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Glad my work is being put to good use. Looking forward to seeing it
Originally Posted by Dickens Cider
Can i get this mod in a script(d)img file for original gta ?
I don't have it in a script.img myself. But if you compile the modmanger code using this link and you can do it yourself.
Originally Posted by BALLSOFSTEEL
Follow the download link to the Garage Mod Shop for GTAIV. Use a PKG extractor (http://psx-scene.com/forums/content/...xtractor-2117/) to extract update.img from it. It contains modmanager.sco. Put that into your script.img.
oops, forgot to link a video last night, lol. for some reason i got banned from 7s shortly after posting this mod up there. Apparently you can't respond to trolls from other people, even when you contribute to the community. =p
Originally Posted by Three-Socks
goto youtube watch?v=B23IeaQKJYM
Love the Eflc dial 663(mod), what are the button combos?
God Mode left+X
Clear Wanted Right+X
Thanks fo gettin me hooked on EFLC.
Also have my EFLC on Internal, has its own folder in Hdd0/ Beside GAMES. Used a package(to make it work internally) and it all works!
Here is Dickens Vid btw...
Last edited by nativesith; 04-29-2012 at 03:38 AM.
The other button combos can be found here: http://psx-scene.com/forums/f276/%5B...30/#post966382
Originally Posted by nativesith
Its the button_input example.
Its not much because its purpose was to help other developers learn from the code. JDMAlex trainer is 1000 times better. But I don't think he has it on EFLC, I'm not sure.
I've made a commit to my modmanager repo. It will eventually be released as "1.2". But my plan was to release it with garage mod shop 2.0. But as that may take a while longer yet. I thought I would push the code for it now. So someone can use it for personal use or do a release using their own scripts and be the guinea pig . Because it may have some bugs.
But I have give it a thorough test myself. I've found one bug. If you load a script that doesn't exist the message "Unable to load script." wont go away.
The main features are:
Added sub menu support.
Stopped the background from blinking.
I will release this properly with a change log ect. But I'll do it once garage mod shop 2.0 is finished so I can release it all together.
Also because of the way I fixed the blinking when loading a script. Modmanager is now two scripts (modmanager.sco & modmanager_menu.sco). So that means you have to compile modmanager.c & modmanager_menu.c separately. As for the sub menu support, its something I've had on my todo list for awhile and finally got around to doing it. Check modmanager_menu.c (all the script config is done here now) for examples on how to add your own sub menu.
If someone is going use this for their own release though. It may be wise to remove Garage Anywhere (2.0 feature) and edit the 2.0 bit out.
Last edited by Three-Socks; 04-30-2012 at 05:00 PM.
Hi, u think it will works online ? if I transfert in my 4.11
love it.. I was trying to come up with something so I could keep your mods intact with my release.. but this will def work.. thanks for the release!
Originally Posted by Three-Socks
Can you add these:
"No Menu" (So if youre in the Main menu and Click on button it loads a void that is in the same File or that gets included)
Activate/Deactivate the "Activate/Deactivate" Function (So when you make a Teleport you firstly must Deactivate it to use it again from the Menu.)
If not can you help me getting this two things to work ?
Thanks and also BIG Thanks for all Your help to us!!!