Advanced Turn Signals 1.2.4
7.510
68
7.510
68
Advanced Turn Signals - v1.2.4 (Created By QuestDragon)
This explanation uses Google Translate.
Please check the GitHub development page for the latest information and to obtain the latest version and versions not uploaded to 5mods.
Description
There are many turn signal mods uploaded today, but most of them are manually turned on and off or have no turn signal sound, so I decided to create one to practice creating scripts.
The game has a turn signal sound, but it is very low pitched and only sounds for a small percentage of vehicles.
Feature
You can operate the turn signals of the car. It is possible to turn left, right, and turn hazard lights on and off.
You can use sound effects related to turn signals. Various sample sound effects are included in the scripts\AdvancedTurnSignals\TurnSignalSounds folder. It is also possible to customize each vehicle using xml files. (Sound effects can be enabled or disabled in the ini file)
The display language of notifications sent from scripts can be translated in scripts\AdvancedTurnSignals\Localization.ini.
It also supports controller operation. In addition, for those who do not operate turn signals with a controller, it is now possible to set whether to use them from the ini file. (Request from stevensonjnr and dustyblues, thank you!)
It is also possible to combine modifier keys or two controller buttons. (Request from Reldam88, thank you!)
---The following features are not available in the Lite version.---
The behavior of the turn signals used in real Japanese cars is reproduced as closely as possible, and a function is provided to automatically turn off the turn signals when the steering wheel is turned and returned. (The angle of the steering wheel can be adjusted in the ini file.)
Other details such as turning the steering wheel in the opposite direction of the turn signal will also turn off the turn signals, and the turn signals and hazard lamps are independent of each other.
It also has a function that automatically turns on the direction indicators when you turn the steering wheel when driving at low speeds. (Request from NoRain, thank you!)
Installation
Copy the scripts folder to the Grand Theft Auto V folder.
Download ScriptHookV, unzip it, and copy the two dll files in the bin folder to the Grand Theft Auto V folder.
[Important] This script mod requires ScriptHookV DotNet version 3.7.0.
As of now, there is no stable release for 3.7.0, so you need to use the Nightly build.
Download the Nightly build of Script Hook V .NET from the link below, unzip it and copy the seven files containing the string "ScriptHookVDotNet" to the Grand Theft Auto V folder.
ScriptHookVDotNet-v3.7.0-nightly
Other requirements must be met for the above two to work. Please check the description section of each download page for details.
How to use
If Enabled is set to True in the ini file, it will be automatically loaded and enabled when the game is loaded.
When you get on the vehicle and press the key set in the ini file, the turn signal will operate. (Excluding some vehicles such as bicycles and helicopters)
If UseSound is set to True and the audio file is properly prepared, the sound effect will be played.
---The following features are not available in the Lite version.---
If Autooff is set to True and the settings are correct, the turn signal will automatically turn off when the turn is completed. (Excluding motorcycles)
If KeyboardComp is set to True, the turn signal will automatically turn off after milliseconds specified by AutooffDuration.
If Autoon is set to True and the conditions are met, the turn signals will automatically turn on.
Aside
Since it determines whether to automatically turn off the direction indicators based on the angle of the steering wheel, I thought about making it compatible with ikt's Manual Transmission Mod, but it turned out that it was no longer usable due to the GTA 5 update, so I decided not to implement it. I could not do it….
The reason it doesn't work with the released version of ScriptHookV DotNet (3.6.0) is that it seems that the handle angle cannot be obtained due to a bug. This is fixed in the development Nightly build and should be used.
Disclaimer
I, QuestDragon, cannot be held responsible for any damage caused by using this script mod. Please use at your own risk.
Secondary distribution is prohibited.
Distribution may be stopped without notice. Please note.
Production: QuestDragon
This explanation uses Google Translate.
Please check the GitHub development page for the latest information and to obtain the latest version and versions not uploaded to 5mods.
Description
There are many turn signal mods uploaded today, but most of them are manually turned on and off or have no turn signal sound, so I decided to create one to practice creating scripts.
The game has a turn signal sound, but it is very low pitched and only sounds for a small percentage of vehicles.
Feature
You can operate the turn signals of the car. It is possible to turn left, right, and turn hazard lights on and off.
You can use sound effects related to turn signals. Various sample sound effects are included in the scripts\AdvancedTurnSignals\TurnSignalSounds folder. It is also possible to customize each vehicle using xml files. (Sound effects can be enabled or disabled in the ini file)
The display language of notifications sent from scripts can be translated in scripts\AdvancedTurnSignals\Localization.ini.
It also supports controller operation. In addition, for those who do not operate turn signals with a controller, it is now possible to set whether to use them from the ini file. (Request from stevensonjnr and dustyblues, thank you!)
It is also possible to combine modifier keys or two controller buttons. (Request from Reldam88, thank you!)
---The following features are not available in the Lite version.---
The behavior of the turn signals used in real Japanese cars is reproduced as closely as possible, and a function is provided to automatically turn off the turn signals when the steering wheel is turned and returned. (The angle of the steering wheel can be adjusted in the ini file.)
Other details such as turning the steering wheel in the opposite direction of the turn signal will also turn off the turn signals, and the turn signals and hazard lamps are independent of each other.
It also has a function that automatically turns on the direction indicators when you turn the steering wheel when driving at low speeds. (Request from NoRain, thank you!)
Installation
Copy the scripts folder to the Grand Theft Auto V folder.
Download ScriptHookV, unzip it, and copy the two dll files in the bin folder to the Grand Theft Auto V folder.
[Important] This script mod requires ScriptHookV DotNet version 3.7.0.
As of now, there is no stable release for 3.7.0, so you need to use the Nightly build.
Download the Nightly build of Script Hook V .NET from the link below, unzip it and copy the seven files containing the string "ScriptHookVDotNet" to the Grand Theft Auto V folder.
ScriptHookVDotNet-v3.7.0-nightly
Other requirements must be met for the above two to work. Please check the description section of each download page for details.
How to use
If Enabled is set to True in the ini file, it will be automatically loaded and enabled when the game is loaded.
When you get on the vehicle and press the key set in the ini file, the turn signal will operate. (Excluding some vehicles such as bicycles and helicopters)
If UseSound is set to True and the audio file is properly prepared, the sound effect will be played.
---The following features are not available in the Lite version.---
If Autooff is set to True and the settings are correct, the turn signal will automatically turn off when the turn is completed. (Excluding motorcycles)
If KeyboardComp is set to True, the turn signal will automatically turn off after milliseconds specified by AutooffDuration.
If Autoon is set to True and the conditions are met, the turn signals will automatically turn on.
Aside
Since it determines whether to automatically turn off the direction indicators based on the angle of the steering wheel, I thought about making it compatible with ikt's Manual Transmission Mod, but it turned out that it was no longer usable due to the GTA 5 update, so I decided not to implement it. I could not do it….
The reason it doesn't work with the released version of ScriptHookV DotNet (3.6.0) is that it seems that the handle angle cannot be obtained due to a bug. This is fixed in the development Nightly build and should be used.
Disclaimer
I, QuestDragon, cannot be held responsible for any damage caused by using this script mod. Please use at your own risk.
Secondary distribution is prohibited.
Distribution may be stopped without notice. Please note.
Production: QuestDragon
Pertama diunggah: Minggu, 04 Februari 2024
Terakhir diperbarui: 7 hari yang lalu
Terakhir Diunduh: 6 menit yang lalu
85 Komentar
More mods by QuestDragon:
Advanced Turn Signals - v1.2.4 (Created By QuestDragon)
This explanation uses Google Translate.
Please check the GitHub development page for the latest information and to obtain the latest version and versions not uploaded to 5mods.
Description
There are many turn signal mods uploaded today, but most of them are manually turned on and off or have no turn signal sound, so I decided to create one to practice creating scripts.
The game has a turn signal sound, but it is very low pitched and only sounds for a small percentage of vehicles.
Feature
You can operate the turn signals of the car. It is possible to turn left, right, and turn hazard lights on and off.
You can use sound effects related to turn signals. Various sample sound effects are included in the scripts\AdvancedTurnSignals\TurnSignalSounds folder. It is also possible to customize each vehicle using xml files. (Sound effects can be enabled or disabled in the ini file)
The display language of notifications sent from scripts can be translated in scripts\AdvancedTurnSignals\Localization.ini.
It also supports controller operation. In addition, for those who do not operate turn signals with a controller, it is now possible to set whether to use them from the ini file. (Request from stevensonjnr and dustyblues, thank you!)
It is also possible to combine modifier keys or two controller buttons. (Request from Reldam88, thank you!)
---The following features are not available in the Lite version.---
The behavior of the turn signals used in real Japanese cars is reproduced as closely as possible, and a function is provided to automatically turn off the turn signals when the steering wheel is turned and returned. (The angle of the steering wheel can be adjusted in the ini file.)
Other details such as turning the steering wheel in the opposite direction of the turn signal will also turn off the turn signals, and the turn signals and hazard lamps are independent of each other.
It also has a function that automatically turns on the direction indicators when you turn the steering wheel when driving at low speeds. (Request from NoRain, thank you!)
Installation
Copy the scripts folder to the Grand Theft Auto V folder.
Download ScriptHookV, unzip it, and copy the two dll files in the bin folder to the Grand Theft Auto V folder.
[Important] This script mod requires ScriptHookV DotNet version 3.7.0.
As of now, there is no stable release for 3.7.0, so you need to use the Nightly build.
Download the Nightly build of Script Hook V .NET from the link below, unzip it and copy the seven files containing the string "ScriptHookVDotNet" to the Grand Theft Auto V folder.
ScriptHookVDotNet-v3.7.0-nightly
Other requirements must be met for the above two to work. Please check the description section of each download page for details.
How to use
If Enabled is set to True in the ini file, it will be automatically loaded and enabled when the game is loaded.
When you get on the vehicle and press the key set in the ini file, the turn signal will operate. (Excluding some vehicles such as bicycles and helicopters)
If UseSound is set to True and the audio file is properly prepared, the sound effect will be played.
---The following features are not available in the Lite version.---
If Autooff is set to True and the settings are correct, the turn signal will automatically turn off when the turn is completed. (Excluding motorcycles)
If KeyboardComp is set to True, the turn signal will automatically turn off after milliseconds specified by AutooffDuration.
If Autoon is set to True and the conditions are met, the turn signals will automatically turn on.
Aside
Since it determines whether to automatically turn off the direction indicators based on the angle of the steering wheel, I thought about making it compatible with ikt's Manual Transmission Mod, but it turned out that it was no longer usable due to the GTA 5 update, so I decided not to implement it. I could not do it….
The reason it doesn't work with the released version of ScriptHookV DotNet (3.6.0) is that it seems that the handle angle cannot be obtained due to a bug. This is fixed in the development Nightly build and should be used.
Disclaimer
I, QuestDragon, cannot be held responsible for any damage caused by using this script mod. Please use at your own risk.
Secondary distribution is prohibited.
Distribution may be stopped without notice. Please note.
Production: QuestDragon
This explanation uses Google Translate.
Please check the GitHub development page for the latest information and to obtain the latest version and versions not uploaded to 5mods.
Description
There are many turn signal mods uploaded today, but most of them are manually turned on and off or have no turn signal sound, so I decided to create one to practice creating scripts.
The game has a turn signal sound, but it is very low pitched and only sounds for a small percentage of vehicles.
Feature
You can operate the turn signals of the car. It is possible to turn left, right, and turn hazard lights on and off.
You can use sound effects related to turn signals. Various sample sound effects are included in the scripts\AdvancedTurnSignals\TurnSignalSounds folder. It is also possible to customize each vehicle using xml files. (Sound effects can be enabled or disabled in the ini file)
The display language of notifications sent from scripts can be translated in scripts\AdvancedTurnSignals\Localization.ini.
It also supports controller operation. In addition, for those who do not operate turn signals with a controller, it is now possible to set whether to use them from the ini file. (Request from stevensonjnr and dustyblues, thank you!)
It is also possible to combine modifier keys or two controller buttons. (Request from Reldam88, thank you!)
---The following features are not available in the Lite version.---
The behavior of the turn signals used in real Japanese cars is reproduced as closely as possible, and a function is provided to automatically turn off the turn signals when the steering wheel is turned and returned. (The angle of the steering wheel can be adjusted in the ini file.)
Other details such as turning the steering wheel in the opposite direction of the turn signal will also turn off the turn signals, and the turn signals and hazard lamps are independent of each other.
It also has a function that automatically turns on the direction indicators when you turn the steering wheel when driving at low speeds. (Request from NoRain, thank you!)
Installation
Copy the scripts folder to the Grand Theft Auto V folder.
Download ScriptHookV, unzip it, and copy the two dll files in the bin folder to the Grand Theft Auto V folder.
[Important] This script mod requires ScriptHookV DotNet version 3.7.0.
As of now, there is no stable release for 3.7.0, so you need to use the Nightly build.
Download the Nightly build of Script Hook V .NET from the link below, unzip it and copy the seven files containing the string "ScriptHookVDotNet" to the Grand Theft Auto V folder.
ScriptHookVDotNet-v3.7.0-nightly
Other requirements must be met for the above two to work. Please check the description section of each download page for details.
How to use
If Enabled is set to True in the ini file, it will be automatically loaded and enabled when the game is loaded.
When you get on the vehicle and press the key set in the ini file, the turn signal will operate. (Excluding some vehicles such as bicycles and helicopters)
If UseSound is set to True and the audio file is properly prepared, the sound effect will be played.
---The following features are not available in the Lite version.---
If Autooff is set to True and the settings are correct, the turn signal will automatically turn off when the turn is completed. (Excluding motorcycles)
If KeyboardComp is set to True, the turn signal will automatically turn off after milliseconds specified by AutooffDuration.
If Autoon is set to True and the conditions are met, the turn signals will automatically turn on.
Aside
Since it determines whether to automatically turn off the direction indicators based on the angle of the steering wheel, I thought about making it compatible with ikt's Manual Transmission Mod, but it turned out that it was no longer usable due to the GTA 5 update, so I decided not to implement it. I could not do it….
The reason it doesn't work with the released version of ScriptHookV DotNet (3.6.0) is that it seems that the handle angle cannot be obtained due to a bug. This is fixed in the development Nightly build and should be used.
Disclaimer
I, QuestDragon, cannot be held responsible for any damage caused by using this script mod. Please use at your own risk.
Secondary distribution is prohibited.
Distribution may be stopped without notice. Please note.
Production: QuestDragon
Pertama diunggah: Minggu, 04 Februari 2024
Terakhir diperbarui: 7 hari yang lalu
Terakhir Diunduh: 6 menit yang lalu
Hey, amazing mod!
Can i suggest a function, already said this idea to many others, no one seems to like it.
This is for cars that don't have front indicators.
There's a native that checks if left or right headlight is damaged(independent natives for each side), using this native can you make one side broken and the other side switch between broken and fixed to simulate the indicator flashing.I have the logic done, as just broken both sides, turn headlights on, fix/broke switch the side you want, then return the headlights state and turn off headlights once finished the sentence. Can make it only work if the headlight is not broken from start.... I hate to see that even vanilla cars missing the indicator feature... Ah, i don't know if this could be made for tail lights the same way, but, since there's cars without front blinkers, rear blinkers and some both... this could make at least have the function...
@DiNagano
Thank you for your suggestion!
I think that's a great idea.
It certainly seems like there is a native function to determine if a headlight is broken.
However, to be honest, I'm not sure if this can be implemented at the moment.
First, there is a way to damage a vehicle, and the native function requires information such as vehicle information, the XYZ coordinates of the damage, the amount of damage, and the angle from which the damage is caused.
In trainer mods, you can remove the doors and destroy them with pinpoint precision.
Some parts, like doors, have a function that allows you to destroy them with pinpoint precision, but headlights and taillights do not have this function.
So, if you are thinking of destroying something, I think you will need to use the damage native function mentioned earlier.
However, in that case, you will need information such as coordinates and angles.
Naturally, each vehicle model has different lamp positions, shapes, and sizes.
As a result, you will need to look up the position of the lamps on each vehicle and process them individually, such as this position for this vehicle, and this position for that vehicle, etc.
You also said that in addition to destroying things, you will also need a process to repair them.
As with the Trainer Mod, I don't think there is a command to fix a specific part. The door I mentioned earlier can be removed, but it cannot be pinpointed and reattached or newly generated. (Well, there may be a way to do it with doors, depending on how you do it.)
Therefore, it is generally only possible to fix everything with one Fix command, so if the door or window glass is broken or scratched and you run the turn signal processing suggested by you, the car will return to new condition.
I wonder if the direction will change if a simple turn signal mod is equipped with a vehicle repair function.
I tried to think of other ways to do it.
For example, instead of destroying the lights, I could change the brightness to simulate it. However, it seems that you cannot operate the left and right lights individually, and you can only change the brightness of both or turn them on and off.
It seems that the only thing you can do with each light is to determine whether it is broken, and you can't do anything else, or you can only do it for both lights.
Also, when creating the vehicle model, you can decide which are the headlights, which are the taillights, and which are the turn signals, but if headlights and taillights could be used in place of turn signals, I wonder if the purpose of turn signals would be diminished.
Rockstar may create vehicles without turn signals because they place importance on design even at the expense of turn signals. Of course, I'm sure there are players like DiNagano who are dissatisfied with this method.
And the reason other mod creators won't respond may be because they can't accommodate the large constraints of the specifications...
[03:45:34] [DEBUG] Loading API from .\ScriptHookVDotNet2.dll ...
[03:45:34] [DEBUG] Loading API from .\ScriptHookVDotNet3.dll ...
[03:45:34] [DEBUG] Initializing NativeMemory members...
[03:45:40] [DEBUG] Loading scripts from D:\GTAVEnhanced\scripts ...
[03:45:40] [DEBUG] Loading assembly AdvancedTurnSignals.dll ...
[03:45:41] [INFO] Found 1 script(s) in AdvancedTurnSignals.dll resolved to API version 3.7.0 (target API version: 3.6.0).
[03:45:41] [DEBUG] Loading assembly LemonUI.SHVDN3.dll ...
[03:45:41] [INFO] Found 0 script(s) in LemonUI.SHVDN3.dll (target API version: 3.6.0).
[03:45:41] [DEBUG] Instantiating script AdvancedTurnSignals.Class1 ...
[03:45:41] [INFO] Started script AdvancedTurnSignals.Class1.
help pls
@QuestDragon Im talking about this native "GET_IS_LEFT_VEHICLE_HEADLIGHT_DAMAGED" and the "GET_IS_RIGHT_VEHICLE_HEADLIGHT_DAMAGED"
docs.fivem.net/natives/?_0x5EF77C9ADD3B11A3
Is a Bool, setting it true this makes the headlight broken, false returns to "normal", i've seem a old mod that the owner made a "malfunction" and blinking effect on car startup(like the lamps blinking until stabilizes) and were there i've noticed the native. i have almost ZERO codding and scripting knowledge so i can't make it... but the idea is what i said, by this native, check first, if is already broken the indicator function will not execute, if not, broke both sides, turn the vehicle lights on with SET_VEHICLE_LIGHTS (int 3 ON, 4 OF), then set fixed the side you want to blink for a period, set broken, set fix.... while the indicator is running, then return the headlights state back and set the headlights back off... Again, just a idea, don't need to use the SET_VEHICLE_DAMAGE for this...
Is possible to turn bones on and off via native? If so, you can disable the "headlight" bone "tailight" with the same logic of enabling and disabling the bone, since each headlight bone is a separate bone, just don't know if the "headlight part" will be restored once disabled and enabled back in cases of cars that have this tuning mod, but can be called GET_VEHICLE_MOD and set SET_VEHICLE_MOD, well i really don't know much about what is possible and what not, so is just some insights.... I made some small mods for personal use, i will try to put my idea out of paper... just don't know how do script the function like, to loop the "fix/broke" operation for while the indicators are running.... set it timed.... lol (Don't have any knowledge). But will try it later.
@Lxxrdy by the log fraction you posted, there's no error with the script... If there's a [ERROR] line, post its section...
@DiNagano after that it just crashes, any fix?
@DiNagano
Thank you for your reply.
This may sound a bit technical, but native functions are used like this in SHV.NET:
Function.Call(native function name, argument 1, argument 2, ...)
And the native function you suggested for retrieving the damage status of the headlights is used like this:
Function.Call(GET_IS_LEFT_VEHICLE_HEADLIGHT_DAMAGED, Game.Player.Character.CurrentVehicle)
For example, the native function to toggle the headlight operation can be used as follows:
Function.Call(SET_VEHICLE_LIGHTS, Game.Player.Character.CurrentVehicle, 0)
As you can see, native functions that can be modified have parameters (typically Bool or Int) for making changes.
However, for the native function that retrieves the headlight damage status, as indicated by the “GET” in its name, the only argument that can be specified is the target vehicle information.
Therefore, as you mentioned, GET_IS_LEFT_VEHICLE_HEADLIGHT_DAMAGED (or RIGHT) cannot be used to manipulate headlight damage and repair.
@QuestDragon i know that the GET native will return only true/false, but for this native theres the SET too. A bool. Check this mod video(is really short) to see, also i opened the its dll with dnSpy to check the function he calls and confirmed.
www.gta5-mods.com/scripts/headlights-effect
the effect is like this:
Script.Wait(100);
Game.Player.Character.CurrentVehicle.LeftHeadLightBroken = true;
Game.Player.Character.CurrentVehicle.RightHeadLightBroken = false;
Script.Wait(100);
(looking for the native LeftHeadLightBroken)
Shows me the struct:
void Vehicle.set_LeftHeadLightBroken (Bool A_1)
Hey there @QuestDragon
I'm currently working on a custom GTA V script using ScriptHookVDotNet, and I'm trying to compile a simple Parking Sensor system (only rear and side detection, with basic text alerts – no UI elements).
I have the `ParkingSensor.cs` file ready, but I'm having trouble compiling it into a working DLL on my own setup due to some .NET compatibility issues.
If you're experienced with compiling .cs scripts into .dll for ScriptHookVDotNet, I would really appreciate it if you could help me by either:
- Compiling the DLL for me, or
- Reviewing and modifying the `.cs` script to make sure it’s ready to compile with C# 5 / .NET Framework 4.x
I can share the full script and setup if needed.
Thanks a lot in advance 🙏
Let me know if you're open to help!
Best regards,
Dr Momen
@DiNagano
Thank you for your reply.
I see it was in .net... lol It's a native function, so I've been looking for Function.Call (Native DB) lol
I checked, and I think you can implement a pseudo turn signal using the headlights by using this.
However, there were no taillights, so I'll have to think about it again... I think it's a passing grade if you think of it as a pseudo.
If you want to incorporate it into Advanced Turn Signals, we will implement it in v1.3.0, but it will take time because we have to rewrite the logic of the real car to a format compatible with the headlights. (I'm ashamed to say that I'm just creating it as a hobby and I'm not a professional programmer...)
If you don't mind, I'll get started, how about it?
Apology:
I apologize for answering that "implementation is difficult" due to my lack of understanding.
@DrMomenAlbakkar
Thank you for your comment.
I'm not a programmer myself, so I'm not sure if I can be of any help, but when you say .net compatibility, what kind of errors specifically are you getting?
@QuestDragon I was thinking in something really simple. Since there's no "vanilla key" for indicators, just set it with the indicator native, i just need to check the indicator light interval, so can sync the "head-indicator". the working logic keeps the same, broke both, turn lights on, fix one side for a period then broke and repeat.... while the indicator is active. I want to make it by combined key press, like SHIFT/CTRL/ALT + A/D(left/right), and to turn off the same but using the oposite direction, to keep simple and easy to use... maybe a auto disabler timer(like IRL) and/or to turn off once released the turn key and pressed oposite direction key(need to study the KeyDown and KeyUp sintax). But is pretty simple, i just don't know how to put this into scripting language... But i'll try to learn a bit more, just don't have time ( as you, i'm just a enthusiast too). Thank you for the replies, opened my mind!
@QuestDragon Finally got it done! I spent the whole day fixing the errors, but it’s working now. I’ve uploaded the script and I’m just waiting for approval!
@DiNagano
Thank you for your comment.
I sincerely hope that you will be able to complete a script that implements your great ideas!
I'm not sure if it will be of any help, but I have published the Advanced Turn Signals source code on my GitHub, so I hope it will give you some development hints, such as the logic for automatically turning off the turn signals!
*I'm not very good at coding, so I've put everything in Class1.cs, which makes it a bit difficult to read, and the comments are in Japanese, so I'm not sure if it will be of any help...
Good luck!
@DrMomenAlbakkar
Thank you for your reply.
I'm relieved to hear that things have been resolved safely!
I'm really looking forward to it being released!
@QuestDragon Here is the link : https://www.gta5-mods.com/scripts/parking-sensor-drmomenalbakkar#comments_tab
Im ownered if you want to give me some advices or any problems that you have faced during your experience
@QuestDragon Oh! This will really help, i will check your github, thank you for the help support and answering my silly questions! you rock bro!
@QuestDragon and lol, i was living in Nihon untill 2 months ago, can't read nihongo perfectly but would be able to understand some context. Again, thank you!