altv-issues
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Vehmods not working properly
Description of the problem
since the alt:V 16 before update car tuning looked like this with 7 1 - hood, 10 3 - roof:
And now it looks like this with the same values:
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:
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.
Hello, any update on that? @vadzz-dev
Please don't tag our devs without real reason.
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:
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
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.
i found a old picture of "my" Nebula.
and now it looks a little different :*)
Anything known about this?
We noticed that the problem is less when all vehicles are merged into one resource. But still, it's not practical.
Problem with tenf has fixed on its own.