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Vehmods not working properly

Open Avepy opened this issue 1 year ago • 7 comments

Description of the problem

since the alt:V 16 before update car tuning looked like this with 7 1 - hood, 10 3 - roof:

obraz_2024-01-24_153004010

And now it looks like this with the same values:

obraz_2024-01-24_153028939

Car model: "tenf", but it happens to another vehicles too I'm setting it now by serverside C#:

vehicle.SetMod((byte) modType, (byte) variant);

but I've tried with clientside as well:

alt.on('consoleCommand', (command, ...args) => {
    if (command !== 'tuning') return;
    setVehicleMod(alt.Player.local.vehicle, parseInt(args[0]), parseInt(args[1]), false);
});

neither of these sets the correct modifications

Reproduction steps

Try to set ModType of vehicles

Expected behaviour

SetMod on server and client setting proper things For example that's how roof nr. 3 looks like in game files:

obraz_2024-01-24_163803953

So as on first screen, not like after update

Additional context

No response

Operating system

Windows 11

Version

release/16.0.51

Crashdump ID

No response

Confirmation of issue's presence

  • [X] By submitting this ticket, I affirm that I have verified the presence of this issue on the latest developer version available at the time of writing this ticket.

Avepy avatar Jan 24 '24 14:01 Avepy

Hello, any update on that? @vadzz-dev

toyerovsky avatar Feb 10 '24 15:02 toyerovsky

Please don't tag our devs without real reason.

ThomasMarangoni avatar Feb 11 '24 08:02 ThomasMarangoni

The issue still persists, I've noticed that clientside has to have set the modkit to 0 for setting mods, and serverside needs to have modkit 1 set. Moreover, there's comparison between clientside and serverside tuning:

image Left one is the same tuning as the right one, but one on the left is set by clientside and one on the right by serverside.

Here's the code for serverside setting which I'm using

alt.onClient('createVehicle', (player: alt.Player, pos: alt.Vector3) => {
    const vehicle = new alt.Vehicle('tenf', pos.x, pos.y, pos.z, 0, 0, 0);
    vehicle.numberPlateText = 'TUNING';
    vehicle.engineOn = true;
    vehicle.modKit = 1;

    setTimeout(() => {
        vehicle.setMod(7, 1);
        vehicle.setMod(10, 3);
    }, 2500);
});

and here is clientside one

natives.setVehicleModKit(alt.Player.local.vehicle.scriptID, 0);
natives.setVehicleMod(alt.Player.local.vehicle, 7, 1, false);
natives.setVehicleMod(alt.Player.local.vehicle, 10, 3, false);

None of these tunings look like the ones from OpenIV

Avepy avatar Apr 10 '24 11:04 Avepy

Hello, currently there is the problem that all tuning parts of the Vulcar Nebula Turbo are mixed up. Unfortunately it is not a server-side problem, but an “Alt:V problem”.

Something is wrong with the “tuning script” (if you call it that :D )

I would ask you to have a look at it, since the update in january the car has changed except for the paint job.

there was the same problem with the sentinel classic widebody back then.

Unfortunately I don't have a before and after picture, I also tried it on the server PlayV and there is always an error message.

banbu123 avatar May 28 '24 20:05 banbu123

i found a old picture of "my" Nebula.

nebula before

and now it looks a little different :*)

GTA5 2024-06-10 19-17-22

banbu123 avatar Jun 10 '24 17:06 banbu123

Anything known about this?

ItsMeDeli avatar Jun 25 '24 18:06 ItsMeDeli

We noticed that the problem is less when all vehicles are merged into one resource. But still, it's not practical.

ItsMeDeli avatar Jun 26 '24 11:06 ItsMeDeli

Problem with tenf has fixed on its own.

toyerovsky avatar Aug 17 '24 14:08 toyerovsky