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Pages: (3) [1] 2 3   ( Go to first unread post ) Reply to this topicStart new topicStart Poll

 [Q] Stopping those Cowardly peds running.

 
iristrauma  
Posted: Sunday, Dec 21 2008, 18:51
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Has anybody found a way to alter the peds behaviour so they dont all flee at the first sign of a gunshot. I have changed in pedpersonality.dat the bravery value to 5, but the wimps still run.. I have also removed the murderrunaway entry in all peds, but still no joy.. cry.gif

Anybody have any suggestions..? confused.gif
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the hubster  
Posted: Sunday, Dec 21 2008, 19:09
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Try editing ShockingEvents.dat, i'm pretty sure thats what your looking for.
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iristrauma  
Posted: Sunday, Dec 21 2008, 20:48
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shockingevents.dat dosent seem to alter the behaviour in anyway, even if I change all settings to 0's they still behave normaly and run.. Very strange..! confused.gif



Ohh God.. It may well be Ambient.dat which is a rather complex looking sob to say the least.. suicidal.gif confused.gif nervous.gif

This post has been edited by iristrauma on Sunday, Dec 21 2008, 21:32
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creat3d22  
Posted: Sunday, Dec 21 2008, 21:47
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QUOTE (iristrauma @ Dec 21 2008, 15:48)
Ohh God.. It may well be Ambient.dat which is a rather complex looking sob to say the least.. suicidal.gif  confused.gif  nervous.gif

I didn't look into it much but ambient.dat seems to have more to do with the peds animations than their actual decision to flee or do anything else...

I would've thought shockingevents.dat was the one notify.gif
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aceship  
Posted: Monday, Dec 22 2008, 06:32
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try action_table.xls
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iristrauma  
Posted: Monday, Dec 22 2008, 13:12
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The actiontable.xls might be the right fle, but alas, without knowing all the settings and what they do, it will be a major task of trial and error. What would be nice if we could get a editor to simplify the peds behaviour.

I messed around with most files that I thought might control Fleeing behaviour including shockingevents and peds.ide, pedpersonality etc etc..but nothing I did made any differece to their reactions. I even went as far as zeroing all entries in shockingevents and they still bloody behaved normally without any change. So actiontable.xls might be the right file.. I will look into it.. icon14.gif
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Julias Caesar  
Posted: Saturday, Dec 27 2008, 23:22
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QUOTE (iristrauma @ Dec 22 2008, 13:12)
The actiontable.xls might be the right fle, but alas, without knowing all the settings and what they do, it will be a major task of trial and error. What would be nice if we could get a editor to simplify the peds behaviour.

I messed around with most files that I thought might control Fleeing behaviour including shockingevents and peds.ide, pedpersonality etc etc..but nothing I did made any differece to their reactions. I even went as far as zeroing all entries in shockingevents and they still bloody behaved normally without any change. So actiontable.xls might be the right file.. I will look into it.. icon14.gif

anything new here? I also find it totally unrealistic the peds running away in such a big radius.

I use a knife in a building, and people from 500 meters away start screaming and running.
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pLaTaNo  
Posted: Sunday, Dec 28 2008, 00:15
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Well, in RL, if you hear gunshots, would YOU Run? Or just stay and walk like nothing happend. Hell, ill run my ass off to the nearest police station if i heard gunshots. Rockstar wanted the peds to act as if a human being reacts. Lets say if someone heard gunshots and runs away to safety. R* wanted its peds to run to run away to safety just as that "someone" does. tounge2.gif
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lessthan3  
Posted: Sunday, Dec 28 2008, 04:39
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Please, this is New York, people are too busy to care if someone kills someone else. XD
Calling the police will make them want to question YOU, and you're a busy person, you don't have time to spend hours down at the station telling them what you saw and helping make a composite sketch of the criminal.
Just go about your business and pretend like nothing happened.
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iristrauma  
Posted: Sunday, Dec 28 2008, 09:47
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I havent been able to stop the peds from running yet. I have tried many different things but all seem to have no effect, which leads me to believe the fleeing behavior is controlled by a radius from the player. It also seems to be global as you can kill some peds in the most secluded spot and they all still hear you and leg it which is really lame imho..

What we need is an "Ignore Player" script so they dont respond even when getting shot..But I know nothing of lua scripting.. dozingoff.gif

Has anybody got the peds to stop running yet..? sad.gif
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Toez  
Posted: Sunday, Dec 28 2008, 12:11
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Found this native, not sure if it means anything. SET_CHAR_WILL_COWER_INSTEAD_OF_FLEEING
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Julias Caesar  
Posted: Sunday, Dec 28 2008, 13:18
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QUOTE (Toez @ Dec 28 2008, 12:11)
Found this native, not sure if it means anything. SET_CHAR_WILL_COWER_INSTEAD_OF_FLEEING

interesting. is this per pedestrian or for all?

though, a radius would be more what I'd looking for - so every player can set what he prefers.
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iristrauma  
Posted: Sunday, Dec 28 2008, 16:30
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QUOTE (Toez @ Dec 28 2008, 12:11)
Found this native, not sure if it means anything. SET_CHAR_WILL_COWER_INSTEAD_OF_FLEEING

where did you find that dude..? icon14.gif
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Toez  
Posted: Sunday, Dec 28 2008, 22:34
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I scrolled through every native in the used native list that comes with Alice. I got bored, and spent 3 hours doing it...trying out interesting ones that I saw, found a few that work but not many...and this being one that didn't, but I most likely was doing something wrong or something, so others can try to get this to work if they want.
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iristrauma  
Posted: Monday, Dec 29 2008, 00:28
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These are the interesting natives that exist, and may control the peds behaviour. I am trying to run a lua script but my knowlede in this area is zero, so I am working blind.. I really need somebody to try these natives to see if any of them can stop all the peds from running away..

TASK_TOGGLE_PED_THREAT_SCANNER
TASK_LEAVE_CAR_AND_FLEE=$009e8ff0
TASK_SMART_FLEE_POINT=$009e91b0
TASK_SMART_FLEE_POINT_PREFERRING_PAVEMENTS=$009e91f0
TASK_SMART_FLEE_CHAR=$009e9230
TASK_SMART_FLEE_CHAR_PREFERRING_PAVEMENTS=$009e9260
TASK_FLEE_CHAR_ANY_MEANS=$009e9c20
SET_ALL_RANDOM_PEDS_FLEE=$009ef140
SET_CHAR_WILL_COWER_INSTEAD_OF_FLEEING=$009fcd30
GET_CHAR_WILL_COWER_INSTEAD_OF_FLEEING=$009fcd60
FORCE_PED_TO_LOAD_COVER=$009fd880
FORCE_PED_TO_FLEE_WHILST_DRIVING_VEHICLE=$009fd8b0
BLOCK_COWERING_IN_COVER=$009fd8e0
BLOCK_PEEKING_IN_COVER=$009fd910
SET_EVERYONE_IGNORE_PLAYER=$009ef110
SET_ALL_RANDOM_PEDS_FLEE=$009ef140
SET_IGNORE_LOW_PRIORITY_SHOCKING_EVENTS=$009ef170
START_FIRING_AMNESTY=$009ee870
IS_PED_RETREATING=$009fbd60
IS_PED_FLEEING=$009fbd80
IS_PED_IN_COVER=$009fbda0
IS_PED_PINNED_DOWN=$009fbdc0
FORCE_PED_PINNED_DOWN=$009fbde0
SET_PED_DONT_DO_EVASIVE_DIVES=$009fd640
FIRE_PED_WEAPON=$009fd670
SUPPRESS_PED_MODEL=$009fd6c0
DONT_SUPPRESS_PED_MODEL=$009fd6e0
DONT_SUPPRESS_ANY_PED_MODELS=$009f1d20

Can some nice person give these a go as I really am lost here.. Many thxs.. icon14.gif

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iristrauma  
Posted: Tuesday, Dec 30 2008, 10:31
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Bumping.. Need some help badly.. icon14.gif
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L0uNGeR  
Posted: Tuesday, Dec 30 2008, 11:01
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Ya, that's what I said.
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These natives are way too specific to a single ped, it won't give you the desired result unless you write an insane script around it.
As being said before, "ShockingEvents.dat" is where you should look.

BTW, I'm pretty sure that the game doesn't use any XLS files, it looks like R* used those for referenceto and/or to create CSV files.

This post has been edited by L0uNGeR on Tuesday, Dec 30 2008, 11:06
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iristrauma  
Posted: Tuesday, Dec 30 2008, 12:34
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QUOTE (L0uNGeR @ Dec 30 2008, 11:01)
These natives are way too specific to a single ped, it won't give you the desired result unless you write an insane script around it.
As being said before, "ShockingEvents.dat" is where you should look.

BTW, I'm pretty sure that the game doesn't use any XLS files, it looks like R* used those for referenceto and/or to create CSV files.

Thanks for the input dude, icon14.gif but shockingevents.dat dosent alter the game in anyway as far as I can tell. I have even gone as far as setting all variables in said file to zero's and the game still runs as normal, the peds still flee in terror at the first sign of a fart rolleyes.gif and the game remains unchanged. Im pretty sure that file has no impact on the game because of the extreme edit I did, and the fact the game is unchanged.. Its pretty bizzare I know.. confused.gif sad.gif suicidal.gif ..

I have been on this ped fleeing behaviour for weeks now and still no further on to solving it.. sad.gif

SOMEONE, PLEASE STOP THOSE PEDS FLEEING.. inlove.gif cookie.gif colgate.gif

This post has been edited by iristrauma on Tuesday, Dec 30 2008, 12:37
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kevaughan  
Posted: Wednesday, Dec 31 2008, 17:05
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I tried editing this as well and have everything set to 0 but they still run away. Maybe this is a left over file from GTA:SA ?

EDIT
Can someone make or find a Alice Lua script for this?
If you changed each gun to have the silenced flag would that help?


This post has been edited by kevaughan on Wednesday, Dec 31 2008, 17:39
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Julias Caesar  
Posted: Saturday, Jan 3 2009, 18:41
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QUOTE (kevaughan @ Dec 31 2008, 17:05)
I tried editing this as well and have everything set to 0 but they still run away. Maybe this is a left over file from GTA:SA ?

EDIT
Can someone make or find a Alice Lua script for this?
If you changed each gun to have the silenced flag would that help?

Why can't R* just tell us about the lines to adjust ("subject to correction")?

That would really be one helpful step from them.
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