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[RELEASE] Super Spawner Script

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CoMPMStR
  • CoMPMStR

    CoMPuTer MAsSteR

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  • Joined: 18 Dec 2008

#1

Posted 24 January 2009 - 04:59 AM Edited by CoMPMStR, 15 August 2009 - 12:17 AM.

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Super Spawner Trailer: Thanks to gorgeprofondegta4!


General Script Functionality: Thanks to KooolaNL!


How To Install: Thanks to KooolaNL!


Object Spawner Demo: Thanks to Diaz070!



Here it is, yet another spawner script.. or is it? This script allows you to spawn vehicles and peds alike. Not only can you spawn vehicles, and peds, you can also spawn various objects and also alter them in different ways upon spawning them. Now you can also spawn pickups!

Some of the ways you can alter peds is by giving them different tasks. Those tasks include:

CODE
- Stand Still: Spawns the ped and they won't move, maybe a little.
- Hands Up: Spawns a ped who's always raising their hands up.
- Flee Player: Spawns a ped who's scared of you and runs away.
- Flee Player Then Fall: Spawns a ped who's scared of you and runs away, but then trips and falls some time later.
- Defend Player: Spawns a ped that will defend you to the death. You can only have 7 that will defend you.
- Fight Player: Spawns a ped that will fight you to the death.
- Follow Player: Spawns a ped that will always try to get close to you. They may stop following if you're too far away.
- Wander Around: Spawns a ped that just walks around the city.
- On Fire: Spawns a ped on fire. If you spawn more than 3 or 4 peds before they die, the subsequent peds may run away on fire.
- Dance: Spawns a ped that that dances randomly.
- Riot: Spawns a ped that will start fighting with the closest ped. They won't bother you, the player, unless you bother them.


Some of the ways you can alter vehicles is by giving them different characteristics. Those include:

CODE
- Normal: Spawns a normal vehicle with no special attributes.
- Invincible: Spawns a vehicle with all proofs enabled (bullet, fire, explosion, damage, and melee). You may still receive visual damage.
- Hazard Lights: Spawns a vehicle with it's hazard lights constantly blinking.
- With Passengers: Spawns a vehicle with random passengers sitting in the vehicle.
- Explode: Spawns a vehicle that will explode within a certain amount a time.


Some of the ways you can alter objects is by attaching them to different existing objects. When an attached object is spawned, you are allowed to modify it's position and rotation. After you've completely modified the object's attachment properties simply press the spawn key again to confirm the changes. Those attachment areas include:

CODE
- Normal: Spawns a normal object in the world.
- Frozen: Spawns an object that's position is frozen.
- Back Attach: Spawns an object and attaches it to Niko's back.
- Body Attach: Spawns an object and attaches it to Niko's body.
- Head Attach: Spawns an object and attaches it to Niko's head.
- Left Arm Attach: Spawns an object and attaches it to Niko's left arm.
- Left Body Attach: Spawns an object and attaches it to Niko's left body.
- Left Ear Attach: Spawns an object and attaches it to Niko's left ear.
- Left Hand Attach: Spawns an object and attaches it to Niko's left hand.
- Left Hip Attach: Spawns an object and attaches it to Niko's left hip.
- Left Shoulder Attach: Spawns an object and attaches it to Niko's left shoulder.
- Neck Attach: Spawns an object and attaches it to Niko's neck.
- Right Arm Attach: Spawns an object and attaches it to Niko's right arm.
- Right Foot Attach: Spawns an object and attaches it to Niko's right foot.
- Right Hand Attach: Spawns an object and attaches it to Niko's right hand.
- Right Shoulder Attach: Spawns an object and attaches it to Niko's right shoulder.
- Vehicle Attach: Spawns an object and attaches it to Niko's current vehicle, if available.


Some of the different types of pickups you can spawn include:

CODE
- Weapon: Spawns a weapon pickup of any available with any amount of ammo.
- Money: Spawns a money pickup with as much money as you want.



NEW in v1.1:

- Now works for game version v1.0.2.0.
- Fixed the issue with some peds not performing their tasks after spawning lots of peds.
- Stand still-task peds will now stand still, even when you drop a grenade.
- Fight player-task peds will now stay focused on fighting the player.

NEW in v1.2:

- Major improvements to the overall script.
- Modified the key layout to add new features.
- Added a master key combination to turn the script on or off.
- Added lots of new configurable options.
- Added blips for some spawned peds.
- Added some object spawning support, complete with attachments.

NEW in v1.3:

- Improved the Defend and Fight-task peds some more.
- Added console commands that allow easier script actions.
- Added some more configurable options and modified the ped tasks.
- Added a preview function to view the selected entity.
- Added the ability to place entities while aiming with the mouse.
- Added save and load functions for spawned entities. Console commands only.
- Modified some other minor details.

NEW in v1.4:

- Updated to work with new game version and scripthook.
- Added pickup spawning support, for both weapons and money.
- Added multiple new object attachment locations; back, body, left arm, etc. just to name a few.
- Added the ability to remove any entity after placement, without clearing the entire list.
- Improved entity positioning with the mouse, now allowing rotation of objects.
- Improved the dance-task peds, now they will actually dance instead of kick and fall.


This script allows you to configure the hotkeys and options to your liking. The keys are assigned the numerical representation of the respective VK enum. I've included a text file with a listing of all available keys, incase some of you don't know the numerical value of the key you'd like to use.

NOTE: You can change the options during gameplay without exiting the game. After you've saved any changes, simply reload the game and the changes will take effect. Alternately, you can toggle the scripthook console and type the command 'reloadscripts' to reload them without reloading the game.



CODE
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Default Hotkeys:
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ControlKey+AltKey+Numpad0 (17+18+96): Master ON/OFF Keys
Numpad0 (96): Change Task Type
Numpad1 (97): Spawn Model Index
Numpad2 (98): Spawn Entity Count
Numpad3 (99): Change Spawner Type/Status Display
Numpad Decimal (110): Spawn Entity
OemSemicolon (186): Attach Specify
OemQuotes (222): Attach Modify
ControlKey (17): Modifier Key
AltKey (18): Modifier Key2


-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-
Options Information:
-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-

Master ON/OFF Keys: Switches the script on and off, allowing you to free up the used hotkeys. You can choose any number of keys to use, just make sure your keyboard allows pressing them all simultaneously. Seperate each with a plus sign.
Change Task Type: Changes the current task/attribute type by 1. Hold the modifier key to decrease, press alone to increase.
Spawn Model Index: Changes the current model index by 1. Hold the modifier key to decrease, press alone to increase.
Spawn Entity Count: Changes the number of entities to spawn with one keypress. Hold the modifier key to decresae the count, press alone to increase.
Change Spawner Type/Status Display: Changes the current spawner type, allowing you to spawn different types of entities. Hold the modifier key to display the total number of entities in use for the current task/attribute type.
Spawn Entity: Spawns the currently selected entity. Hold the modifier key to remove spawned entities. After the confirmation message, hold the modifier key to clear all entities or press alone to clear only the selected task/attribute type entities. Hold the 2nd modifier key to view a preview of the selected entity, press again to rotate the preview 90 degrees clockwise.
Attach Specify: Cycles through which property to edit on the newly attached or frozen object (position offset x, y, z and rotation x, y, z or heading). Hold the modifier key to cycle in reverse.
Attach Modify: Increases the selected property of the newly attached or frozen object. Hold the modifier key to decrease. Hold the 2nd modifier key to modify the object a little faster.
Modifier Key: This is the modifier key used along with the other hotkeys to add more functions.
Modifier Key2: This is another modifier key to be used along with some other hotkeys.


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Settings Information:
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[KEYS]
MASTERONOFF = Master ON/OFF Keys
INDEXMOVE = Spawn Model Index
SPAWN = Spawn Entity
TASKTYPE = Change Task Type
SPAWNCOUNT = Spawn Entity Count
SPAWNERTYPESTATS = Change Spawner Type/Status Display
ATTACHPOINT = Attach Specify
ATTACHPOSROT = Attach Modify
MODIFIER = Modifier Key
MODIFIER2 = Modifier Key2

[VALUES]
MINPEDDIST = Minimum distance, in meters, to spawn peds from Niko. (DEFAULT=3.0)
MAXPEDDIST = Maximum distance, in meters, to spawn peds from Niko. (DEFAULT=6.0)
MINCARDIST = Minimum distance, in meters, to spawn vehicles from Niko. (DEFAULT=4.0)
MAXCARDIST = Maximum distance, in meters, to spawn vehicles from Niko. (DEFAULT=8.0)
MINDEFENDPEDDIST = Minimum distance, in meters, to spawn defend-task peds from Niko. (DEFAULT=2.0)
MAXDEFENDPEDDIST = Maximum distance, in meters, to spawn defend-task peds from Niko. (DEFAULT=6.0)
MINFIGHTPEDDIST = Minimum distance, in meters, to spawn fight-task peds from Niko. (DEFAULT=40.0)
MAXFIGHTPEDDIST = Maximum distance, in meters, to spawn fight-task peds from Niko. (DEFAULT=80.0)
MINOBJECTDIST = Minimum distance, in meters, to spawn objects from Niko. (DEFAULT=1.0)
MAXOBJECTDIST = Maximum distance, in meters, to spawn objects from Niko. (DEFAULT=2.0)
FLEEFALLTIME = Amount of time, in seconds, it takes for the ped to trip and fall when fleeing. (DEFAULT=5)
FLEEFALLFORCE = Amount of force applied when the ped trips and falls. (DEFAULT=2.0)
PEDINITHEALTH = Amount of health spawned peds have initially. (DEFAULT=1)
DEFENDPEDHEALTH = Amount of health defend-task peds have when spawned. (DEFAULT=200)
DEFENDPEDARMOR = Amount of armor defend-task peds have when spawned. (DEFAULT=200)
DEFENDPEDWEAPON = The weapon(s) that defend-task peds have when spawned. Seperate the weapons with a comma to randomize between them. (DEFAULT=4, 5, 12, 13, 14, 15)
DEFENDPEDACCURACY = Amount of accuracy the defend-task peds will have. (DEFAULT=200)
DEFENDPEDSENSERANGE = Range, in meters, in which the defend-task peds will locate potential threats. (DEFAULT=50.0)
DEFENDPEDDEFENSEAREA = Area, in meters, in which the defend-task peds will use defensive cover around themselves. (DEFAULT=50.0)
DEFENDPEDMODELS* = Ped models to spawn for defend-task peds when ALWAYSRANDOMPEDS is enabled. (DEFAULT=104-117, 225, 226, 228, 229, 232, 235, 236-239, 242, 243, 244, 246-255)
FIGHTPEDHEALTH = Amount of health fight-task peds have when spawned. (DEFAULT=200)
FIGHTPEDARMOR = Amount of armor fight-task peds have when spawned. (DEFAULT=200)
FIGHTPEDWEAPON = The weapon(s) that fight-task peds have when spawned. Seperate the weapons with a comma to randomize between them. (DEFAULT=7, 10, 11)
FIGHTPEDACCURACY = Amount of accuracy the defend-task peds will have. (DEFAULT=100)
FIGHTPEDSENSERANGE = Range, in meters, in which the fight-task peds will locate potential threats. (DEFAULT=25.0)
FIGHTPEDDEFENSEAREA = Area, in meters, in which the fight-task peds will use defensive cover around themselves. (DEFAULT=25.0)
FIGHTPEDMODELS* = Ped models to spawn for fight-task peds when ALWAYSRANDOMPEDS is enabled. (DEFAULT=294-341)
FOLLOWPEDHEALTH = Amount of health follow-task spawned peds have when spawned. (DEFAULT=10)
FIREPEDHEALTH = Amount of health onfire-task spawned peds have when spawned. (DEFAULT=2000)
EXPLODECARTIME = Amount of time, in seconds, it takes for explode-task spawned vehicles to explode. (DEFAULT=10)
RAGDOLLFORCE = Amount of force that slings the ragdoll ped to the ground. (DEFAULT=10.0)
RICHPEDS = Determines whether the spawned peds will have lots of money or not. (DEFAULT=false)
PEDFRIENDLYFIRE = Determines whether you will be allowed to shoot your defend-task peds and if they can shoot you. True means you can shoot each other. Also works for fight-task peds. (DEFAULT=false)
OBJECTCOUNT = Default amount of objects to spawn with one keypress. Can be changed ingame. (DEFAULT=1)
STANDSTILLPEDCOUNT = Default amount of stand still-task peds to spawn with one keypress. Can be changed ingame. (DEFAULT=10)
FLEEPEDCOUNT = Default amount of flee-task peds to spawn with one keypress. Can be changed ingame. (DEFAULT=1)
FLEEFALLPEDCOUNT = Default amount of flee then fall-task peds to spawn with one keypress. Can be changed ingame. (DEFAULT=4)
DEFENDPEDCOUNT = Default amount of defend-task peds to spawn with one keypress. Can be changed ingame. (DEFAULT=3)
FIGHTPEDCOUNT = Default amount of fight-task peds to spawn with one keypress. Can be changed ingame. (DEFAULT=5)
FOLLOWPEDCOUNT = Default amount of follow-task peds to spawn with one keypress. Can be changed ingame. (DEFAULT=2)
FIREPEDCOUNT = Default amount of onfire-task peds to spawn with one keypress. Can be changed ingame. (DEFAULT=3)
WANDERPEDCOUNT = Default amount of wander-task peds to spawn with one keypress. Can be changed ingame. (DEFAULT=1)
EXPLODECARCOUNT = Default amount of explode-task vehicles to spawn with one keypress. Can be changed ingame. (DEFAULT=3)
STANDSTILLPEDDIST = Total distance, in meters, between Niko and stand still-task peds before they're no longer needed. (DEFAULT=200.0)
FLEEPEDDIST = Total distance, in meters, between Niko and flee-task peds before they're no longer needed. (DEFAULT=100.0)
DEFENDPEDDIST = Total distance, in meters, between Niko and defend-task peds before they're no longer needed. (DEFAULT=300.0)
FIGHTPEDDIST = Total distance, in meters, between Niko and fight-task peds before they're no longer needed. (DEFAULT=300.0)
FOLLOWPEDDIST = Total distance, in meters, between Niko and follow-task peds before they're no longer needed. (DEFAULT=250.0)
FIREPEDDIST = Total distance, in meters, between Niko and onfire-task peds before they're no longer needed. (DEFAULT=200.0)
WANDERPEDDIST = Total distance, in meters, between Niko and wander-task peds before they're no longer needed. (DEFAULT=250.0)
PASSENGERPEDDIST = Total distance, in meters, between Niko and passenger-task peds before they're no longer needed. (DEFAULT=200.0)
PASSENGERCARDIST = Total distance, in meters, between Niko and passenger-attribute vehicles before they're no longer needed. (DEFAULT=200.0)
INVINCIBLECARDIST = Total distance, in meters, between Niko and invincible-attribute vehicles before they're no longer needed. (DEFAULT=200.0)
OBJECTDIST = Total distance, in meters, between Niko and spawned objects before they're no longer needed. (DEFAULT=350.0)
ALWAYSRANDOMPEDS = This determines whether the multiple peds spawned will be a random model or if they will all the the selected model. (DEFAULT=true)
ALWAYSRANDOMCARS = This determines whether the multiple vehicles spawned will be a random model or if they will all the the selected model. (DEFAULT=true)
SHOWFLEEPEDBLIPS = This determines whether blips will appear for all flee-task peds. (DEFAULT=true)
SHOWDEFENDPEDBLIPS = This determines whether blips will appear for all defend-task peds. (DEFAULT=true)
SHOWFIGHTPEDBLIPS = This determines whether blips will appear for all fight-task peds. (DEFAULT=true)
SHOWFOLLOWPEDBLIPS = This determines whether blips will appear for all follow-task peds. (DEFAULT=true)
SHOWWANDERPEDBLIPS = This determines whether blips will appear for all wander-task peds. (DEFAULT=true)
ALWAYSPLACEPEDSONSTREET = This determines whether all peds will be placed on the street closest to their spawn position. (DEFAULT=true)
ALWAYSPLACECARSONSTREET = This determines whether all vehicles will be placed on the street closest to their spawn position. (DEFAULT=false)
ALWAYSPLACEOBJSONSTREET = This determines whether all objects will be placed on the street closest to their spawn position. (DEFAULT=false)
FORMATIONSPACING = The maximum space between Niko and the spawned defend-task peds. (DEFAULT=3.0)
FIGHTPEDRESPAWNINTERVAL = The interval, in seconds, in which to respawn more fight-task peds. Will activate once you defeat all spawned fight-task peds. Set to 0 to disable automatic respawn. (DEFAULT=0)
PLAYFIGHTPEDSOUNDS = When enabled, you will hear a sound when you defeat all fight-task peds that were spawned. (DEFAULT=true)
FLEEPEDBLIPMINDIST = Minimum distance, from Niko, in which the flee-task ped blips will be visible. (DEFAULT=0.0)
FLEEPEDBLIPMAXDIST = Maximum distance, from Niko, in which the flee-task ped blips will be visible. (DEFAULT=150.0)
DEFENDPEDBLIPMINDIST = Minimum distance, from Niko, in which the defend-task ped blips will be visible. (DEFAULT=10.0)
DEFENDPEDBLIPMAXDIST = Maximum distance, from Niko, in which the defend-task ped blips will be visible. (DEFAULT=350.0)
FIGHTPEDBLIPMINDIST = Minimum distance, from Niko, in which the fight-task ped blips will be visible. (DEFAULT=20.0)
FIGHTPEDBLIPMAXDIST = Maximum distance, from Niko, in which the fight-task ped blips will be visible. (DEFAULT=350.0)
FOLLOWPEDBLIPMINDIST = Minimum distance, from Niko, in which the follow-task ped blips will be visible. (DEFAULT=15.0)
FOLLOWPEDBLIPMAXDIST = Maximum distance, from Niko, in which the follow-task ped blips will be visible. (DEFAULT=300.0)
WANDERPEDBLIPMINDIST = Minimum distance, from Niko, in which the wander-task ped blips will be visible. (DEFAULT=15.0)
WANDERPEDBLIPMAXDIST = Maximum distance, from Niko, in which the wander-task ped blips will be visible. (DEFAULT=300.0)
ALWAYSDISPLAYSTATSWHENENABLED = When enabled, the display status text will NOT disappear after being show when cycling tasks/spawners. (DEFAULT=false)
OBJECTPOSROTCHANGE = Amount to change the spawned object's position when attached to something or frozen. Rotation only when attached. (DEFAULT=0.05)
OBJECTHEADCHANGE = Amount to change the spawned frozen object's heading. (DEFAULT=0.5)
HANDSUPPEDSREPEAT = Determines whether hands up-task peds will constantly be raising their hands up and down. If disabled, these peds will lower their hands after a short while. (DEFAULT=true)
DANCEPEDCOUNT = Default amount of dance-task peds to spawn with one keypress. Can be changed ingame. (DEFAULT=4)
DANCEPEDDIST = Total distance, in meters, between Niko and dance-task peds before they're no longer needed. (DEFAULT=200.0)
PREVIEWTIME = Amount of time, in seconds, it takes for the preview entity to be shown. (DEFAULT=10)
ALWAYSPLACEPEDSINFRONT = Determines whether the spawned peds will be placed in front of Niko. Overrides ALWAYSPLACEPEDSONSTREET if enabled. (DEFAULT=false)
ALWAYSPLACECARSINFRONT = Determines whether the spawned vehicles will be placed in front of Niko. Overrides ALWAYSPLACECARSONSTREET if enabled. (DEFAULT=true)
ALWAYSPLACEOBJSINFRONT = Determines whether the spawned objects will be placed in front of Niko. Overrides ALWAYSPLACEOBJSONSTREET if enabled. (DEFAULT=true)
RIOTPEDHEALTH = Amount of health fightself-task spawned peds have when spawned. (DEFAULT=100)
RIOTPEDCOUNT = Default amount of fightself-task peds to spawn with one keypress. Can be changed ingame. (DEFAULT=2)
RIOTPEDWEAPON = The weapon(s) that fightself-task peds have when spawned. Seperate the weapons with a comma to randomize between them. (DEFAULT=0, 1, 3)
RIOTPEDDIST = Total distance, in meters, between Niko and fightself-task peds before they're no longer needed. (DEFAULT=200.0)
SHOWRIOTPEDBLIPS = This determines whether blips will appear for all riot-task peds. (DEFAULT=true)
RIOTPEDBLIPMINDIST = Minimum distance, from Niko, in which the riot-task ped blips will be visible.(DEFAULT=20.0)
RIOTPEDBLIPMAXDIST = Maximum distance, from Niko, in which the riot-task ped blips will be visible.(DEFAULT=350.0)
USELARGEBLIPICONS = Determines whether the blips shown will be large squares, or small circles. (DEFAULT=false)
USEAIMTOPLACEPEDS = Determines whether you can use the mouse to place a newly spawned ped. (DEFAULT=false)
USEAIMTOPLACECARS = Determines whether you can use the mouse to place a newly spawned vehicle. (DEFAULT=true)
USEAIMTOPLACEOBJS = Determines whether you can use the mouse to place a newly spawned object. (DEFAULT=true)
CLEAROBJSUPONDIE = Determines whether all spawned entities will be cleared when Niko dies or gets busted. (DEFAULT=true)
ALWAYSPLACEPEDSAROUNDPLAYER = Determines whether the spawned peds will be placed around Niko, or directly at Niko's exact position. (DEFAULT=true)
ALWAYSPLACECARSAROUNDPLAYER = Determines whether the spawned vehicles will be placed around Niko, or directly at Niko's exact position. (DEFAULT=true)
ALWAYSPLACEOBJSAROUNDPLAYER = Determines whether the spawned objects will be placed around Niko, or directly at Niko's exact position. (DEFAULT=false)
MINPICKUPSPAWNDIST = Minimum distance, in meters, to spawn pickups from Niko. (DEFAULT=2.0)
MAXPICKUPSPAWNDIST = Maximum distance, in meters, to spawn pickups from Niko. (DEFAULT=4.0)
PICKUPDIST = Total distance, in meters, between Niko and pickups before they're removed. (DEFAULT=150.0)
ALWAYSPLACEPICKUPSINFRONT = Determines whether the spawned pickups will be placed in front of Niko. (DEFAULT=false)
ALWAYSPLACEPICKUPSAROUNDPLAYER = Determines whether the spawned pickups will be placed around Niko, or directly at Niko's exact position. (DEFAULT=true)
PICKUPWEAPONAMMO = Amount of ammo each weapon pickup is spawned with. (DEFAULT=420)
PICKUPMONEYAMOUNT = Amount of money each money pickup is spawned with. (DEFAULT=2021)
RIOTPEDRESPAWNINTERVAL = The interval, in seconds, in which to respawn more riot-task peds. Will activate once you defeat all spawned riot-task peds. Set to 0 to disable automatic respawn. (DEFAULT=0)
PLAYRIOTPEDSOUNDS = When enabled, you will hear a sound when you defeat all riot-task peds that were spawned. (DEFAULT=true)
RIOTPEDSATTACKPLAYER = Determines whether or not riot-task peds will attack Niko when within a certain distance. (DEFAULT=true)
RIOTPEDPLAYERDIST = This is the distance from the riot-task ped when they will attack Niko. (DEFAULT=2.0)


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Console Commands:
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ssp_spawn_ped
ssp_spawn_car
ssp_spawn_obj
ssp_spawn_pick
ssp_clear_ped
ssp_clear_car
ssp_clear_obj
ssp_clear_pick
ssp_change_key
ssp_change_option
ssp_change_index
ssp_load_exmodels
ssp_save_settings
ssp_load_construct
ssp_save_construct
ssp -OR- ssp_help



Defend/Fight Ped Models Info:

This is a list of model indexes in which to randomize from if the ALWAYSRANDOMPEDS option is enabled. You can specify indexes for ped models in two different ways, individually or within a range. To specify indexes individually, simply list them with a comma (,) as a seperator (ex: 2, 5,24 ,83). To specify a range of indexes, simply list the lowest and highest numbers with a dash (-) in between (ex: 23, 43-64 ,110-131). You can identify the indexes to the defined model by cycling through them ingame. The index number will be displayed along with the model name. NOTE: Adding indexes to the list that aren't available will cause crashes when attempting to spawn the ped.



Object Attachment Info:

This will "attempt to" help you all, when spawning an object that's attached to something else. First, I hope you know, you need to cycle through until you've chosen which place you'd like to attach the object. You also need to cycle though and choose which object you're going to spawn. After you have those two selections made, you can spawn the object and begin positioning it. The default hotkeys are OemSemicolon ( ; ), OemQuotes ( " ), and the CTRL modifier key; which will be used in the example.

Immediately after you spawn the object, it will appear attached to the center of the object. From here you would use the OemQuotes key to increase it's position and rotation, and the OemSemicolon key to cycle forward through which aspect of the positioning to modify; x, y, and z position and rotation. Holding the CTRL modifier key while using these two hotkeys will decrease the attached object's position and rotation, and cycle in reverse between position and rotation; respectively of course. Once you've completely positioned the object, simply press the Spawn Entity key to finalize the process. The same rules apply to spawned frozen objects.



Mouse Placement Info:

You can use the mouse to place objects anywhere you like, much easier than by using the hotkeys. This can be done after spawning an entity, while holding the Aim button. When moving the entity, you can also bring it closer, move it further away, or rotate it. These can be done with the Enter Vehicle button to bring it closer, the Reload button moves it further away, and the Action button rotates it. You can even hold the Sprint button to move it's distance a bit faster. If you have an object selected, you can rotate the object with the mouse by holding the Action button. With the SeekCover button, you can modify different axis thus allowing full rotations for each object. Once you're done using the mouse to place the entity, simply press the Spawn Entity key to finalize the process. There are a few exceptions to the entities that can be moved with the mouse. The fleefall-task peds, normal-attribute vehicles, hazardlights-attribute vehicles, and any attach-attribute objects can NOT be placed with the mouse. Those are the only exceptions, all other spawned entities can be placed with the mouse. Also, only one entity will be spawned if mouse placement is enabled.

NOTE: Now you are allowed to pickup and place any entity that has already been finalized. While aiming at the entity, hold the Modifier Key2 (ALT by default) to place the entity at another location. While in this mode, you can choose to remove the selected entity by pressing the X key. This will display a confirmation message, which then you can press the X key once again to remove the object from the list collection.



Construction Info:

Now there's the ability to save almost any spawned entity that has been spawned with this script. Now when I say almost, there are only a few that won't be saved. Basically it's the same exceptions as the mouse placement, fleefall-task peds, normal-attribute vehicles, hazardlights-attribute vehicles, and carattach-attribute objects will NOT be saved in the construction data. The reason for this is these entities are marked no longer needed as soon as they're spawned or need some special requirement, and the rest are stored away in a collection list until they're cleared. Now, with that aside; you can also load these saved files for later use, instead of spawning and positioning them all again. When they load, they will be placed in the exact same position facing the same way as before, and it works for them all! The files are stored in the <GTA4ROOT>\scripts\ssp_construct folder.

Also, if you open any of the construction data files in Notepad or similar, you will notice the [POSITION] section at the top of the file. This is because, when you load a construction file, all entities will be spawned exactly where they were when the file was saved. If you reload the game, you may not be around the area where you were when you saved the file, thus would result in the objects not being spawned properly. This section specifies the player position, and the script will warp you to that location prior to spawning the entities when loading a construction file. However, if you saved a file consisting of only attached objects, you may not want to be warped which could cause quite an inconvience. If that is the case, you can simply remove the [POSITION] section completely and when the construction file is loaded, you won't be warped. Simple as that!



To Install:

First you will need to obtain a copy of HazardX's .NET ScriptHook. After you've installed the .NET ScriptHook simply copy the /scripts folder to the GTAIV root folder.

Optional: If you choose to use the default values, you don't need to copy the "sspsettings.ini" file. However, if you do intend to change some things, you need to copy the "sspsettings.ini" file to the same location as the script, in the <GTAIVROOT>/scripts folder.

Optional2: Also included in the /scripts folder is a file "spawnexm.ini". This file contains all the DLC content vehicles and peds to spawn. The file initially contains the bikes from Lost and Damned DLC and can be modified for any future DLC releases or even custom models. All you do is open the file in notepad or similar and enter the vehicle and ped model names in the respective locations, and they will be loaded with the rest. If you don't have any DLC content you can simply ignore/delete/remove this file because spawning any invalid models will crash the game. If you do intend to use this file just copy it to the same location as the script, in the <GTAIVROOT>/scripts folder.

Optional3: I've added support in the "spawnexm.ini" file for DLC and custom objects. It's including a list of nearly 20000 objects used ingame, which were gathered from the various map *.ide files. If you would like to use these models but do NOT have any other DLC content installed, remove all the model names under the [CARS] category. As stated previously, spawning any model that isn't used ingame will result in crashes.


Minimum Requirements:

.NET Framework v2.0
GTAIV PC Installation
Any ASI Loader
HazardX's .NET ScriptHook


Recommended Requirements:

.NET Framework v3.5
GTAIV PC Installation
Any ASI Loader
HazardX's .NET ScriptHook


Links:

.NET Framework v3.5:
- http://www.microsoft...31-508D977D32A6
ASI Loader by Alexander Blade:
- http://www.gtaforums...howtopic=380830
Xliveless by listener:
- http://www.gtaforums...howtopic=388658
YAASIL - Yet Another ASI Loader by HaxardX:
- http://www.gtaforums...howtopic=394806
.NET ScriptHook by HazardX:
- http://www.gtaforums...howtopic=392325




Download: (if necessary, mods can remove this when the GTAGarage link has been approved.)

http://www.mediafire...php?c2joyhjmzjz

Killuminati91
  • Killuminati91

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#2

Posted 24 January 2009 - 08:56 AM

you, sir, are a legend... im gonna spawn a million peds and throw them off buildings

Mandatory
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#3

Posted 24 January 2009 - 11:37 AM

Nice upload but do we currently have any working ASI loaders or scriphooks? I think since the new patch the old ones no longer work..

Aerion
  • Aerion

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#4

Posted 24 January 2009 - 03:00 PM

Ye gods, the first pic made me fall down from my chair (almost)...
Please tell me that there is a way to make a manned bike follow you around. That would make for a rather nice personal biker gang.

And about the patch comment, there's a simple solution: don't install it. Simple.

prince-shizz
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#5

Posted 24 January 2009 - 03:07 PM

hey we can remake the "Irobot"
;p;

adijaga2
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#6

Posted 24 January 2009 - 03:16 PM

Can you make them talking? If yes it will be IV Studio O_O

C06alt
  • C06alt

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#7

Posted 24 January 2009 - 05:05 PM

Please use the command MARK_CAR_AS_NO_LONGER_NEEDED and MARK_CHAR_AS_NO_LONGER_NEEDED on a car and charactor after spawning it in the next version if you make one. MP games suffer unplayable frame rates and eventually crash when items do not auto delete when players are finished using them.
You can not call this command immediately after spawning a car or char there must be a slight delay.

CoMPMStR
  • CoMPMStR

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#8

Posted 24 January 2009 - 05:38 PM Edited by CoMPMStR, 24 January 2009 - 05:46 PM.

QUOTE (Killuminati91 @ Jan 24 2009, 02:56)
you, sir, are a legend... im gonna spawn a million peds and throw them off buildings

The only bad thing about spawning a sh*t load of peds is it may lag your game a bit when you kill them all. When they all go into ragdoll it will make your cpu have to calculate all their movements at once.

QUOTE (Aerion @ Jan 24 2009, 09:00)
Please tell me that there is a way to make a manned bike follow you around. That would make for a rather nice personal biker gang.

Yes you can make any ped follow you on foot.

QUOTE (adijaga2 @ Jan 24 2009, 09:16)
Can you make them talking? If yes it will be IV Studio O_O

Yea I can spawn them saying an ambient speech but I first need to get all the speech IDs.

QUOTE (C06alt @ Jan 24 2009, 11:05)
Please use the command MARK_CAR_AS_NO_LONGER_NEEDED and MARK_CHAR_AS_NO_LONGER_NEEDED on a car and charactor after spawning it in the next version if you make one. MP games suffer unplayable frame rates and eventually crash when items do not auto delete when players are finished using them.
You can not call this command immediately after spawning a car or char there must be a slight delay.

You forgot MARK_MODEL_AS_NO_LONGER_NEEDED and I did use them. The newest version of the scripthook allows calling native functions directly so I have that covered (I think). It seemed to work for me, I spawned a bunch of cars, left the area, then came back and they were gone. Before I put the calls in I could teleport to the other side of the city and back, and they'd still be there so I can understand what you mean. How slight of a delay, 10ms, 100ms? All the peds will be marked as no longer needed when they die or are a certain distance away from the player, even passengers spawned in vehicles. If you call it right after a ped is spawned, they will not do as they're commanded. The vehicles are marked as no longer needed directly after being spawned, except the explosion vehicles which are marked after the explosion. I didn't set a delay on the vehicles' marked status but as I said, it seemed to work for me. I'll add a short delay before the no longer needed call on vehicles just to be safe.

C06alt
  • C06alt

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#9

Posted 24 January 2009 - 05:58 PM Edited by C06alt, 24 January 2009 - 06:48 PM.

well MARK_MODEL_AS_NO_LONGER_NEEDED is up to you im just concerned about people who don't have the mod crashing. Marking char as no longer needed in mp is tricky from what tests i have done. first off they may lose there current task and secondly if you walk away from them far enough and come back and call no longer needed you will crash. I think there network id may change and needs to be redetected. tbh I haven't done much testing but its a different ball game to sp with the way local control switches to the nearest player.
If you can mark the car and models no longer needed immediately after creation without a problem thats fine, I was getting crashes but if it works for you np's. This post was never directed at your mod individualy , I made the same request on all the spawning threads. I'm just tired of every game i join seeing towers of dead cars and crowds of armed strippers with massive slowdown followed by disconnection.

CoMPMStR
  • CoMPMStR

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#10

Posted 24 January 2009 - 06:47 PM

The only way I get a crash from calling mark car/model as no longer needed is by specifying incorrect parameters. The scripthook is a bit different from lua and c++ so at first I had incorrect parameters. Then after another look, I realized what was incorrect and changed it so I haven't had any since then.

I set the distance the same as when the char stops fleeing from you; and I also mark it no longer needed when it reaches that distance, not when you come back to it. If you set up a ped task to flee from char but do NOT mark it as no longer needed, it will stop after it gets about 100 units away from the char and just stand there unless the char moves closer. The way it's set up now, after it reaches that 100 unit distance it will continue running and eventually despawn. You can still see the ped running and then disappear if you use the m4 or sniper zoom. The same for all peds spawned, if you go across the city and back they should be gone.

I only test my scripts/mods in single player, so unfortunately I can't offer support for those experiencing problems in the MP department. Even in SP though, if you set the char as no longer needed too early they will just walk away and lose their task.

Do you mean crashes from my script or something else?

C06alt
  • C06alt

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#11

Posted 24 January 2009 - 06:50 PM

As i said this is not directly aimed at your mod. You seem to know your stuff i hope others follow your lead. icon14.gif

topeira
  • topeira

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#12

Posted 24 January 2009 - 07:52 PM Edited by topeira, 25 January 2009 - 08:48 AM.

this is a really interesting mod there, mate.

the boddyguard mod by rappo is much better than spawning peds that defend u (since u can change their weapon in-game, which is not possible with your mod) but if u add a more complex menu to your mod (let us change peds health , armor and weapons in-game) than i will be much much better.

however i have a few questions -

1) if i spawned a ped that follow or defend me, how can i tell him to go away? i can't, can i? didnt think of that, didnt you? smile.gif

2) sometimes i get a message that a ped spawned but i cant find him.
i changed the min and max distances in which peds spawn from 2. and 4 to 15 and 30. could that be the reason?

3) is it possible for you to make the peds that follow u to have a larger field of operation? right now they are following me really really tight (always 10 feet behind me) and that is creating a lot of problems (always get in my line of fire, take away my cover spot or cant get far enough from me so they can't find cover of their own) and i was wondering if it's possible to make it about twice as big, so the defenders follow u from much farther.

4) when i spawn peds that attack me i very often see them stop chasing me and just start staring into the air. i can shoot them but they wont shoot me back.

u said "fight me to the death". should have added "...or until they start day-dream..." tounge.gif

if this day dreaming thingy is because i went too far away from the attacking AI than that is not nearly far enough to be ignored. if i am close enough to see them than it's not far enough.

i think that u should add a script that make all the spawned AIs to disappear once the player dies or loads a game so the memory wont become over crowded.

5) also i think that since mod is cool and ppl will probably like it, than u should update it to 1.0.2.0.

Illousion
  • Illousion

    Over the hills and far away

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#13

Posted 25 January 2009 - 08:26 AM

This mod is great!

amisnaru
  • amisnaru

    Non-flying Finn

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#14

Posted 25 January 2009 - 10:45 AM Edited by amisnaru, 25 January 2009 - 11:49 AM.

Yeah, 1.0.2.0 version please, I didn't have the chance to try this on 1.0.1.0 and am now creaming my pants over this.

The LOL-possibilities with this mod are endless! D:

juboaku
  • juboaku

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#15

Posted 25 January 2009 - 12:47 PM

this mod great!! I want v1.0.2.0 version!!

Illousion
  • Illousion

    Over the hills and far away

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#16

Posted 25 January 2009 - 04:23 PM

Does this work for the 1.0.2.0 patch?

Pantheon
  • Pantheon

    is barrel rolling

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#17

Posted 25 January 2009 - 04:35 PM

QUOTE (Illousion @ Jan 25 2009, 16:23)
Does this work for the 1.0.2.0 patch?

You could try to read the other posts to find it out.

CoMPMStR
  • CoMPMStR

    CoMPuTer MAsSteR

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#18

Posted 25 January 2009 - 08:24 PM

QUOTE (Illousion @ Jan 25 2009, 10:23)
Does this work for the 1.0.2.0 patch?

Sorry I haven't installed the update yet because there are no ASI loaders that support the new version. When a newer one is released I will be sure to update all my scripts.

topeira
  • topeira

    Playa

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#19

Posted 25 January 2009 - 08:31 PM

QUOTE (CoMPMStR @ Jan 25 2009, 20:24)
QUOTE (Illousion @ Jan 25 2009, 10:23)
Does this work for the 1.0.2.0 patch?

Sorry I haven't installed the update yet because there are no ASI loaders that support the new version. When a newer one is released I will be sure to update all my scripts.

what r u talking about?!
alexander came up with a new loader just a few hours after the patch was released.

we are eagerly waiting for your new version, dude inlove.gif

can u , perhaps, answer the questions in my last post?

also -

6) can it be that i ask the mod to spawn peds and it doesnt?? maybe it tries to spawn them inside buildings or something and it fails?!?
cuz i try to spawn like 5 or 6 attack peds and i only notice a couple, sometimes... notify.gif

HazardX
  • HazardX

    pedestrian mangler

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#20

Posted 25 January 2009 - 08:35 PM

QUOTE (CoMPMStR @ Jan 25 2009, 21:24)
QUOTE (Illousion @ Jan 25 2009, 10:23)
Does this work for the 1.0.2.0 patch?

Sorry I haven't installed the update yet because there are no ASI loaders that support the new version. When a newer one is released I will be sure to update all my scripts.

The new version of the .Net Scripthook is now available. You just need to recompile it and maybe some little code changed. Usually .Net scripts run with newer versions of the hook without the need to recompile, but i had some internal changes that prevent the old script from loading.
There is already a new version of XliveLess that works great with the new patch. The new AsiLoader from Alexander seems to have some bugs left.

CoMPMStR
  • CoMPMStR

    CoMPuTer MAsSteR

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#21

Posted 25 January 2009 - 08:39 PM

QUOTE (topeira @ Jan 24 2009, 13:52)
this is a really interesting mod there, mate.

the boddyguard mod by rappo is much better than spawning peds that defend u (since u can change their weapon in-game, which is not possible with your mod) but if u add a more complex menu to your mod (let us change peds health , armor and weapons in-game) than i will be much much better.

however i have a few questions -

1) if i spawned a ped that follow or defend me, how can i tell him to go away? i can't, can i? didnt think of that, didnt you? smile.gif

2) sometimes i get a message that a ped spawned but i cant find him.
i changed the min and max distances in which peds spawn from 2. and 4 to 15 and 30. could that be the reason?

3) is it possible for you to make the peds that follow u to have a larger field of operation? right now they are following me really really tight (always 10 feet behind me) and that is creating a lot of problems (always get in my line of fire, take away my cover spot or cant get far enough from me so they can't find cover of their own) and i was wondering if it's possible to make it about twice as big, so the defenders follow u from much farther.

4) when i spawn peds that attack me i very often see them stop chasing me and just start staring into the air. i can shoot them but they wont shoot me back.

u said "fight me to the death". should have added "...or until they start day-dream..." tounge.gif

if this day dreaming thingy is because i went too far away from the attacking AI than that is not nearly far enough to be ignored. if i am close enough to see them than it's not far enough.

i think that u should add a script that make all the spawned AIs to disappear once the player dies or loads a game so the memory wont become over crowded.

5) also i think that since mod is cool and ppl will probably like it, than u should update it to 1.0.2.0.

You can change the bodyguard weapons, not ingame though. Just open the sspsettings.ini file and change what you like. I wasn't even going to include the defend peds in the spawner script but I thought it'd be nice to see a riot for once. biggrin.gif

The way you tell the peds to go away is by killing them devil.gif or just leaving. They will despawn when you are far enough away or if they're dead.

The reason you can't see the spawned peds could be you set the minimum distance to 15. That means they will be spawned anywhere from 15 to 30 units away from niko. confused.gif

The peds that follow you are always trying to goto the player position, which is why they are always on top of you. I guess I can try to make the radius a bit bigger so they don't close you in if you happen to stop. It's just funny to watch them push each other around to get to you. lol.gif

I noticed the fight peds have a tendency to stop focusing on their task at hand. I thought it was due to spawning lots of peds beforehand, but don't really know how to fix it. As I've stated in previous replies, I mark ALL peds as no longer needed when they die or are at least 100 units away from niko. If you die and all your previously spawned peds are still alive, then spawn at a hospital, all the peds spawned will be marked as no longer needed if the hospital (or PD) is a far enough distance away.

CoMPMStR
  • CoMPMStR

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#22

Posted 25 January 2009 - 08:42 PM

QUOTE (topeira @ Jan 25 2009, 14:31)
QUOTE (CoMPMStR @ Jan 25 2009, 20:24)
QUOTE (Illousion @ Jan 25 2009, 10:23)
Does this work for the 1.0.2.0 patch?

Sorry I haven't installed the update yet because there are no ASI loaders that support the new version. When a newer one is released I will be sure to update all my scripts.

what r u talking about?!
alexander came up with a new loader just a few hours after the patch was released.

we are eagerly waiting for your new version, dude inlove.gif

can u , perhaps, answer the questions in my last post?

also -

6) can it be that i ask the mod to spawn peds and it doesnt?? maybe it tries to spawn them inside buildings or something and it fails?!?
cuz i try to spawn like 5 or 6 attack peds and i only notice a couple, sometimes... notify.gif

Well I was reading around and most people were saying that there wasn't an ASI loader so I didn't even bother. I'll be installing and updating shortly, so I will start working on the update.

topeira
  • topeira

    Playa

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#23

Posted 25 January 2009 - 09:00 PM Edited by topeira, 25 January 2009 - 09:52 PM.

CoMPMStR, is it possible to make the peds that spawn far from niko still function?
when i spawn attacking peds i dont want them to be 10 feet in front of me. i want to have a fighting chance and not to be able to see them spawn.
what i was really expecting from a mod like this is to be able to set a value (say 10) and then press the "spawn" button and have 10 AIs (let say "attack peds") spawn somewhere where i cant see them (far enough away) and then walk around trying to find them all and kill them (or let them come to me by knowing where i am).

it's kind of a shame that AI that spawn far away cant actually spawn. i really wish u could fix that.

and also making "defend peds" not stick so close to niko's rear (increase the distance from u to 200% should be good) is very very welcomed. i mean, i dont have anything against gay ppl but come on - no reason to fondle my a$$ all the time...

EDIT:

ok, it isnt the distance. i change minimum spawn distance to 30 and max to 40 and sometimes i get the AI to spawn and sometimes they dont spawn.

and the thing that the AI does that they ignore the world and just stand there looking at air has nothing to do with their distance from the player. at first i thouht it's because they get too far from me but it's not that since sometimes the farther AI keeps on fighting me or the cops while a closer AI is day dreaming...

Killuminati91
  • Killuminati91

    Brucie

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#24

Posted 25 January 2009 - 10:28 PM

update!

kohhx
  • kohhx

    Player Hater

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#25

Posted 26 January 2009 - 01:01 AM

It would be great if the update could come with .asi file=) Really great mod.

CoMPMStR
  • CoMPMStR

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#26

Posted 26 January 2009 - 03:41 AM

Sorry for the delay but it's finally updated for the new version.

QUOTE (topeira @ Jan 25 2009, 15:00)
CoMPMStR, is it possible to make the peds that spawn far from niko still function?
when i spawn attacking peds i dont want them to be 10 feet in front of me. i want to have a fighting chance and not to be able to see them spawn.
what i was really expecting from a mod like this is to be able to set a value (say 10) and then press the "spawn" button and have 10 AIs (let say "attack peds") spawn somewhere where i cant see them (far enough away) and then walk around trying to find them all and kill them (or let them come to me by knowing where i am).

it's kind of a shame that AI that spawn far away cant actually spawn. i really wish u could fix that.

and also making "defend peds" not stick so close to niko's rear (increase the distance from u to 200% should be good) is very very welcomed. i mean, i dont have anything against gay ppl but come on - no reason to fondle my a$$ all the time...

EDIT:

ok, it isnt the distance. i change minimum spawn distance to 30 and max to 40 and sometimes i get the AI to spawn and sometimes they dont spawn.

and the thing that the AI does that they ignore the world and just stand there looking at air has nothing to do with their distance from the player. at first i thouht it's because they get too far from me but it's not that since sometimes the farther AI keeps on fighting me or the cops while a closer AI is day dreaming...

The peds that spawn away from niko should still function, maybe they have to be a certain distance to be able to "see" niko before they can shoot him. I will work on that more to see if I can increase their sense range and have them come around the corners of buildings like you say. The only problem with that is if you are standing around buildings and spawn some peds within that distance, they may spawn "inside" the building which is why they aren't appearing to spawn at all.

I'm not sure if you can modify the distance at which the guards are standing. I'll look more into that too when I get time. That's why I use female bodyguards, so I don't have guys all on my ass. lol.gif

I fixed some things so hopefully the peds' AI will do as they should now and not just stare at the sky like before. It worked for me, I spawned at least 30 peds all attacking me then I teleported to another location. I teleported back and they were all gone, then I spawned like 20 or 30 more and they were all shooting at me. Try the update and let me know.


QUOTE (kohhx @ Jan 25 2009, 19:01)
It would be great if the update could come with .asi file=) Really great mod.

The ASI file you need is the .NET ScriptHook.

STEVE124
  • STEVE124

    I got the GTA 3 beta version!! YEAH RIGHT!!

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#27

Posted 26 January 2009 - 06:49 AM

error in script.

user posted image
user posted image

topeira
  • topeira

    Playa

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#28

Posted 26 January 2009 - 08:37 AM

i just tried your new version (im on 1.0.2.0 now. what a nice improvement, that patch is) and the good news is that the attacking peds do seem more reactive and less likely not to spawn, however i do get cases when i press the "spawn" button a few times and less AIs spawn than my key strokes.

also they still seem to stare and the void in some cases.

i will give u more detailed feedback after i test some more.

i will suggest that u add a function (no more buttons, please!) to define how many AIs spawn at once.
maybe by pressing the spawn button u can get a number to show up and u can flip through that number with the "next index" and "previous index" keys, and after u set the desired number when u press the spawn button again than amount of AIs spawn at once. this will not only help tracking the fidelity of this function but will also give more control over how many u spawn.


(isnt there something u can do to prevent the AI to spawn inside buildings or what not? maybe only get them to spawn where cars can drive? i think that most car spawners spawn them on the road so there IS a way to make things spawn in a "safe" place...)

btw - im only constantly "complaining" cuz i like your mod and appreciate your efforts. i dont do that with useless mods tounge.gif
u should take this as a good thing inlove.gif

C06alt
  • C06alt

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#29

Posted 26 January 2009 - 12:32 PM

GET_CLOSEST_CAR_NODE would get you a safe spawn position, but wouldn't work in interiors.
would be a good idea to look for a node and if its null just do a simple offset spawn.

CoMPMStR
  • CoMPMStR

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#30

Posted 26 January 2009 - 03:28 PM

QUOTE (topeira @ Jan 26 2009, 02:37)
i just tried your new version (im on 1.0.2.0 now. what a nice improvement, that patch is) and the good news is that the attacking peds do seem more reactive and less likely not to spawn, however i do get cases when i press the "spawn" button a few times and less AIs spawn than my key strokes.

also they still seem to stare and the void in some cases.

i will give u more detailed feedback after i test some more.

i will suggest that u add a function (no more buttons, please!) to define how many AIs spawn at once.
maybe by pressing the spawn button u can get a number to show up and u can flip through that number with the "next index" and "previous index" keys, and after u set the desired number when u press the spawn button again than amount of AIs spawn at once. this will not only help tracking the fidelity of this function but will also give more control over how many u spawn.


(isnt there something u can do to prevent the AI to spawn inside buildings or what not? maybe only get them to spawn where cars can drive? i think that most car spawners spawn them on the road so there IS a way to make things spawn in a "safe" place...)

btw - im only constantly "complaining" cuz i like your mod and appreciate your efforts. i dont do that with useless mods tounge.gif
u should take this as a good thing  inlove.gif

As far as peds not spawning, try not pressing the hotkey so fast. I know you might want to hurry and spawn like 20 or 30 peds but sometimes you can't do it that fast. I will look into having it spawn multiple peds at once, but remember, the game can only hold so many models (peds, cars, etc). After you have too many, no more will spawn at all (even if you keep pressing the key). I think I got up to around 50 or 60 peds, maybe more, before I couldn't spawn anymore and there weren't anymore other cars or peds on the street.

I'm not really sure why they're still staring into space. The only peds I'd see doing that would be defend-task peds because you can only have so many group members. Any more defend-task peds you spawn after your group is full will just stand there. As far as the rest, they should all act accordingly. (I need you to be more specific when you say "they" still seem to stare. When you say "they", which peds are you referring to? All of them?)

I don't mind feedback or "complaints", that's why I post it. It helps make the project much better. Sometimes I don't know what causes certain problems to occur but you can trust I will do my best to fix it.


@STEVE124: What were you doing when that message appeared? Can you post the .net scripthook log? It has more detailed info than the ingame message.




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