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  • Gtao01

    Possible fix for those who are facing problem to play this mod. . . .
    1.my friends who were facing problem in running the mod I observed that they all installed wrong architecture redistributable they had x64 system but they installed x86 version so make sure it's correct if not then first uninstall all the x86 versions and install x64 versions and vice-versa
    2.mainly make sure u have Microsoft visual redistributable 2013 and 2015 installed. . . .I suggest to reinstall them

    After doing these two steps. . .the mod was running successfully for my friends so give it a try :) BTW @gangrenn great mod

    11. november 2016
  • Gtao01

    @Guadmaz heyy man i am facing proble with it can u please look upto it. . . .i updated everything to latest ScriptHookV_1.0.791.2,scripthookvdotnet-2.9.2,NativeUi_1.7.0.0 but though its not working heres my log file please give any solution
    [19:07:37] [DEBUG] Instantiating script 'MapEditor.JavascriptHook' in script domain 'ScriptDomain_D0C18EAE' ...
    [19:07:37] [DEBUG] Started script 'MapEditor.JavascriptHook'.
    [19:07:37] [DEBUG] Instantiating script 'MapEditor.MapEditor' in script domain 'ScriptDomain_D0C18EAE' ...
    [19:07:39] [DEBUG] Started script 'MapEditor.MapEditor'.
    [19:07:39] [DEBUG] Instantiating script 'NativeUI.BigMessageThread' in script domain 'ScriptDomain_D0C18EAE' ...
    [19:07:39] [DEBUG] Started script 'NativeUI.BigMessageThread'.
    [19:28:41] [DEBUG] Unloading script domain 'ScriptDomain_D0C18EAE' ...
    [19:28:41] [DEBUG] Stopping 3 script(s) ...
    [19:28:41] [DEBUG] Aborted script 'MapEditor.JavascriptHook'.
    [19:28:41] [DEBUG] Aborted script 'MapEditor.MapEditor'.
    [19:28:41] [DEBUG] Aborted script 'NativeUI.BigMessageThread'.
    [19:28:41] [DEBUG] Deleted script domain 'ScriptDomain_D0C18EAE'.
    [19:28:42] [DEBUG] Created script domain 'ScriptDomain_B07FD10' with v2.9.2.
    [19:28:42] [DEBUG] Loading scripts from 'F:\Grand Theft Auto V\scripts' into script domain 'ScriptDomain_B07FD10' ...
    [19:28:44] [DEBUG] Found 1 script(s) in 'AnimationViewer.dll'.
    [19:28:45] [DEBUG] Found 0 script(s) in 'ClearScript.dll'.
    [19:28:47] [DEBUG] Found 2 script(s) in 'MapEditor.dll'.
    [19:28:48] [DEBUG] Found 1 script(s) in 'NativeUI.dll'.
    [19:28:48] [DEBUG] Starting 4 script(s) ...
    [19:28:48] [DEBUG] Instantiating script 'AnimationViewer.EntryPoint' in script domain 'ScriptDomain_B07FD10' ...
    [19:28:50] [ERROR] Failed to instantiate script 'AnimationViewer.EntryPoint' because constructor threw an exception:
    System.IO.FileNotFoundException: Could not find file 'F:\Grand Theft Auto V\scripts\animations.txt'.
    File name: 'F:\Grand Theft Auto V\scripts\animations.txt'
    at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
    at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
    at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, FileOptions options, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost)
    at System.IO.StreamReader..ctor(String path, Encoding encoding, Boolean detectEncodingFromByteOrderMarks, Int32 bufferSize, Boolean checkHost)
    at System.IO.StreamReader..ctor(String path, Encoding encoding)
    at System.IO.File.InternalReadAllLines(String path, Encoding encoding)
    at AnimationViewer.EntryPoint.LoadAnimationList()
    at AnimationViewer.EntryPoint.BuildMainMenu()
    at AnimationViewer.EntryPoint..ctor()

    Expand to read the full comment
    3. september 2016
  • Gtao01

    @guadmaz heyyy. . . . actually can u built an ability to copy and spawning the prespawned objects i.e. the objects spawned by game. . . i tried it but i failed i just took nearby object using respective function got their hashes and tried to spawn them but boo i failed. . . .i thought u can do that . . . .please tell if u can :)

    29. august 2016
  • Gtao01

    @Soiley
    if u add names then it will be easier for me to find them. . . . . n no need to add names to parked vehicles u can do if u want. . . . :)

    4. juli 2016
  • Gtao01

    @Soiley

    Just want to make sure. . . .please give the specific names to vehicles u add just like jet1,jet2 or tank 1 something like that so it will be easier for me to work on ai. . .my email just in case u want

    bhavinbhai2707@gmail.com

    3. juli 2016
  • Gtao01

    @Soiley
    I will surely work on ai for ur map as soon as u will release it. . . :) but before i got to do a bit research on how to inject maps in script there is a way but i dont remember it. . . ;)

    Good luck for ur mapmod
    Bhavin

    21. juni 2016
  • Gtao01

    ohhh well making scripts are not that tough if u have modding base then u r good to go or maybe u can ask someone else to do it maybe i can do it if i got some time. . . .and for suggestions i was thing that their should be more planes,soldiers,atc with people,a place where they park tanks(Rhino),a petrol pump for jets,hangers with various activities like repairing n all,more real fire department, cargo planes being loaded i think these are enough for start :) i hope it helps :)

    21. juni 2016
  • Gtao01

    @Soiley
    that's really great bro. . . .thanx for accepting my request m already following u. . .i really appreciate ur work will be waiting for it. . .i have some suggestions too like more planes,soldiers on training etc u can even make script for ur map for using better ai so u can show planes taxing or soldiers working etc ;) thanq very much again

    21. juni 2016
  • Gtao01

    @Soiley

    can u modify the fort zancudo please. . .i can do that but i got exams right now sooo :) please

    21. juni 2016
  • Gtao01

    @OmegaKingMods
    ohh well guadmaz i talked with him n he suggested c# output format but i didn't understand it well so i am waiting for his reply. . u know there is a option in map editor make map for external mod. . .how to use it

    11. juni 2016