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Tornado Script 1.2.1

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26,128

Changes
v1.2.1
  • Fixes crashing issues related to the parsing of numbers in the config file

v1.2
  • Essentially rebuilt the entire mod from the ground up to favor performance. Although, the particles themselves remain quite a FPS- killer.
  • Added realistic vortex physics (Much more like a real tornado)
  • Added tweak-able options to the config file that allow customization of the tornado behavior.
  • Removed the tornado sound (for now) since it was causing a bug for quite a few people. I plan to add this back at another time.


v1.1
  • Fix for HUD disappearing.
  • Added some sound FX.

Description
Now for something a little random. I bring you.. Tornado Script. A script that brings a whole new element to stormy weather in GTA V.
With this script installed, it brings the possibility that a violent tornado will spawn in when the weather turns bad.

Tornados can be set to appear naturally during thunderstorms or spawned at your command using a specified keybind.

The INI config file gives you the option to adjust these settings.

Default activation key is the F6 key. (heh)

Keep in mind that this script does not come without a hit to FPS.
It has yet to be tested on low- end machines, but I think its fair to assume that any especially low- end hardware may have issues running this.

I may try to optimize this further in other releases, but for now, that is the downside to installing this mod.

If you have any ideas for what you want to see with this mod, please post it below. Thanks (:

Additional Requirements
  • ScriptHook V - http://www.dev-c.com/gtav/scripthookv/
  • ScriptHook V .NET - https://github.com/crosire/scripthookvdotnet/releases/


Installation
  • Create a folder called "scripts" in the main folder where GTA is installed
  • Place TornadoScript.dll in the folder
  • Place TornadoScript.ini in the folder

Source Code: https://github.com/CamxxCore/TornadoScript
Show Full Description

First Uploaded: May 24, 2016
Last Updated: April 24, 2017
Last Downloaded: 11 minutes ago

All Versions

 1.2.1 (current)

26,128 downloads , 27 KB

455 Comments

  • Db859a hwf
    hwf

    @CamxxCore it visible only one time, when open next footage in editor it's not there anymore, need to restart the game

    May 26, 2017
  • Db859a hwf
    hwf

    @CamxxCore pls answer, i really need it

    May 28, 2017
  • Default

    it doesn´t work...i´ve set the SpawnInThunder on true, and toggled it on in the Game by pressing the assigned key but nothing happens. In a Thunderstorm there´s no tornado spawning, too. can you tell me what i have to add into the .ini file to make it spawn by key command? i got the GTA Version 350...

    May 28, 2017
  • A0bbf2 photo
    CamxxCore

    @hwf Problem is not with the script. For whatever reason looped particles tend to behave that way in the editor. IIRC @LeeC2202 did a pretty thorough investigation and determined there is no way around it..

    May 28, 2017
  • A0bbf2 photo
    CamxxCore

    @NOIZ4X Can you see if there is an error in Scripthookvdotnet.log pls

    May 28, 2017
  • Default

    @CamxxCore

    [20:54:54] [ERROR] Failed to instantiate script 'TornadoScript.Script.TScript' because constructor threw an exception:
    System.MissingMethodException: Method not found: "Int32 GTA.Game.GenerateHash(System.String)".
    at TornadoScript.Memory.MemoryAccess.SetPtxParticleEmitterColour(IntPtr ptfxRule, String particleName, Color colour)
    at TornadoScript.Memory.MemoryAccess.PatchPtfx()
    at TornadoScript.Script.TScript.SetupAssets()
    at TornadoScript.Script.TScript..ctor()

    [20:54:54] [ERROR] Failed to instantiate script 'ScriptCore.ScriptThread' because no public default constructor was found.

    May 28, 2017
  • A0bbf2 photo
    CamxxCore
    May 28, 2017
  • Default

    @CamxxCore Thanks! now it´s working fantastic!

    May 28, 2017
  • Ca1400 avatar

    @hwf @CamxxCore I had all sorts of problems with looped-particles and I am doing another script with scripted looped-particles in at the moment and again, they are proving to be completely unreliable in the editor.

    I think even if you really closely manage them in the game, they can still have problems in the editor. I am managing up to 50 but I suspect that if I was to quit the game with 50 active, that would all eat into the pool that might be available for the editor, so after a short while, they'd probably stop appearing completely.

    So I am not sure if having a cleanup process occur when the script is disabled might help but even if it did, that script can't run in the editor. You also can't manipulate them and have that show in the editor. My current script gets all scaling completely ignored, if it occurs after the initial spawn.

    Looped particles are a pain, a real pain. :-(

    May 28, 2017
  • Db859a hwf
    hwf

    @LeeC2202 well, that sucks

    May 28, 2017
  • A0bbf2 photo
    CamxxCore

    @LeeC2202 I think you are right about the pool getting filled up. That seemed to be the case when i looked at what was happening internally. One possible workaround might be to extend it with gameconfig.xml. I think the resource in question is called "CScriptResource_PTFX".

    May 29, 2017
  • A0bbf2 photo
    CamxxCore

    @LeeC2202 It was either that or "rage::ptfxScriptInfo". Not at my PC so i can't look.

    May 29, 2017
  • Ca1400 avatar

    @CamxxCore What is interesting, is that in my latest script, that I am using a better organised particle management system than I had used previously, seems to be behaving better under more recent testing.

    When I started writing this script, I was having major problems... they just weren't appearing but after posting on here last night, I did some more testing and all the particles did show for the full length of the clip, albeit at the wrong size... but I have a theory about that, which I am going to try later. And that was after running extensive testing sessions before the clip and the script generates them almost constantly for the whole clip... and they are only looped ones.

    I will make the changes I have in mind later and then do some more testing. Whatever I find, be it positive or negative, I will be sure to let you know.

    May 29, 2017
  • Default

    Whenever I activate the tornado script depends on the whole game and slowed down

    June 08, 2017
  • Default

    The Tornado just doesn't spawn :(

    June 11, 2017
  • A0bbf2 photo
    CamxxCore

    @Kugelsalat Is Scripthook updated? .NET hook and MVS 2015 C++ redistributable installed?

    June 12, 2017
  • Default

    not working.
    [06:47:00] [DEBUG] Started script 'TornadoScript.Script.TScript'.
    [06:47:00] [DEBUG] Instantiating script 'ScriptCore.ScriptThread' in script domain 'ScriptDomain_4076C992' ...
    [06:47:00] [ERROR] Failed to instantiate script 'ScriptCore.ScriptThread' because no public default constructor was found.

    i have scripthookv, scripthook v net and mvs 2015

    5 days ago
  • Default

    it works now. can you add a key to turn off the tornado?

    4 days ago
  • A0bbf2 photo
    CamxxCore

    @pr0x89 F6 will toggle the tornado.

    2 days ago
  • Default

    @CamxxCore Hi! Are you going to work another mod for the weather? I would like to do something that increases the wind or rain and we can choose to which degree we want it if it's possible

    1 day ago
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