Community Races 1.8
4 447
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4 447
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This is an update to Community Races by @Guadmaz, uploaded with author's permission.
How to create a race:
You need the latest Map Editor mod installed alongside this mod. In the map editor, go to Create Map for External Mod, and then Create a Community Race. Then follow the next steps:
Changelog:
Version 1.8
Version 1.7
Version 1.6
Version 1.5
Version 1.4
Source code: https://github.com/oldnapalm/CommunityRaces
Original mod: https://www.gta5-mods.com/scripts/community-races
Requirements:
How to create a race:
You need the latest Map Editor mod installed alongside this mod. In the map editor, go to Create Map for External Mod, and then Create a Community Race. Then follow the next steps:
- Place a ped - this will be your race trigger/marker.
- Place vehicles - these will be the race spawnpoints. Spawning different vehicle models adds them to the vehicle model pool.
- Place markers in order for your checkpoints. The type of marker doesn't matter. Don't place markers right at a curve, because the AI doesn't have time to react and will drive right past the curve.
- Place any objects you want, they'll be spawned in the race.
- Save the map, it should be saved in scripts/Races/yourmap.xml
- Open yourmap.xml with a text editor and edit the Name and Description tags.
- You're done! Restart the mod to play your race.
Changelog:
Version 1.8
- Added option to set wanted level (probability and check interval can be set in config file)
- Added option to use your own vehicle (approach the race trigger in a vehicle)
- Added option to group blips
- Added hotkey to turn on/off and group blips (optional, set in config file)
Version 1.7
- Added option to respawn at last checkpoint (press F)
- Added option to continue in the vehicle after finishing a race (press Esc)
- Added option to place a bet
Version 1.6
- Added radio station option in race menu
- Added option to disable races blips in INI file
- Updated Newtonsoft.Json
Version 1.5
- Added Cayo Perico loader
- Added teleport to marker key (F8)
- Added opacity option for ghost (1 - 5)
- Added collision option for ghost
- Added secondary vehicle color option
- Added props texture variation
- Added money reward
- Remember race settings
Version 1.4
- Added ghost option (best time)
- Added time trial option (no opponents)
- Added races names in blips
- Changed method for removing traffic (don't remove network players)
- Changed rivals driving style
- Updated to work with new versions of NativeUI and ScriptHookVDotNet
Source code: https://github.com/oldnapalm/CommunityRaces
Original mod: https://www.gta5-mods.com/scripts/community-races
Requirements:
- NativeUI (included)
- Newtonsoft.Json (included)
- ScriptHookV: http://www.dev-c.com/gtav/scripthookv/
- ScriptHookVDotNet: https://github.com/crosire/scripthookvdotnet
Først Lastet opp: 5. august 2021
Sist Oppdatert: 7. november 2023
Last Downloaded: 27 minutter siden
142 Kommentarer
More mods by oldnapalm, Guadmaz:
This is an update to Community Races by @Guadmaz, uploaded with author's permission.
How to create a race:
You need the latest Map Editor mod installed alongside this mod. In the map editor, go to Create Map for External Mod, and then Create a Community Race. Then follow the next steps:
Changelog:
Version 1.8
Version 1.7
Version 1.6
Version 1.5
Version 1.4
Source code: https://github.com/oldnapalm/CommunityRaces
Original mod: https://www.gta5-mods.com/scripts/community-races
Requirements:
How to create a race:
You need the latest Map Editor mod installed alongside this mod. In the map editor, go to Create Map for External Mod, and then Create a Community Race. Then follow the next steps:
- Place a ped - this will be your race trigger/marker.
- Place vehicles - these will be the race spawnpoints. Spawning different vehicle models adds them to the vehicle model pool.
- Place markers in order for your checkpoints. The type of marker doesn't matter. Don't place markers right at a curve, because the AI doesn't have time to react and will drive right past the curve.
- Place any objects you want, they'll be spawned in the race.
- Save the map, it should be saved in scripts/Races/yourmap.xml
- Open yourmap.xml with a text editor and edit the Name and Description tags.
- You're done! Restart the mod to play your race.
Changelog:
Version 1.8
- Added option to set wanted level (probability and check interval can be set in config file)
- Added option to use your own vehicle (approach the race trigger in a vehicle)
- Added option to group blips
- Added hotkey to turn on/off and group blips (optional, set in config file)
Version 1.7
- Added option to respawn at last checkpoint (press F)
- Added option to continue in the vehicle after finishing a race (press Esc)
- Added option to place a bet
Version 1.6
- Added radio station option in race menu
- Added option to disable races blips in INI file
- Updated Newtonsoft.Json
Version 1.5
- Added Cayo Perico loader
- Added teleport to marker key (F8)
- Added opacity option for ghost (1 - 5)
- Added collision option for ghost
- Added secondary vehicle color option
- Added props texture variation
- Added money reward
- Remember race settings
Version 1.4
- Added ghost option (best time)
- Added time trial option (no opponents)
- Added races names in blips
- Changed method for removing traffic (don't remove network players)
- Changed rivals driving style
- Updated to work with new versions of NativeUI and ScriptHookVDotNet
Source code: https://github.com/oldnapalm/CommunityRaces
Original mod: https://www.gta5-mods.com/scripts/community-races
Requirements:
- NativeUI (included)
- Newtonsoft.Json (included)
- ScriptHookV: http://www.dev-c.com/gtav/scripthookv/
- ScriptHookVDotNet: https://github.com/crosire/scripthookvdotnet
Først Lastet opp: 5. august 2021
Sist Oppdatert: 7. november 2023
Last Downloaded: 27 minutter siden
Hello, I will try this mod, and I have a question. Can I create my custom races for this mod? Thanks for answer.
@pat000 yes, you can find instructions here https://www.gta5-mods.com/scripts/community-races
See my previous comment for details.
Nice bro can’t wait to try it been wanting a mod where you can use your own cars nice touch
Can we get an option to add more than 3 opponents? I added more in the ini but doesn't work
@SnakeSlippers number of opponents is limited by the number of SpawnPoints in the race XML.
I was able to save the course by adding Map Editor 2.15. thank you.
However, the AI car runs in the wrong direction and does not go around properly.
Is there something wrong with the checkpoint settings?
There are no checkpoint settings, but there must be a GPS route between them, because AI will only drive in the navigation mesh.
How do I set up a GPS route?
I would like to run on the Tsukuba Circuit and Shuto Expressway that were added with the MOD, but I would like to drive in the opposite direction.
AI is functioning in Initial D's MOD "akinaV".
AI is working after adding "Akina Traffic Paths and Races [community races | street races] 1.1".
By "GPS route" I mean that if you add a waypoint in the map (in the ESC pause menu) the game must be able to calculate a route (draw a purple line) between the 2 checkpoints positions.
Nice mod I have included a video of me testing your mod https://youtu.be/YaogRomUOiw?si=8gCqlFlrpoopC90K
Hi, I have a problem, I was doing a race that passed near the Oriental teather, and it triggered the papparazzi secondary mission where a girl is chased by the cops, and I have to chase them.
As I was racing I ignored that mission, but it showed up the "MISSION FAILED" screen, which I just skipped and continued with the race.
Since then, all the secondary blip missions in the map dissapeared, and I have to enter into a race, and cancel it, to make the secondary missions blip appear in the map again.
Does any one have an idea of how to fix that bug? cs I'm forced to not have the mod installed in order to have the Secondary Missions blips :(
@VictorA try to group the races blips (GROUPBLIPS=True) or disable them (RACESBLIPS=False) in CommunityRaces.ini
@oldnapalm I have already done that and also both with false, but the problem remains, even downloaded again the mod and installed.
Maybe, at least to me, it seems like something might have got broken as the autosave saved the mission failure while I was racing, therefore the savedata registers as If i'm doing a secondary mission ( reason to disable the mission blips) and racing at the same time, which is why starting and cancelling a race fixes the issue, although it is annoying to do it every time I play, I'm trying to get used to it :)
@VictorA what if you start a race, cancel and save the game? (press up arrow to open the phone and quick save)
@oldnapalm Already done that too, I even did the process and played a mission, blips show up as normal, and then saved again, but when the game is rebooted, the bug is there ( no blips show up)
Also tried starting a race, then a papparazi mission, canceling the race and finishing the papparazi mission, but didn't work
@oldnapalm Feeling a litle bit shamed, I was playing with other mods, and one recommended me on the screen to set up a button tu restart ScripHook and load again the scripts, so I did, it fixed my issue, I wish I though about it before, would have saved time commenting all my problem here and instead offer a solution :)
@VictorA I still don't understand what could have caused the problem, but glad you sorted it out.
It is said that the AI only runs within the navigation mesh, but if it is an additional map, is there a possibility that the navigation mesh is not set?
Is it possible to add a navigation mesh in that case?
@b727ana yes, it's possible that navmesh doesn't exist in this map, a way to check is adding a waypoint in the map, if navmesh exists a GPS route will appear. I never did it but I think it's possible to add because some additional maps like "Vice Cry Remastered" and "Liberty City V Remix" claim to have navmesh support.