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C# Question: how to move / rotate an object from a car

Featured Replies

Hey

 

 

I would like to know, what functions i would  have to use, to move / rotate an element from my car:

 

For example: I have an element on my model called "misc_g" and i would like to rotate it on the X axis, when i press "g"

 

I think, i will have to use "Vector3", but how to get the "misc_g" position in game, and then rotate it ?

public class Shape
{
public int X {get;set;}
public int Y {get;set;}
pulbic int Z {get;set;}
}

             if (e.KeyWithModifiers == (Keys.G))
            {

            //move "misc_g" on the X axis
            X += 5;
            }

Thanks.

Edited by gangrenn

My youtube channel: https://www.youtube.com/user/gangrenn

Seagrave & pierce engine / ladder for GTA5: https://www.facebook.com/3DEmergencyVehicleModdingStudio/

 

  • Management Team

Hello gangrenn,

 

accessing individual car components/parts is not possible on native level (scripting, that is). You are trying something rather advanced which the natives don't support, because R* doesn't need to adjust the models in their scripts. It might, or should, be possible via memory hacking, but that will require a lot of RE in order to achieve that. If you happen to know x86 assembler, you can try starting your research at the COMPONENT natives, since they access model parts too. Maybe you find the right things to modify the car components directly from this. If you don't, without sounding rude, better drop the idea, too hard to do then. When you are making progress on your own, but are stuck at some points, feel free to PM me for assistance, I might be able to help.

 

LMS

Please do not PM me unless really necessary (knowing you helps). If you think you need my attention in a topic, tag me.

  • Author

Hello gangrenn,

 

accessing individual car components/parts is not possible on native level (scripting, that is). You are trying something rather advanced which the natives don't support, because R* doesn't need to adjust the models in their scripts. It might, or should, be possible via memory hacking, but that will require a lot of RE in order to achieve that. If you happen to know x86 assembler, you can try starting your research at the COMPONENT natives, since they access model parts too. Maybe you find the right things to modify the car components directly from this. If you don't, without sounding rude, better drop the idea, too hard to do then. When you are making progress on your own, but are stuck at some points, feel free to PM me for assistance, I might be able to help.

 

LMS

 

 

So, this is what ELS use to access the extras !

Thanks for the lead, indeed x86 assembler is hard (i found  a few tutorials, i obviously have to convert the word "component" in hexadecimal, then try and find it using ctrl+f, and use functions such as call, jmp, eax, etc.)

So i guess, I'll just drop the idea ... thanks for the help though.

My youtube channel: https://www.youtube.com/user/gangrenn

Seagrave & pierce engine / ladder for GTA5: https://www.facebook.com/3DEmergencyVehicleModdingStudio/

 

  • Management Team

So, this is what ELS use to access the extras !

Thanks for the lead, indeed x86 assembler is hard (i found  a few tutorials, i obviously have to convert the word "component" in hexadecimal, then try and find it using ctrl+f, and use functions such as call, jmp, eax, etc.)

So i guess, I'll just drop the idea ... thanks for the help though.

 

ELS uses "TURN_OFF_VEHICLE_EXTRA" to toggle a single extra's visibility. But that's all you can do. Moving it around is not possible. That's also why the vehicle is repaired, because the extra is added to the car components and to re-render all components, it is reset.

Please do not PM me unless really necessary (knowing you helps). If you think you need my attention in a topic, tag me.

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