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@7777N Yes, that is the in-game clock, and it can be disabled through the **INI file**.
@DirtyDan999 Thank you for helping answer the question! I really appreciate it.
@a012345 BTW, I also noticed that your game folder is build 1.0.3889.0, that's the version number for GTA V Legacy, not Enhanced. SHVDNE itself is designed to work with both versions, so that's not the issue.
However, for our GTA V Legacy script support, we use the SHVDN nightly build rather than SHVDN Enhanced. That may be what's causing the error. Please correct me if I'm wrong.
You can download the SHVDN nightly build here: https://github.com/scripthookvdotnet/scripthookvdotnet-nightly/releases
@SER2022 Hi! That seems to be an issue on your end. Here's why, this script spawns addon peds based purely on coordinates from PedSpawnPoints.json. It does not scan sidewalks, does not use navmesh, does not call GetNextPositionOnSidewalk, and has no pathfinding logic whatsoever. So no matter what map mods you have installed (as long as you're not adding a completely new map), the spawn system will work just fine. The JSON coordinates are fixed and independent from any map changes.
@Bigsossa Thanks mate! Glad you enjoyed it!
@nj5050 Thanks mate! Glad you enjoyed it!
@a012345 Hey, could you help me check two things so I can look into this properly?
1. Which SHVDN version are you using, Legacy Nightly or SHVDNE, and what’s the exact version number?
2. Please send me the full contents of `ScriptHookVDotNet.log` from your GTA V folder.
That error usually only shows up when the SHVDN version is incompatible or not up to date enough. The file itself is already complete out of the box, so it’s most likely not an issue with a missing file.
@Herobrine7707 Hey, thanks for trying it out! Regarding the targeting, that's actually a known behavior of the soft-lock system, the scanner checks everything that can be hacked (vehicles, ATMs, street lights, power boxes, NPCs using their phones, etc.) within a 20m radius in front of the camera, then picks the closest target, rather than the one that's most "centered" on screen. The camera angle only acts as a small tiebreaker when multiple targets are at roughly the same distance.
So if there's a car, NPC, or another object that's closer to you than the pad (even if you're already aiming the camera directly at the pad), the system can "steal" the lock and prioritize that object instead. This happens most often in crowded areas like parking lots or along the roadside.
Temporary fix: try moving your character/camera closer to the pad so it becomes the closest candidate. Alternatively, you can lower ScanRadius in GHOSTLINE V.ini (default is 20.0) so objects farther away won't be considered as candidates. You can also enable ShowDebugTargetInfo=true in the INI to see which objects are competing for the target when you're in that area.
For the next version, I'll consider increasing the weight of the camera angle so the target you're actually looking at gets prioritized more over distance alone. Thanks for the report!
@TheLabib Quick follow-up before the removal test, are you also running AddonToRoad alongside TrafficXCustom? That changes things, since AddonToRoad has its own random paint system, completely separate from TrafficXCustom, and it runs independently either way.
If yes: worth checking its menu under Settings > Block Vehicle Categories > Service. That setting doesn't just block coloring, it blocks the vehicle from spawning through AddonToRoad at all. It's ON by default, so if it's already ON and those taxis are still showing up grey/blue, that actually proves they're not coming from AddonToRoad, a blocked category literally can't spawn through it. If it happens to be OFF, turning it ON should stop AddonToRoad from touching those taxis entirely.
If you're not running AddonToRoad, here's a cleaner way to pin it down instead:
Temporarily remove TrafficXCustom (just take the DLL out of scripts for a bit) and drive around near those LCPP taxis. If they're still showing up grey/blue, that's just their actual pack color, nothing to do with my script, probably worth reporting to the LCPP page instead.
If you put TrafficXCustom back in and the taxis start showing different/random colors each time (not consistently grey/blue, but varying), that'd tell us the opposite, those LCPP taxis aren't really reporting as Service class like you checked, and something's letting them slip through the whitelist. Let me know if that's the case and I'll dig into why.
And if both checks come back clean either way (Service blocked in AddonToRoad + TrafficXCustom already skipping Service class), the recoloring is most likely coming from LCPP's own script/spawn system, something outside either of my mods. At that point it'd be worth checking if LCPP has its own random livery feature, or flagging it on their page instead.
Appreciate you sticking with this, this kind of back-and-forth really helps narrow things down properly instead of guessing!
@Bigsossa Ah my bad for the confusion, "Block Native Traffic" is actually a setting in AddonToRoad, not TrafficXCustom. If you have AddonToRoad installed, it's under: Main Menu > Settings > Block Native Traffic. If you don't see it there, make sure you're on the latest AddonToRoad version. If you're not using AddonToRoad at all, then that setting isn't relevant to you, sorry for the mix-up earlier!
@Edwin Rosero ¡De nada! Avísame si sigues teniendo problemas cuando lo pruebes. ¡Gracias por tu paciencia!