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 IV Coding Request

 All requests here!
 
iSmokeMeth  
Posted: Monday, Apr 16 2012, 20:52
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LMAO xD the previous page has like 6 of my screen names, you r banning your only user xD
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mcfee  
Posted: Tuesday, Apr 24 2012, 11:29
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I would like to see convoys and motorcades driving around Liberity city.

For example, transporting a prisoner (police motor bikes front and back, patrol cars and a police stockade), witness protection transport (all black cars), presidential transport (maybe even with a heli on top following), celebrity transport etc.

I don't imagine it's that hard to create if you know what you're learning? And to customise cars/routes etc in the .asi?

Thanks
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Prof_Farnsworth  
Posted: Wednesday, Apr 25 2012, 04:29
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QUOTE (mcfee @ Tuesday, Apr 24 2012, 11:29)
I would like to see convoys and motorcades driving around Liberity city.

For example, transporting a prisoner (police motor bikes front and back, patrol cars and a police stockade), witness protection transport (all black cars), presidential transport (maybe even with a heli on top following), celebrity transport etc.

I don't imagine it's that hard to create if you know what you're learning? And to customise cars/routes etc in the .asi?

Thanks

I am almost done with a convoy mod with 3 cars and 2 motorbikes. Difference is the goal is to attack this one, steal the stockade, and get to a drop point to keep the money. The convoy makes 4 stops during it's route, each of which increases the cash the stockade is carrying. i.e. to make the most money, steal the stockade after they make their last pickup.

Not exactly what you were looking for, I know, but it is something. Otherwise, I have not seen anything of that sort around.

Prof
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mcfee  
Posted: Wednesday, Apr 25 2012, 11:22
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Ok Prof, that sounds good! Will the script be easily modifiable (in terms of what car, speed, route?).

My only difference in the mod you are making is that it is not neccessarily mission based, it just randomly pops up in trafic.

Ok excited for the release!
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Prof_Farnsworth  
Posted: Wednesday, Apr 25 2012, 18:08
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Unfortunately, it is not very modifiable. It was quite difficult just to get them to drive together all the way (they still get stuck sometimes). If I can figure out how to retrieve the time of day, they will leave at scheduled times, otherwise it will be random. So in this sense, you may see them driving around if you are in the area. I may add in the ability to make your own route if it is well received, but you would still need to gather all the locations of each stop you want (there is some finesse to this).

The problem with having them drive randomly in traffic is that they need somewhere to go. If you set them to "wander", the cars will split up, eventually.

On second thought, there may be a way to do it, but as I stated, they will always have a destination, and the spawns would be off (they would not be in formation). If I have time after I update my business mod, I may look at this, since I have a lot of "follow" code already written.

Also wouldn't mind some testers if anyone is interested.

This post has been edited by Prof_Farnsworth on Wednesday, Apr 25 2012, 18:12
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mcfee  
Posted: Friday, Apr 27 2012, 08:30
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I would be willing to help you test it out.

In regards to your problems with them splitting up/wandering, how about looking at some code they use for the in-game missions where convoys are used? I'm completely new to coding but just an idea... There are a few, in EFLC and IV, but I can't remember any names. If it may help I could try a bunch of missions and find out?
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desertfox11194  
Posted: Friday, Apr 27 2012, 18:23
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I could help too, if you need another tester. I have 100% modded cars in my game, so that might affect the results and give you a better idea of how the mod handles high poly cars.
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jpm1  
Posted: Saturday, Apr 28 2012, 20:09
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what it would be cool it's a "real driving" mod . you pass at the red light , you crash in another car while there are cops around , you hit a man while cops around you get wanted by the chickens
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Prof_Farnsworth  
Posted: Sunday, Apr 29 2012, 00:05
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@jpm1 - this has been done already, Search for "traffic felony" or something along those lines.

@desertfox11194 & mcfee - I will PM you a link. I appreciate any feedback you would have, good or bad. I am also starting a topic so we don't clog this thread with off topic mod stuff. Thanks for the help icon14.gif
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jpm1  
Posted: Monday, Apr 30 2012, 22:06
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@ Prof_Farnsworth : thanks , looking forward to this

another thing i would really like to see , it's a tropical mod . i would have done it myself but i'm pretty busy right now between the handling , the carcols and the popcycle smile.gif . that kind of mod . it would have been awesome while waiting for Vice city Rage smile.gif

edit : woaaaa looks awesome can't wait to test this

This post has been edited by jpm1 on Monday, Apr 30 2012, 22:08
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Prof_Farnsworth  
Posted: Tuesday, May 1 2012, 05:57
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QUOTE (jpm1 @ Monday, Apr 30 2012, 22:06)
@ Prof_Farnsworth : thanks , looking forward to this

another thing i would really like to see , it's a tropical mod . i would have done it myself but i'm pretty busy right now between the handling , the carcols and the popcycle smile.gif . that kind of mod . it would have been awesome while waiting for Vice city Rage smile.gif

edit : woaaaa looks awesome can't wait to test this

Have you looked into Gostown 6? It is a map replacement that replaces Liberty City with a more tropical environment and map.
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jpm1  
Posted: Tuesday, May 1 2012, 16:54
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thanks but which files do i have to import for water , sky and ambient only . cause seems not bad but it crashes each time i approach firefly island
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Prof_Farnsworth  
Posted: Wednesday, May 2 2012, 04:22
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QUOTE (jpm1 @ Tuesday, May 1 2012, 16:54)
thanks but which files do i have to import for water , sky and ambient only . cause seems not bad but it crashes each time i approach firefly island

Sorry, no idea how to split up the components (if it can be done).
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Vintage88  
Posted: Wednesday, May 2 2012, 07:05
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Repost: This really would help for machinima and such




I'd like to request that someone updates CoMPMStR's Super Spawner Scipt to support 1070 and EFLC. The author has released the source files here.

This script allows you to create custom missions and scenarios. You can spawn peds, cars and objects and set them up how you'd like... just like you can with the Simple Native Trainer. The difference is with the Super Spawner Script you can also save it all to an INI and easily load it back up. With SNT you can only save objects to an INI.

When this script was popular I remember people used to use it in groups online to make custom missions... missions like you'd find in single player. Others used to use it when creating machinima videos to quickly load up different "scenes" they are filming.

Here is a video example of a mission that could be saved with this script:
http://www.youtube.com/watch?v=IJOw2gl8atU

Here's another video example that shows how animations can be tied in to make the missions more realistic (skip to 4:10):
http://www.youtube.com/watch?v=JtNQi6yxPSs


Besides missions the uses for this script are almost endless. For instance you could setup a jump that lands in a field of a dozen running helicopters. You could setup "ped bowling" games and easily load back up the "pins" after each person has their turn. When chilling in free-roam you could gather a few players and head into Maisonette where you've spawned clubbers, dancers, bouncers, even the objects that can play music. This script is basically a tool to save your creativity with. =)

Cheers and hope someone gets on this soon.
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hardsty1e  
Posted: Sunday, May 6 2012, 19:47
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I've seen both of those videos you brought up for super spawner script but I have never seen any options that customizes the ped's animations to your liking. Do you have proof that he is using super spawner script in the first place? moto_whistle.gif
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miraimo  
Posted: Monday, May 7 2012, 18:25
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Hey i'm kinda new to coding so I apologize for this but can someone please give me a C++ menu, by that I mean like the scripts over on Xbox and PS3 they have player menus where you can blow them up. I don't need it to be as in depth as I only want to test one thing to see if it works on other players, I have it working on a button press for me I just don't have the coding knowledge to get it to work on others.

Thank you. Sorry for bein' all leacheh.
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ACR  
Posted: Monday, May 7 2012, 19:10
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I would like script or mod to enable default health or weapon damage for NPC's that i need to kill in vigilante missions (current crimes). I dont' know if anybody noticed, but in current crime missions enemies are tougher to kill and it's annoying to shot them with half clip from assault rifle to kill them, it's like i'm shooting them with paintball. So just need default health/damage for current crime missions. Thanks in advance.
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crimedontpay  
Posted: Tuesday, May 8 2012, 21:51
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money pickup mod) that is defended by the owning gangs around the city. much like in bogt. But also setting in buildings like warehouses and open texture buildings like garages/apartments. And lastly it would be nice if niko had like a HQ of operations with his own henchmen.
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celicn  
Posted: Thursday, May 10 2012, 19:52
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CAN ANYBODY HELP??? PLZ!

I GOT THIS INDICATOR LIGHTS MOD AND I DONE EVERYTHING BUT
WHEN I PRESS THE BUTTON IT SAYS "Error in script Indicator.Class"

Any solution??? PLZ I BEGGING YOU!!

sorry for my bad english
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jpm1  
Posted: Monday, May 14 2012, 21:01
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an in-game timecyc editor would be cool . that kind of stuff

edit : found here

This post has been edited by jpm1 on Saturday, May 19 2012, 01:24
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