didn't know what i was doing. Ive been looking for a way to reset my progress, pls help.

Possible Compatibility Issue?

Tried adding the mod as stated in instructions but loaded the game to find nothing. I am using GTAV Redux and tried placing it in that mod folder as well and still nothing to which I extracted everything and placed it in the folder still nothing. Could this not be compatible with Redux? Or if you know it is can you walk me through the process a little better?

Crash (during wars?)

Users (me too) have been experiencing crashes during some apparently intense moments. Those crashes don't seem to be predictable, however, so the exact cause isn't known. It's possible to fight 3 or 4 wars without crashing, and then crash during, or after, another one

Teammate Attacks

I just wanted to clear up what some of the users are saying about a "bug" on the GTA5 Mods website. I was playing single player story mode again and noticed my teammates kill the NPC teammates (Not Trevor, Michael, or Franklin). One example is when Trevor and his friend are fighting the Aztecas after they meet the Chinese Triads and put them inside the freezer.

LSPDFR Crash

With this mod on and loading lspdfr latest version causes game to crash, earlier both used to work together, and it was great to have both working.

Gang member skins don't always match the rest of their bodies

Sometimes, a member's face is of a specific skin tone, and the body, of another, making them look pretty weird. It's probably got to do with the way the torso and legs variations are saved. Suggestions on how to deal with this issue are welcome.

[suggestion] LSPD Mod Support

I've had this Mod and LSPD install together and have always had issues with it. it would be amazing if there was a Dedicated Riot Control system to stop these Fights with Police. Many times I've called in backup for these encounters but it doesn't feel immersive enough. Maybe a Dedicated Callout for these Riots which would bring in the Swat and stuff (Maybe blocking the Streets). I'll leave it up to the devs. Thanks for the Mod!

Members spawning inside buildings

Particularly noticeable during wars, where spawn points themselves may be set inside a building and make lots of members become stuck there, potentially "breaking" the war until the player gets far away or "cheats" in order to get to the members

Help me [ERROR MOD NOT LOADING]

Ok so I have been trying for the past few weeks to get this mod to work and i have found nothing online to help me with my issue can someone tell me whats wrong and how to fix my issue please because I have seen a few others without a solution aswell.
here is a section from my error info. the mod just wont load into my game.

[20:38:57] [DEBUG] Instantiating script GTA.GangAndTurfMod.ModCore ...
[20:39:00] [ERROR] Failed to instantiate script GTA.GangAndTurfMod.ModCore because constructor threw an exception: System.TypeLoadException: Could not load type 'NativeUI.UIMenuDynamicListItem' from assembly 'NativeUI, Version=1.7.0.0, Culture=neutral, PublicKeyToken=null'.
at GTA.GangAndTurfMod.CustomZonesSubMenu.Setup()
at GTA.GangAndTurfMod.ZonesMenu..ctor(MenuPool menuPool)
at GTA.GangAndTurfMod.MenuScript..ctor()
at GTA.GangAndTurfMod.ModCore..ctor()
[20:39:00] [DEBUG] Instantiating script GTA.GangAndTurfMod.WorldLocChecker ...
[20:39:00] [INFO] Started script GTA.GangAndTurfMod.WorldLocChecker.
[20:39:00] [DEBUG] Instantiating script LiveryChanger ...
[20:39:00] [INFO] Started script LiveryChanger.
[20:39:00] [DEBUG] Instantiating script NativeUI.BigMessageThread ...
[20:39:00] [INFO] Started script NativeUI.BigMessageThread.
[20:39:00] [DEBUG] Instantiating script ParkedCarReplacement ...
[20:39:00] [INFO] Started script ParkedCarReplacement.
[20:39:00] [DEBUG] Instantiating script BetterChases ...
[20:39:00] [INFO] Started script BetterChases.
[20:39:00] [DEBUG] Instantiating script BetterChasesMessageQueue ...
[20:39:00] [INFO] Started script BetterChasesMessageQueue.
[20:39:00] [DEBUG] Instantiating script BetterChasesUI ...
[20:39:00] [INFO] Started script BetterChasesUI.
[20:39:00] [DEBUG] Instantiating script BetterChasesWantedLevelInstantCopHandler ...
[20:39:00] [INFO] Started script BetterChasesWantedLevelInstantCopHandler.
[20:39:00] [DEBUG] Instantiating script EntityGetter ...
[20:39:00] [INFO] Started script EntityGetter.
[20:39:00] [DEBUG] Instantiating script IncidentManager ...
[20:39:00] [INFO] Started script IncidentManager.
[20:39:00] [DEBUG] Instantiating script SixStar_AI_Buzzard ...
[20:39:00] [INFO] Started script SixStar_AI_Buzzard.
[20:39:00] [DEBUG] Instantiating script SixStar_AI_Generic_Chopper ...
[20:39:00] [INFO] Started script SixStar_AI_Generic_Chopper.
[20:39:00] [DEBUG] Instantiating script SixStar_AI_Generic_Ground ...
[20:39:00] [INFO] Started script SixStar_AI_Generic_Ground.
[20:39:00] [DEBUG] Instantiating script SixStar_AI_Generic_Jet ...
[20:39:00] [INFO] Started script SixStar_AI_Generic_Jet.
[20:39:00] [DEBUG] Instantiating script SixStar_AI_Hydra ...
[20:39:00] [INFO] Started script SixStar_AI_Hydra.
[20:39:00] [DEBUG] Instantiating script SixStar_AI_Lazer ...
[20:39:00] [INFO] Started script SixStar_AI_Lazer.
[20:39:00] [DEBUG] Instantiating script SixStar_AI_Lewd ...
[20:39:00] [INFO] Started script SixStar_AI_Lewd.
[20:39:00] [DEBUG] Instantiating script SixStar_AI_Lewdad ...
[20:39:00] [INFO] Started script SixStar_AI_Lewdad.
[20:39:00] [DEBUG] Instantiating script SixStar_AI_MountedGunners ...
[20:39:00] [INFO] Started script SixStar_AI_MountedGunners.
[20:39:00] [DEBUG] Instantiating script SixStar_AI_Rhino ...
[20:39:00] [INFO] Started script SixStar_AI_Rhino.
[20:39:00] [DEBUG] Instantiating script SixStar_AI_Submarine ...
[20:39:00] [INFO] Started script SixStar_AI_Submarine.
[20:39:00] [DEBUG] Instantiating script SixStar_AI_Valkyrie ...
[20:39:00] [INFO] Started script SixStar_AI_Valkyrie.
[20:39:00] [DEBUG] Instantiating script SixStar_DeleteQueue ...
[20:39:00] [INFO] Started script SixStar_DeleteQueue.
[20:39:00] [DEBUG] Instantiating script SixStar_EntityMonitor ...
[20:39:00] [INFO] Started script SixStar_EntityMonitor.
[20:39:00] [DEBUG] Instantiating script SixStar_SpawnQueue ...
[20:39:00] [INFO] Started script SixStar_SpawnQueue.
[20:39:00] [DEBUG] Instantiating script SixStarResponse ...
[20:39:00] [INFO] Started script SixStarResponse.
[20:39:00] [ERROR] Caught fatal unhandled exception:
System.NullReferenceException: Object reference not set to an instance of an object.
at GTA.GangAndTurfMod.GangMemberUpdater.OnTick(Object sender, EventArgs e)
at SHVDN.Script.DoTick()
[20:39:00] [ERROR] The exception was thrown while executing the script GTA.GangAndTurfMod.GangMemberUpdater.
[20:39:00] [ERROR] Caught fatal unhandled exception:
System.NullReferenceException: Object reference not set to an instance of an object.
at GTA.GangAndTurfMod.GangVehicleUpdater.OnTick(Object sender, EventArgs e)
at SHVDN.Script.DoTick()
[20:39:00] [ERROR] The exception was thrown while executing the script GTA.GangAndTurfMod.GangVehicleUpdater.
[20:39:00] [WARNING] Aborted script GTA.GangAndTurfMod.GangMemberUpdater.
at System.Threading.Thread.AbortInternal()
at System.Threading.Thread.Abort()
at SHVDN.Script.Abort()
at SHVDN.Script.DoTick()
at SHVDN.Script.MainLoop()
[20:39:00] [WARNING] Aborted script GTA.GangAndTurfMod.GangVehicleUpdater.
at System.Threading.Thread.AbortInternal()
at System.Threading.Thread.Abort()
at SHVDN.Script.Abort()
at SHVDN.Script.DoTick()
at SHVDN.Script.MainLoop()

Help decreasing the amount of money earned

How i would decrease the amount of money earned by the turfs my gang own?
Because i have 6 level 10 turfs and i earn almost 170.000 $ , i would like to decrease it
To make the mod more difficult to play .

Mano, você é o cara, me ajuda ai kk te stalkiei até aqui só pra pedir ajuda nisso, dá uma força ai é nois

Saving turf data changes overwrites entire file

Hi,
I discovered a recurring problem while playing your mod for about an hour. I'm not sure how long the mod takes between saves, but I get a message that the mod saves the turf data. As soon as it does it wipes out all the turf data and leaves only the recent changes made by the turf wars. Every time the mod saves to the turf data file, more turfs are lost if there were no changes between saves. Eventually, the only turfs left are the ones I have created or those that changed during a turf war since the last save, leaving only a few turf zones.

I'm not a coder, but I dabbled in programming a little bit for education. Something is causing the mod to overwrite the entire file instead of changing turf data or appending new data.

Vitality mod incompatibility

If the player is controlling a gang member and is hit by a rocket or any other lethal explosive, it's likely that the Wasted procedure will trigger (the "Wasted" message and sound don't appear, however). The player will still be controlling the gang member after respawning at the hospital, but he will ragdoll immediately and stay there, because he had already died. Using spacebar to control another member or returning to the original character deals with this situation, but it can be annoying.

Crashing during wars

I'm having trouble with crashing during wars. The game works fine outside of being in combat. I've tried everything, limiting the number of gangs, limiting the number of members, I've updated every possible thing, and searched through logs and can't find what's going on. I've reinstalled the mod once, and have removed all of my other mods, but I'm still crashing when I'm in combat.

I have the game set to high priority with automatic paging file that's around 32GB on top of ~13GB of DDR4 RAM. I've downloaded the heap adjuster to stop initial crashing with the mods I had (around 30 or so mods, all of them work together, I've spent a few hours working out incompatibilities and everything is either visual or does not interact or get in the way of any of the other mods, so this is purely a Gang and Turf issue that I can't seem to solve on my own.

I believe there's some AI logic bugged or something, that's the only reasonable and unsolved idea from what I read in Github issues, but that was all the way in 2018 without any true solution besides reducing the # of gangs and members. I hope we can figure out a solution, because I shouldn't be crashing due to memory as I don't see any difference between 50 members and 250 members in a war, or having 12 gangs on the map.

Thanks

Suggestion

Spam aircraft in the sky, and use the same weapons if available.

Allied gangs, example: Player Gang + Families, each in their own areas.

Maybe you already know, but if not.

I realized that if I put the name of the gang created in "relationships.dat" it works, but only with the vanilla from the game. It would be nice to create an external "relationships.dat" to configure the will.

Example that works:
alien
Respect Alien
Hate COP ARMY
Dislike CIVMALE CIVFEMALE

Example that doesn't work:
alien
Respect Alien PLAYER GANG_PLAYER

Wars fought at the border of a zone end up stopping often

The "red war circle", in some cases, is set to the zone's center, not the player position, which may cause this, especially in large zones, like the hills or mountain zones:

  • War starts, player is inside zone but outside the circle, which is far away
  • Player moves a bit and ends up leaving the contested zone, stopping the war death count
  • Player keeps fighting, since the enemies are still around, but the war won't end

Error when starting

When i start my game i get this in the console:

[20:26:42] [ERROR] Caught fatal unhandled exception:
System.NullReferenceException: Object reference not set to an instance of an object.
at GTA.GangAndTurfMod.GangMemberUpdater.OnTick(Object sender, EventArgs e)
at SHVDN.Script.MainLoop()
[20:26:42] [ERROR] The exception was thrown while executing the script GTA.GangAndTurfMod.GangMemberUpdater.
[20:26:42] [WARNING] Aborted script GTA.GangAndTurfMod.GangMemberUpdater.
[20:26:46] [ERROR] Caught fatal unhandled exception:
System.NullReferenceException: Object reference not set to an instance of an object.
at GTA.GangAndTurfMod.MindControl.get_CurrentPlayerCharacter()
at GTA.GangAndTurfMod.ZoneManager.GetCurrentTurfZone()
at GTA.GangAndTurfMod.AmbientGangMemberSpawner.OnTick(Object sender, EventArgs e)
at SHVDN.Script.MainLoop()
[20:26:46] [ERROR] The exception was thrown while executing the script GTA.GangAndTurfMod.AmbientGangMemberSpawner.
[20:26:46] [WARNING] Aborted script GTA.GangAndTurfMod.AmbientGangMemberSpawner.
[20:26:46] [ERROR] Caught fatal unhandled exception:
System.NullReferenceException: Object reference not set to an instance of an object.
at GTA.GangAndTurfMod.MindControl.get_CurrentPlayerCharacter()
at GTA.GangAndTurfMod.WorldLocChecker.OnTick(Object sender, EventArgs e)
at SHVDN.Script.MainLoop()
[20:26:46] [ERROR] The exception was thrown while executing the script GTA.GangAndTurfMod.WorldLocChecker.
[20:26:46] [WARNING] Aborted script GTA.GangAndTurfMod.WorldLocChecker.

And doing Reload() doesnt fix it. I have no idea why its doing this, it was working fine before and nothing changed and it doesnt want to work anymore.

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