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@NOHABLOTAKATAKA I plan on making a lightsaber mod, so maybe that could also serve as a deadpool mod, or at the very least form the basis for a deadpool script.
@gtavjamal I'll update this mod for whenever SHVDN3 gets updated officially, and then I'll probably expand on the features, such as adding enemy AI for the patreon version. But that probably won't be for a while.
@gtavjamal https://www.gta5-mods.com/player/wolverine-fortnite-add-on-fivem
@ab douh yea definitely going to experiment more with these kind of mods - and eventually make some for GTA 6 xD
@bollocksfortnite yes you can configure in the .ini file.
@bollocksfortnite sorry brother I only use the latest versions for GTA.
@lll4269lll @D4F0RG0TT3N the way this script works is that the car is set to undriveable until the hotwire minigame is complete, then engine is starting is set to true. If manual transmission also has a feature that turns the vehicle engine on and off, then there's literally nothing I can do to stop the engine being turned on until the car is hotwired lol. Some mods are just going to be incompatible because they use the same flags, that's just modding for you.
@jerome74 yea not having this issue occur upon testing, must be on your end.
@Mauluskus watch the video diddy 😂 features pretty much everything available atm.
@HKH191 shot you a dm bro! (my username is Anatoly Dyatlov)
@jerome74 not getting this happening "everytime". But yea some vehicles get the hotwire minigame skipped. My script checks for cars that need to have the hotwire animation when jacking in order to flag them for hotwiring minigame. I guess some vehicles, maybe online are set to false automatically by the game, leading to this happening. But it shouldn't be too immersion breaking. Maybe in the next update I'll see what I can do.
@azzman_01 hahahah yeah its for gameplay purposes but hate that its transparent in the rockstar editor xD