PVS - The Best Vehicle Spawner Gets Even Better 9
1.458
27
1.458
27
PVS - PROFESSIONAL VEHICLE SPAWNER
Version 9 Change Log
-Immersive Spawn Technology with Custom Camera - Watch the new video.
-Includes short pdf Guide for installation and configuration
-misc optimizations
Version 8 Change Log
MAJOR UPDATE
- Add your own images (watch video) to any menu or submenu. You create the category, you add the image with the same name as the category. The script does the rest of the magic.
- Auto fix technology (no pun intended). Automatically fixes cars that spawn missing parts due to their modkits. These are mostly Ferrari models.
- Full instructions for installation and configuration in download
Who is this for and why is it superior to the other vehicle spawner scripts
Customization
1. Only script that allows you to select what cars will appear in the menu. You choose what to include or exclude.
2. Only script that allows your menu to be organized by user defined categories and subcategories. Do it by brand, model, country, favs, alphabetical, by year, or by whatever you desire.
3. Only script that allows you define how your vehicle will appear in menu without editing meta data in Open 4 to make corrections. Instead of Vcob427xx you can have AC Cobra 427.
4. Supports all addons, replaces, and vanilla vehicles.
5. Only script spawner that also allows customization such as extras and modkits without additional tools like your trainer.
Integrated Snapshot Script
1. The only menu that takes snapshots of your current or last vehicle. It automatically tags the image with the spawn name and previews it in game - without restarting the script or game.
2. You can hit the L key and frame the shot with your mouse, use a dedicated camera script, or use Menyoo's Freecam Option.
RAISON D'ÊTRE That's french for "Bruh, why this script mod". This script is highly customizable. It's a surgical approach, not a shotgun one size fits all. Current mods often display a Ferrari as a Ford or Vanilla Brand because the vehicle author didn't edit the name properly. Sure you can fix those manually in Open 4 but you would need hours and hours to do this - that's the extent of incorrectly named mods. I have over 700 vehicles and close to 30% have invalid names. Manually? Not gonna happ'in. Instead, you put the name you want to display in the text file called VSpawnerVehicles.txt. And, yes, work is required. If you're not serious, there are dozens of older shotgun approach scripts out there.
Vehicle Screen Capture Info
Spawn a car with the script from the menu, in or out of the vehicle, and hit the L key. This will create a screenshot named with the current vehicle that you spawned. The image will be resized to 4:3 aspect ratio. This image will display when the menu is opened/closed (i.e. refreshed) without the need to restart/reload the script itself.
Note: You can use any image you want, your own, from Google, from wallpapers, just make sure the picture name is the spawn name. Extension can be png, jpg, jpeg, or bmp if you were born in the 1960s. You can even add brand logos.
Persistence
If player is in vehicle, next vehicle will delete current one. If you want to keep a vehicle, just step out of the vehicle before spawning a new one - it will be persistent for the current session.
Installation
Requires SHVDN and LemonUI and a Scripts Folder
Installation 1
Part 1: Scripts Folder
1. VSpawnerConfig.ini, VSpawnerVehicles.txt, and the VehicleSpawner2025.dll go in your Scripts folder (as usual)
2. Create a folder called Images as a subfolder of your Scripts folder. Or use the Sample one included.
3. You can create subfolders by class, category, brand, country, etc.
4. You select which cars you want to include or exclude. Same for the categories, you define them.
Note: there is an optional VSpawnerVehicles.txt in the Optional Folder
Installation 2
Part 2: Banners - using Open IV (Open 4)
Place the texture dictionary ProVSpawner.ytd here:
\mods\update\update.rpf\x64\textures\script_txds.rpf\
Note: You can create images (512 x 128 aspect ratio) and import them in ProVSpawner.ytd.
You can use spaces for your image folders and subfolder but you can't have spaces in the ytd.
Example:
Your subfolder is called Ferrari 8 Cylinders. You will name your banner image Ferrari8Cylinders. In other words, just remove all the spaces. If you don't the image will not load.
Use - Defaults
In the VSpawnerConfig.ini you will see:
OpenMenuKey=F3 - opens the menu
ImageFolder=Images
Additional key: The L is used for in-game screenshots. It will create the image and give it the spawn name of your vehicle.
Configuration Notes:
VSpawnerVehicles.txt
The VSpawnerVehicles.txt is used to map the spawn name to your choice of how you want it displayed on the menu.
The format is like this: Spawn Name = Display Menu Name
For example:
458it=Ferrari 458 Italia
250gto62=Ferrari 250 GTO 1962
308gts=Ferrari 308 GTS
You can use the VSpawnerVehicles.txt in the Optional Folder to get you started but obviously you need to have the addon installed to spawn it.
You can can images from the mod called Vehicles Preview - About 2500 Cars [MEGA PACK]. They are not distributed with this download. The download page can be found below, but remember you can only spawn an addon vehicle from the image if you have that addon installed. If you don't you'll get a friendly message without crashing the script. You can also use your own images at your own dimensions (jpg, png, jpeg, bmp).
https://www.gta5-mods.com/misc/pack-1-vehicles-previews-for-menyoo-and-add-on-vehicle-spawner
Version 9 Change Log
-Immersive Spawn Technology with Custom Camera - Watch the new video.
-Includes short pdf Guide for installation and configuration
-misc optimizations
Version 8 Change Log
MAJOR UPDATE
- Add your own images (watch video) to any menu or submenu. You create the category, you add the image with the same name as the category. The script does the rest of the magic.
- Auto fix technology (no pun intended). Automatically fixes cars that spawn missing parts due to their modkits. These are mostly Ferrari models.
- Full instructions for installation and configuration in download
Who is this for and why is it superior to the other vehicle spawner scripts
Customization
1. Only script that allows you to select what cars will appear in the menu. You choose what to include or exclude.
2. Only script that allows your menu to be organized by user defined categories and subcategories. Do it by brand, model, country, favs, alphabetical, by year, or by whatever you desire.
3. Only script that allows you define how your vehicle will appear in menu without editing meta data in Open 4 to make corrections. Instead of Vcob427xx you can have AC Cobra 427.
4. Supports all addons, replaces, and vanilla vehicles.
5. Only script spawner that also allows customization such as extras and modkits without additional tools like your trainer.
Integrated Snapshot Script
1. The only menu that takes snapshots of your current or last vehicle. It automatically tags the image with the spawn name and previews it in game - without restarting the script or game.
2. You can hit the L key and frame the shot with your mouse, use a dedicated camera script, or use Menyoo's Freecam Option.
RAISON D'ÊTRE That's french for "Bruh, why this script mod". This script is highly customizable. It's a surgical approach, not a shotgun one size fits all. Current mods often display a Ferrari as a Ford or Vanilla Brand because the vehicle author didn't edit the name properly. Sure you can fix those manually in Open 4 but you would need hours and hours to do this - that's the extent of incorrectly named mods. I have over 700 vehicles and close to 30% have invalid names. Manually? Not gonna happ'in. Instead, you put the name you want to display in the text file called VSpawnerVehicles.txt. And, yes, work is required. If you're not serious, there are dozens of older shotgun approach scripts out there.
Vehicle Screen Capture Info
Spawn a car with the script from the menu, in or out of the vehicle, and hit the L key. This will create a screenshot named with the current vehicle that you spawned. The image will be resized to 4:3 aspect ratio. This image will display when the menu is opened/closed (i.e. refreshed) without the need to restart/reload the script itself.
Note: You can use any image you want, your own, from Google, from wallpapers, just make sure the picture name is the spawn name. Extension can be png, jpg, jpeg, or bmp if you were born in the 1960s. You can even add brand logos.
Persistence
If player is in vehicle, next vehicle will delete current one. If you want to keep a vehicle, just step out of the vehicle before spawning a new one - it will be persistent for the current session.
Installation
Requires SHVDN and LemonUI and a Scripts Folder
Installation 1
Part 1: Scripts Folder
1. VSpawnerConfig.ini, VSpawnerVehicles.txt, and the VehicleSpawner2025.dll go in your Scripts folder (as usual)
2. Create a folder called Images as a subfolder of your Scripts folder. Or use the Sample one included.
3. You can create subfolders by class, category, brand, country, etc.
4. You select which cars you want to include or exclude. Same for the categories, you define them.
Note: there is an optional VSpawnerVehicles.txt in the Optional Folder
Installation 2
Part 2: Banners - using Open IV (Open 4)
Place the texture dictionary ProVSpawner.ytd here:
\mods\update\update.rpf\x64\textures\script_txds.rpf\
Note: You can create images (512 x 128 aspect ratio) and import them in ProVSpawner.ytd.
You can use spaces for your image folders and subfolder but you can't have spaces in the ytd.
Example:
Your subfolder is called Ferrari 8 Cylinders. You will name your banner image Ferrari8Cylinders. In other words, just remove all the spaces. If you don't the image will not load.
Use - Defaults
In the VSpawnerConfig.ini you will see:
OpenMenuKey=F3 - opens the menu
ImageFolder=Images
Additional key: The L is used for in-game screenshots. It will create the image and give it the spawn name of your vehicle.
Configuration Notes:
VSpawnerVehicles.txt
The VSpawnerVehicles.txt is used to map the spawn name to your choice of how you want it displayed on the menu.
The format is like this: Spawn Name = Display Menu Name
For example:
458it=Ferrari 458 Italia
250gto62=Ferrari 250 GTO 1962
308gts=Ferrari 308 GTS
You can use the VSpawnerVehicles.txt in the Optional Folder to get you started but obviously you need to have the addon installed to spawn it.
You can can images from the mod called Vehicles Preview - About 2500 Cars [MEGA PACK]. They are not distributed with this download. The download page can be found below, but remember you can only spawn an addon vehicle from the image if you have that addon installed. If you don't you'll get a friendly message without crashing the script. You can also use your own images at your own dimensions (jpg, png, jpeg, bmp).
https://www.gta5-mods.com/misc/pack-1-vehicles-previews-for-menyoo-and-add-on-vehicle-spawner
Primul incarcat: 21 Martie 2025
Ultimul incarcat: in urma cu 2 zile
Last Downloaded: in urma cu 28 minute
78 Comentarii
PVS - PROFESSIONAL VEHICLE SPAWNER
Version 9 Change Log
-Immersive Spawn Technology with Custom Camera - Watch the new video.
-Includes short pdf Guide for installation and configuration
-misc optimizations
Version 8 Change Log
MAJOR UPDATE
- Add your own images (watch video) to any menu or submenu. You create the category, you add the image with the same name as the category. The script does the rest of the magic.
- Auto fix technology (no pun intended). Automatically fixes cars that spawn missing parts due to their modkits. These are mostly Ferrari models.
- Full instructions for installation and configuration in download
Who is this for and why is it superior to the other vehicle spawner scripts
Customization
1. Only script that allows you to select what cars will appear in the menu. You choose what to include or exclude.
2. Only script that allows your menu to be organized by user defined categories and subcategories. Do it by brand, model, country, favs, alphabetical, by year, or by whatever you desire.
3. Only script that allows you define how your vehicle will appear in menu without editing meta data in Open 4 to make corrections. Instead of Vcob427xx you can have AC Cobra 427.
4. Supports all addons, replaces, and vanilla vehicles.
5. Only script spawner that also allows customization such as extras and modkits without additional tools like your trainer.
Integrated Snapshot Script
1. The only menu that takes snapshots of your current or last vehicle. It automatically tags the image with the spawn name and previews it in game - without restarting the script or game.
2. You can hit the L key and frame the shot with your mouse, use a dedicated camera script, or use Menyoo's Freecam Option.
RAISON D'ÊTRE That's french for "Bruh, why this script mod". This script is highly customizable. It's a surgical approach, not a shotgun one size fits all. Current mods often display a Ferrari as a Ford or Vanilla Brand because the vehicle author didn't edit the name properly. Sure you can fix those manually in Open 4 but you would need hours and hours to do this - that's the extent of incorrectly named mods. I have over 700 vehicles and close to 30% have invalid names. Manually? Not gonna happ'in. Instead, you put the name you want to display in the text file called VSpawnerVehicles.txt. And, yes, work is required. If you're not serious, there are dozens of older shotgun approach scripts out there.
Vehicle Screen Capture Info
Spawn a car with the script from the menu, in or out of the vehicle, and hit the L key. This will create a screenshot named with the current vehicle that you spawned. The image will be resized to 4:3 aspect ratio. This image will display when the menu is opened/closed (i.e. refreshed) without the need to restart/reload the script itself.
Note: You can use any image you want, your own, from Google, from wallpapers, just make sure the picture name is the spawn name. Extension can be png, jpg, jpeg, or bmp if you were born in the 1960s. You can even add brand logos.
Persistence
If player is in vehicle, next vehicle will delete current one. If you want to keep a vehicle, just step out of the vehicle before spawning a new one - it will be persistent for the current session.
Installation
Requires SHVDN and LemonUI and a Scripts Folder
Installation 1
Part 1: Scripts Folder
1. VSpawnerConfig.ini, VSpawnerVehicles.txt, and the VehicleSpawner2025.dll go in your Scripts folder (as usual)
2. Create a folder called Images as a subfolder of your Scripts folder. Or use the Sample one included.
3. You can create subfolders by class, category, brand, country, etc.
4. You select which cars you want to include or exclude. Same for the categories, you define them.
Note: there is an optional VSpawnerVehicles.txt in the Optional Folder
Installation 2
Part 2: Banners - using Open IV (Open 4)
Place the texture dictionary ProVSpawner.ytd here:
\mods\update\update.rpf\x64\textures\script_txds.rpf\
Note: You can create images (512 x 128 aspect ratio) and import them in ProVSpawner.ytd.
You can use spaces for your image folders and subfolder but you can't have spaces in the ytd.
Example:
Your subfolder is called Ferrari 8 Cylinders. You will name your banner image Ferrari8Cylinders. In other words, just remove all the spaces. If you don't the image will not load.
Use - Defaults
In the VSpawnerConfig.ini you will see:
OpenMenuKey=F3 - opens the menu
ImageFolder=Images
Additional key: The L is used for in-game screenshots. It will create the image and give it the spawn name of your vehicle.
Configuration Notes:
VSpawnerVehicles.txt
The VSpawnerVehicles.txt is used to map the spawn name to your choice of how you want it displayed on the menu.
The format is like this: Spawn Name = Display Menu Name
For example:
458it=Ferrari 458 Italia
250gto62=Ferrari 250 GTO 1962
308gts=Ferrari 308 GTS
You can use the VSpawnerVehicles.txt in the Optional Folder to get you started but obviously you need to have the addon installed to spawn it.
You can can images from the mod called Vehicles Preview - About 2500 Cars [MEGA PACK]. They are not distributed with this download. The download page can be found below, but remember you can only spawn an addon vehicle from the image if you have that addon installed. If you don't you'll get a friendly message without crashing the script. You can also use your own images at your own dimensions (jpg, png, jpeg, bmp).
https://www.gta5-mods.com/misc/pack-1-vehicles-previews-for-menyoo-and-add-on-vehicle-spawner
Version 9 Change Log
-Immersive Spawn Technology with Custom Camera - Watch the new video.
-Includes short pdf Guide for installation and configuration
-misc optimizations
Version 8 Change Log
MAJOR UPDATE
- Add your own images (watch video) to any menu or submenu. You create the category, you add the image with the same name as the category. The script does the rest of the magic.
- Auto fix technology (no pun intended). Automatically fixes cars that spawn missing parts due to their modkits. These are mostly Ferrari models.
- Full instructions for installation and configuration in download
Who is this for and why is it superior to the other vehicle spawner scripts
Customization
1. Only script that allows you to select what cars will appear in the menu. You choose what to include or exclude.
2. Only script that allows your menu to be organized by user defined categories and subcategories. Do it by brand, model, country, favs, alphabetical, by year, or by whatever you desire.
3. Only script that allows you define how your vehicle will appear in menu without editing meta data in Open 4 to make corrections. Instead of Vcob427xx you can have AC Cobra 427.
4. Supports all addons, replaces, and vanilla vehicles.
5. Only script spawner that also allows customization such as extras and modkits without additional tools like your trainer.
Integrated Snapshot Script
1. The only menu that takes snapshots of your current or last vehicle. It automatically tags the image with the spawn name and previews it in game - without restarting the script or game.
2. You can hit the L key and frame the shot with your mouse, use a dedicated camera script, or use Menyoo's Freecam Option.
RAISON D'ÊTRE That's french for "Bruh, why this script mod". This script is highly customizable. It's a surgical approach, not a shotgun one size fits all. Current mods often display a Ferrari as a Ford or Vanilla Brand because the vehicle author didn't edit the name properly. Sure you can fix those manually in Open 4 but you would need hours and hours to do this - that's the extent of incorrectly named mods. I have over 700 vehicles and close to 30% have invalid names. Manually? Not gonna happ'in. Instead, you put the name you want to display in the text file called VSpawnerVehicles.txt. And, yes, work is required. If you're not serious, there are dozens of older shotgun approach scripts out there.
Vehicle Screen Capture Info
Spawn a car with the script from the menu, in or out of the vehicle, and hit the L key. This will create a screenshot named with the current vehicle that you spawned. The image will be resized to 4:3 aspect ratio. This image will display when the menu is opened/closed (i.e. refreshed) without the need to restart/reload the script itself.
Note: You can use any image you want, your own, from Google, from wallpapers, just make sure the picture name is the spawn name. Extension can be png, jpg, jpeg, or bmp if you were born in the 1960s. You can even add brand logos.
Persistence
If player is in vehicle, next vehicle will delete current one. If you want to keep a vehicle, just step out of the vehicle before spawning a new one - it will be persistent for the current session.
Installation
Requires SHVDN and LemonUI and a Scripts Folder
Installation 1
Part 1: Scripts Folder
1. VSpawnerConfig.ini, VSpawnerVehicles.txt, and the VehicleSpawner2025.dll go in your Scripts folder (as usual)
2. Create a folder called Images as a subfolder of your Scripts folder. Or use the Sample one included.
3. You can create subfolders by class, category, brand, country, etc.
4. You select which cars you want to include or exclude. Same for the categories, you define them.
Note: there is an optional VSpawnerVehicles.txt in the Optional Folder
Installation 2
Part 2: Banners - using Open IV (Open 4)
Place the texture dictionary ProVSpawner.ytd here:
\mods\update\update.rpf\x64\textures\script_txds.rpf\
Note: You can create images (512 x 128 aspect ratio) and import them in ProVSpawner.ytd.
You can use spaces for your image folders and subfolder but you can't have spaces in the ytd.
Example:
Your subfolder is called Ferrari 8 Cylinders. You will name your banner image Ferrari8Cylinders. In other words, just remove all the spaces. If you don't the image will not load.
Use - Defaults
In the VSpawnerConfig.ini you will see:
OpenMenuKey=F3 - opens the menu
ImageFolder=Images
Additional key: The L is used for in-game screenshots. It will create the image and give it the spawn name of your vehicle.
Configuration Notes:
VSpawnerVehicles.txt
The VSpawnerVehicles.txt is used to map the spawn name to your choice of how you want it displayed on the menu.
The format is like this: Spawn Name = Display Menu Name
For example:
458it=Ferrari 458 Italia
250gto62=Ferrari 250 GTO 1962
308gts=Ferrari 308 GTS
You can use the VSpawnerVehicles.txt in the Optional Folder to get you started but obviously you need to have the addon installed to spawn it.
You can can images from the mod called Vehicles Preview - About 2500 Cars [MEGA PACK]. They are not distributed with this download. The download page can be found below, but remember you can only spawn an addon vehicle from the image if you have that addon installed. If you don't you'll get a friendly message without crashing the script. You can also use your own images at your own dimensions (jpg, png, jpeg, bmp).
https://www.gta5-mods.com/misc/pack-1-vehicles-previews-for-menyoo-and-add-on-vehicle-spawner
Primul incarcat: 21 Martie 2025
Ultimul incarcat: in urma cu 2 zile
Last Downloaded: in urma cu 28 minute
So this is the proof of concept. A full version would have as many images necessary for a menu.
https://www.youtube.com/watch?v=kK3WzMd066c
@JoyLucien Thank you for pushing me to create innovative sh*T.
https://www.youtube.com/watch?v=-qkaG5UaVQQ
@JohnFromGWN good job!You can add a toggle mode to your vehicle generation menu. When switching to horizontal arrangement, the vehicle classification of the lemonui menu will be displayed on the left, and the vehicle preview of the horizontal arrangement will be displayed on the right. Clicking on a different category will automatically switch the right vehicle preview.
@JoyLucien Thanks. I cheated. I used a ytd library instead of external images. This is because I haven't found any documentation regarding z order. The ytd sprite and the external customsprite have very different behaviours. Aside from the z-order issue, the ytd (library) sprite uses 0 to 1, while the customsprite uses a 1280 x 720 base.
I don't have the energy to go back to this script, which is customsprite based, and figure out the z-order. Also, the code to space images vertically and horizontally is a huge PITA. Given that categories (subfolders) can have hundreds of images, this would require lots of math and lots of programming to handle different quantities etc. There are ways ofc, but I'm burned out from scripting right now - largely because I can't find any documentation and everything is done thru experimentation.
@JohnFromGWN In my country, there is a master who has made an ASI Trainer that implements horizontal sorting and scrolls up and down the list with the mouse wheel, just like a web browsing, but does not publish the source code. What is the way to make the mouse appear above ytd, and is it only possible for ytd?
@JoyLucien The algorithm itself is pretty imple. Your variables are the number of rows, the number of columns, the texture resolutions (width and height), the space between rows, and the space between the sprites in columns. That as simple as it gets. With respect to scrolling with the mouse wheel, well there are controls for that as well, but it entails replacing rows as you scroll. I'm sure it can be done with dot net as well. Lots of math, but none of it too complex.
I haven't done any research on z order in this context and I doubt there is any documentation. What I did, thanks to your suggestion, of creating this kind of menu isn't common - I've never seen it done before. Getting back to your question regarding sprites:
The sprites/images in a texture dictionary can be implemented in 3 ways. An existing vanilla ytd, a user defined ytd with the vanilla ytds, and finally a user created dlc.rpf. I've done and tested all 3. The default behavior for the mouse here is that it will correctly be in the foreground. I don't know if you noticed, but I changed the cursor style as it hits the target coordinates.
The sprites/images, external, on a HDD or SSD, in folders or subfolders, have an issue with the mouse. It goes underneath the sprite and consequently can't be seen. There is likely a way to change the z-order, I hope, but again I have not researched it because I'm not going any further with this menu approach. This script will never be mainstream, which is why I call it professional, because it requires work and the ability to edit text files which many here would not understand given they download the dumbest mods possible - mods to delete mods and mods to manage mods (nobody uses symbolic links except me????)
Once more thanks again for your suggestions and insights. Helps fuel creativity.
@JoyLucien If you're interested, here is a snippet of code from the for loop, which illustrates the algorithm, but the entire code is over 200 LOCs not including the hundreds of lines to spawn the peds fully customized.
Vector3 textureRes = Function.Call<Vector3>(Hash.GET_TEXTURE_RESOLUTION, SpriteLibrary, spriteNames[i]);
float scaleX = textureRes.X / GTA.UI.Screen.Resolution.Width;
float scaleY = textureRes.Y / GTA.UI.Screen.Resolution.Height;
// Calculate the position of each sprite
int column = i % totalColumns; // Column index
int row = i / totalColumns; // Row index
// Calculate sprite positions
float spriteX = (column * (spriteBaseWidth + horizontalSpacing)) + (spriteBaseWidth / 2);
float spriteY = (row * (spriteBaseHeight + verticalSpacing)) + (spriteBaseHeight / 2);
Any idea where this C44 mod is?
@light_cone3716 Sorry if the pics were misleading. The pic previews are real mods, the full screen presentation images are wallpapers of image shot by professionals with real cars. I've never seen a C44 mod for GTA V.
Script now has easy to follow instructional video. Also check out how the video was made with this amazing script:
https://www.gta5-mods.com/scripts/the-amazing-video-presentation-tool
@JohnFromGWN Ok thanks for the reply, I'm just looking for a c44 mod lol
@JohnFromGWN ok,thanks
Watch the new video displaying banner images like Ferrari badges/logos. User can add their own images for each category they define.
https://www.youtube.com/watch?v=r-lDoPH_QSM
The logic for spawning vehicles can be tweaked more finely, with an unnatural frame where a character can be seen settling out of thin air and then appearing in a vehicle, the person should be placed in the vehicle immediately, as is the case with Menyoo, and if the vehicle is spawned inside the vehicle, it can maintain the orientation and initial velocity of the previous vehicle
@JoyLucien The script is still very much in its infancy. There were quite a few challenges to overcome and that has been accomplished. The script now has both external and internal sprites/images and the autofix is a nice addition although i might add a fade in and a fade out.
I'm not sure I understand your comment about the person should be placed immediately in the vehicle. To be honest I never thought of that because the priority was with the menu system. Can you clarify?
As for maintaining orientation and initial velocity, well that's best done without a menu - best done cycling through the cars with a key press.
Finally, the purpose of this script was customization. No script or trainer allows you control categories, subcategories, and display names (without editing meta data). Anyway I'm definitely open to suggestions but not sure what you're suggesting.
@JohnFromGWN you've done a great job thank you.
@JohnFromGWN Yes, I know that your focus is not on the processing of the detailed logic of generating vehicles for the time being. I cut out a frame of the picture from your video:
http://youtube.com/post/UgkxNmMC-UFMEz0QqxUkWRfIdN-POPhj9WG5?si=JDc7q4pk7ciQStRU
The character is not naturally directly in the vehicle. I encountered this problem when developing similar modules before. After adjusting the generation logic, there is no such frame.
Then, if the vehicle generation needs to be processed in detail, it is necessary to consider the processing of three situations: when the player generates the vehicle in the vehicle, when the player generates the vehicle while walking, and when the aircraft is generated. For example, if a vehicle is generated in a vehicle, if it is driving, the new vehicle can maintain the direction and speed of the old vehicle, etc. If the aircraft is generated, it can be generated directly in the air, etc.
@Anas0133 Thank you and thanks for the feedback, suggestions, and encouragement.
@JoyLucien HI and thanks. Yes I'm working on that. I'm not at all a fan of spawning directly into the vehicle and yes I've noticed this undesired behaviour. One of the reasons it happens is that each vehicle goes through a "fix this mod" method which automatically replaces missing parts. This happens with the 296GTB in the video which is incredibly screwed up at spawn because of its vertices/modkits.
I'm currently working on fixing this but I want it to be immersive. This poses 2 problems. One is the camera position because I want the player to walk to the vehicle and the camera prefers a static position. The second issue is once more with the "fix this mod" method. The issue here has to do with synch vs asynch, not just yielding the script, so that things are done properly and smoothly.
Once more thanks for capturing this and I'll release an update soon....hopefully.
@JoyLucien Major improvements to be uploaded soon. I'm not a fan of the fake looking warp into vehicle of Trainers. I tried my best to make entry, spawn, and exit more natural and more immersive. Also added more code to fix vehicles that spawn broken. Need to prepare documentation and then will upload.
https://www.youtube.com/watch?v=WyR03iQm-m8