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@meimeiriver any chance you have some time to add that feature where you can set a different default speed and driving style?
@meimeiriver As amazingly perfect as this mod already is that would bring it to the pinnacle of perfection... Also kudos for fixing that arrival bug!
@Cyron43 Thanks for putting some time back into this and fixing that annoying bug at destination!
I was wondering if it would be difficult to enable a default setting config for driving style and speed so that I don't have to reset it each time I engage the autodrive? IE I might want to always avoid traffic at highest speeds as a default.
@LipskaGTA thank you for posting your youtube video of the mod. Always makes me happy to see Bigfoot swatting copters out of the sky.
@Pinback also "You might also get rid of the explosion that happens when you summon it. I don't see the point, and it just makes me have to be careful where I summon it."
The explosion was a fun way to inform the user the script has activated and there is now an 'invisible' turret above you. Before I did this I would find myself questioning if it activated.
I'm not locked into this design choice and if I hear something that performs this same function in a moderately cool manner I would be happy to change it.
@Pinback Great feedback thank you.
I have experienced the loading bug when I change from rockstar movie editor back to gameplay and I imagine the same happens with other changes of game state. I believe this is a limitation of GTALUA, but I could be wrong. So far I do not have a fix as I get no output from the gtalua console after this state happens. If I have time available I might be able to also build an asi version that wouldn't have that limitation, but I wouldn't hold my breath for it :-|
Also good idea with weapon choice. After reading your two weapon threads I'm thinking of moving the weapon hash code to the top as a global for easy change with some notes for weapon choices.
@iervan instructions on gta forums... link is below the download.
Next release I'll incl readme in the zip
@Pinback see pinned comment above.. also, can you confirm if you are still having load issue?
@Pinback I understand the confusion. To be clear the first mode is invisible 'except' for the gun. If there is no aggro on you, there are no hated targets so the gun disappears. Easiest way to confirm the invisible turret mode: shoot a car or target that shoots back. The turret should then register hated target and do the needful.
Also yes, the turret does not always point to where it shoots... yet.
New version posted. I made a bad call thinking it was gtalua but instead it was code from fully loaded menu. woops. Would have worked only for players with both mods. Changed to native for universal compatibility. Also added sequence looping for the combat sequence. Appears to be more aggresive
@Pinback Thank you for the information. I think I can produce a fix and publish shortly