But with all this coding going on I don't get time to actually play the game these days! :P But I had a sneaky play today and boy was it fun. You'll love garage mod 2.0 one of the simple features is the best. Just being able to open the menu at any time. It only took 4 lines of code! I don't know why I didn't add it sooner. Kinda makes it feel like a trainer but just for vehicles.
As soon as I've finished the last feature on the to-do list I'm going to release it. I can't see why I can't finish it tomorrow tbh. But if things don't go to plan it will defiantly be sometime in the week.
About the modmanager variations. I have seen them and most do look like someone has put some major work into re-working modmanager into a trainer. Although I wouldn't use any of them personally. I would rather something a little more organised. I have seen the odd few on youtube where they just change the name (its the reason I don't even bother adding my name to the actual script on the game. People know who made it anyway, i'm not in this for e-fame) But I see these as "small-time". To me this is where the real gta modding scene is. So I don't care. There all on another platform anyway which I also don't care about too :)
Garage Mod Shop 2.0 will be the last major version. It will perhaps need one bug fix update but after that I'm finished with it. As I've already said before I'm planning a fully fledged trainer with lots of features (some already done before but I like creating my own crap :P). Can't wait to start working on it.
I can see where you are coming from 3. Seen some messy advancements.
I just feel that All of GTA IV modders were alike, but us and the 360 gta iv scene...are like apples and oranges.
Now it seems like a race to put a name on what is released here. Just glad we do not put our names in the gxt, hell might as well put it all over the loading screens too.
How do ya like dem apples?
This is me droolin fo 2.0!:yikes:
When i Activate a Single SCO File and Close the Menu the SCO File also Terminates so when ireopen the Menu it is Deactivated, when i Activate it and close the menue its again Deactivated do you know why ?
And also when i use the SubSubMenu Trick to load a File which loads the SCO it gets Deactivated when i Close the menu (The things i mean are: Skylift Pickup for Annihilator, Unlimited Clip and Invicibility)
How can i make a Loop so it gets only Deactivated when i Deactivate it ?
Also modmanager doesn't constantly check to see if a script is running or not. So if you load a script that terminates by it self using TERMINATE_THIS_SCRIPT();. Then it will still show as enabled until you enter the sub menu again.
Yes im sure there is no TERMINATE_THIS_SCRIPT(); in the sco i call (only in the menu where the file is included)
mod_menu -> #include "invic(d)c" -> function i call: invicibilityonoff();
from the "invic(d)c" (The Function that Starts the Invicibility on the Console trainer youve Released, without "IsKeyPressed" Funtion (deleted this)
So when im in the Player Menu and Activate the Mod no one cann kill me when i press B/O to go back to Main menu its Deactivated (mod_menu(d)sco -> player_menu(d)sco so when i close its player_menu(d)sco -> mod_menu(d)sco just edited som thing at the end of it)
GTA 4 TBOGT Script Mods - Garage Mod - Skylift Pickup - YouTube
I've seen this video before but check out the people who uploaded it. They sell GTA mods on xbox I believe. Check the link in the description.
Obviously its not just my work too. Others are on their web site too.
The only reason I found it because it was in the related videos of one of mine.
EDIT: I've reported the website to their web host. Hopefully they stop hosting them.
I can't believe people fall for this and buy them. A quick google search and you can find them all on 7s.