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123robot
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#61

Posted 29 March 2009 - 08:38 AM

I got an idea:

You must pick up multiple pickups before proceeding to the next objective. Something like Treasurehunt.

You must find 5 moneybags in Jizzy's Pleasure Domes or something like that

Sniputer
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#62

Posted 29 March 2009 - 09:13 AM

QUOTE (12jango @ Mar 29 2009, 01:55)
Hey, I wanna request something to you Dutchy and PatrickW. If you don't mind could you try to upload your own mission?? I'm really curious about your ability to make missions. alien.gif alien.gif alien.gif alien.gif

icon14.gif cookie.gif cookie.gif cookie.gif

Jackal1337
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#63

Posted 29 March 2009 - 09:27 AM

QUOTE (Sniputer @ Mar 29 2009, 09:13)
QUOTE (12jango @ Mar 29 2009, 01:55)
Hey, I wanna request something to you Dutchy and PatrickW. If you don't mind could you try to upload your own mission?? I'm really curious about your ability to make missions. alien.gif  alien.gif  alien.gif  alien.gif

icon14.gif cookie.gif cookie.gif cookie.gif

hey thats a good idea!

Sniputer
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#64

Posted 29 March 2009 - 09:41 AM

-More objects (140 - not enough)
-Sit'n'Talk - animation
-Sit'n'Up - animation

PatrickW
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#65

Posted 29 March 2009 - 08:09 PM

I can't speak for dutchy3010, but I haven't made any great mission with DYOM sofar. I only create stuff for testing bugreports and new features.

I think the best mission we made is the "General Dilemma" mission, but that wasn't made with DYOM, but with SCM scripting. You can download it here


Jackal1337
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#66

Posted 30 March 2009 - 11:42 AM

DYOM site should have search feature

morgwin
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#67

Posted 30 March 2009 - 05:21 PM

Like everyone else i would like to see actors using cars, Could that be achived via some kind of trigger? for example the player walks onto a special checkpoint that then calls cop cars to that area.

billy7877
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#68

Posted 31 March 2009 - 05:58 AM

QUOTE (PatrickW @ Mar 29 2009, 20:09)
I can't speak for dutchy3010, but I haven't made any great mission with DYOM sofar. I only create stuff for testing bugreports and new features.

I think the best mission we made is the "General Dilemma" mission, but that wasn't made with DYOM, but with SCM scripting. You can download it here

General Dillema mission is good...

I got an idea from that mission.

When you must get a proper idea to the research lab, you must not
detected by army...
When i detected, the army didn't stop shooting.. If make with DYOM
the actor will shoot, then hold a few second, then shoot again.
But in the General Dillema mission, the army didn't stop shooting...

Then my idea is:
-The Actor can shoot non stop(like General Dillema)

12jango
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#69

Posted 31 March 2009 - 07:16 AM

Yo, PatrikW! When will the version 5 released???!!!! I can't wait!!! alien.gif alien.gif alien.gif
By the way, I have an (some) idea :
1. actor teleporter, an actor can be teleported anywhere (What I wanted is I don't wanna waste such a big number of actors, cuz the bigger number of actors, the bigger chance of crash!!*Please make it possible too for the other* and for cars : Can you please make them enable to teleported too, even the player still drive into it, For example;you drive a car to marker A (LS) then you will be teleported to marker B (SF).
2. If you make the pickups can be spawn repeatedly, why don't you make ;
1. a marker/whatever that can produces some actors/cars/objects/
2. you can set the number of the actors/cars/objects
3. you can set the time when this marker will shown :
a. after the selected objectives
b. after the mission timer goes off/the time of an objectives that you selected (so, if you
select an objective that have a time, after it goes off the marker will appear.
c. after the certain time, for example; you set the time 3 minutes, that means that after
3 minutes you start the game, the marker will be shown
3. this is about the mission timer/the timer of an objective, it is made me boring, cuz if the time goes off you will be failed, why don't you make an option;1. set new time/mission timer > 1. activate > yes/no
2. failed after the time goes off > yes/no
so, you can make a mission where you have to get out from a place that if the time goes off, more enemies will come!!

12jango
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#70

Posted 31 March 2009 - 07:33 AM

HEEEEYYY. Billy!!! Lu orang Indo yah???!!!! Koq wa baru tau sekarang yah!!!!
Orang mana lu!!!

My idea; can spawn : explodes, fires, waters everywhere after the selected objectives!!!

123robot
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#71

Posted 31 March 2009 - 02:45 PM

QUOTE (12jango @ Mar 31 2009, 07:16)
Yo, PatrikW! When will the version 5 released???!!!! I can't wait!!! alien.gif alien.gif alien.gif

I asked Dutchy, and he said it won't be released in March, but it's April tomorrow, but there's still a very small chance of it being released tomorrow.

gtasearcher
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#72

Posted 31 March 2009 - 02:47 PM

QUOTE (123robot @ Mar 31 2009, 14:45)
QUOTE (12jango @ Mar 31 2009, 07:16)
Yo, PatrikW! When will the version 5 released???!!!! I can't wait!!! alien.gif  alien.gif  alien.gif

I asked Dutchy, and he said it won't be released in March, but it's April tomorrow, but there's still a very small chance of it being released tomorrow.

On Prank day?

Awesome...

Hope it won't be a prank smile.gif

TNTX32
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#73

Posted 31 March 2009 - 03:35 PM

Animations

- An actor can do an animation WHILE RUNNING or WHILE TALKING. (Sub Animations)
- The player can do an animation.
- An amount of dialogs in a cutscene and an actor can do an animation then he will do another one next time (after he done the first one). This will evite to "Hide - Spawn" 14,000 actors.

Other

- Liftable Objects. You need to take them back to your vehicle/somewhere
- No more limits (it's the mission creator's problem if his mission crashes.

Sniputer
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#74

Posted 31 March 2009 - 03:36 PM

QUOTE (TNTX32 @ Mar 31 2009, 15:35)
Animations

- An actor can do an animation WHILE RUNNING or WHILE TALKING. (Sub Animations)
- The player can do an animation.
- An amount of dialogs in a cutscene and an actor can do an animation then he will do another one next time (after he done the first one). This will evite to "Hide - Spawn" 14,000 actors.

Other

- Liftable Objects. You need to take them back to your vehicle/somewhere
- No more limits (it's the mission creator's problem if his mission crashes.

Could u check the damn Pm's? And you have good ideas there.

TNTX32
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#75

Posted 31 March 2009 - 03:40 PM

QUOTE (123robot @ Mar 31 2009, 14:45)
QUOTE (12jango @ Mar 31 2009, 07:16)
Yo, PatrikW! When will the version 5 released???!!!! I can't wait!!! alien.gif  alien.gif  alien.gif

I asked Dutchy, and he said it won't be released in March, but it's April tomorrow, but there's still a very small chance of it being released tomorrow.

f*ck yeah! April is close to today. 5.0 is coming, real missions are coming biggrin.gif

Nice work from the DYOM staff

Dutchy3010
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#76

Posted 31 March 2009 - 03:53 PM

QUOTE (123robot @ Mar 31 2009, 15:45)
QUOTE (12jango @ Mar 31 2009, 07:16)
Yo, PatrikW! When will the version 5 released???!!!! I can't wait!!! alien.gif  alien.gif  alien.gif

I asked Dutchy, and he said it won't be released in March, but it's April tomorrow, but there's still a very small chance of it being released tomorrow.

He? tounge.gif

Well, I'm sorry, but we took a break after months of developing this modification.

Sniputer
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#77

Posted 31 March 2009 - 04:06 PM

QUOTE (Dutchy3010 @ Mar 31 2009, 15:53)
QUOTE (123robot @ Mar 31 2009, 15:45)
QUOTE (12jango @ Mar 31 2009, 07:16)
Yo, PatrikW! When will the version 5 released???!!!! I can't wait!!! alien.gif  alien.gif  alien.gif

I asked Dutchy, and he said it won't be released in March, but it's April tomorrow, but there's still a very small chance of it being released tomorrow.

He? tounge.gif

Well, I'm sorry, but we took a break after months of developing this modification.

So you mean... what?

TNTX32
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#78

Posted 31 March 2009 - 04:09 PM

QUOTE (Dutchy3010 @ Mar 31 2009, 15:53)
QUOTE (123robot @ Mar 31 2009, 15:45)
QUOTE (12jango @ Mar 31 2009, 07:16)
Yo, PatrikW! When will the version 5 released???!!!! I can't wait!!! alien.gif  alien.gif  alien.gif

I asked Dutchy, and he said it won't be released in March, but it's April tomorrow, but there's still a very small chance of it being released tomorrow.

He? tounge.gif

Well, I'm sorry, but we took a break after months of developing this modification.

So you don't want to work anymore on DYOM? More people are waiting for DYOM, and less for the SCM Coding for Dummies, no?

123robot
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#79

Posted 31 March 2009 - 05:43 PM

He never said he had stopped working on it. He just said he was taking a break. And I didn't say it was definatley going to be released tomorrow either. tounge2.gif

TNTX32
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#80

Posted 31 March 2009 - 05:45 PM

I know that it will not be released Tomorrow at a prescise hour... But JUST TO ASK (please don't think this is "super flaming"), how much it takes for coding Actor-Drive-A-Car, in DYOM Menus?

SCM is hard confused.gif

Sniputer
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#81

Posted 31 March 2009 - 05:58 PM

QUOTE (TNTX32 @ Mar 31 2009, 17:45)
I know that it will not be released Tomorrow at a prescise hour... But JUST TO ASK (please don't think this is "super flaming"), how much it takes for coding Actor-Drive-A-Car, in DYOM Menus?

SCM is hard confused.gif

Easier on a SCM mission, but to make it generate and have custom routes, it isn't that easy. Half-week or some weeks, maybe?

PatrickW
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#82

Posted 31 March 2009 - 08:02 PM

Getting this version out took us considerable time and effort, at the moment it consist of over 15.000 home-made lines of SCM code. (a rough estimate would be around 300 to 400 man-hours of designing/coding/testing)

After so much dedicated work, its good and needed to take a break. This doesn't mean that there won't be a next version, because we're determined, but that may take some time.

Also it's not just adding an option to a menu, that's the easy part. It's about providing means to determine a route in a simple manner, store the route in a generic way in memory and in the savefile, letting a car drive along the predetermined route, even if the player is not near it (yes, that's not trivial). And than we have to provide means to edit or remove the route, and.. and.. and.

Also you have to keep in mind that this mod is meant to be easy to use, so we will only add complex stuff if it is not too hard to understand. We try to provide a minimum set of building blocks, which still allows users to create an unlimited variety of entertaining missions.

There will always be lots of things that you can do in SCM, that won't be part of DYOM. If you really want to use all possibilities, than you should step beyond DYOM and learn to code SCM. That's also one of the reasons dutchy wrote the tutorials, to give people who have become interested in making missions the chance to learn how to code them in SCM, so that you can use the full power that SCM offers.

Jackal1337
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#83

Posted 01 April 2009 - 03:34 AM

QUOTE (PatrickW @ Mar 31 2009, 20:02)
Getting this version out took us considerable time and effort, at the moment it consist of over 15.000 home-made lines of SCM code. (a rough estimate would be around 300 to 400 man-hours of designing/coding/testing)

After so much dedicated work, its good and needed to take a break. This doesn't mean that there won't be a next version, because we're determined, but that may take some time.

Also it's not just adding an option to a menu, that's the easy part. It's about providing means to determine a route in a simple manner, store the route in a generic way in memory and in the savefile, letting a car drive along the predetermined route, even if the player is not near it (yes, that's not trivial). And than we have to provide means to edit or remove the route, and.. and.. and.

Also you have to keep in mind that this mod is meant to be easy to use, so we will only add complex stuff if it is not too hard to understand. We try to provide a minimum set of building blocks, which still allows users to create an unlimited variety of entertaining missions.

There will always be lots of things that you can do in SCM, that won't be part of DYOM. If you really want to use all possibilities, than you should step beyond DYOM and learn to code SCM. That's also one of the reasons dutchy wrote the tutorials, to give people who have become interested in making missions the chance to learn how to code them in SCM, so that you can use the full power that SCM offers.

patrick would it be possible to add those long wanted car features in DYOM?

TNTX32
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#84

Posted 01 April 2009 - 08:05 AM

We just need to wait icon14.gif

It will maybe come on the end of April, or maybe May, any date...

But it will come.

Anyway DYOM is for people that are too lazy to code in SCM, like me tounge.gif

But atleast, why you guys didn't think at adding actors riding a bike, on the 4.0?

Edit:
And however, we can make good missions with the V4.1 smile.gif

billy7877
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#85

Posted 01 April 2009 - 10:16 AM

QUOTE (TNTX32 @ Apr 1 2009, 08:05)
Anyway DYOM is for people that are too lazy to code in SCM, like me tounge.gif

Yes... Its for lazy people not like me...
Are you the LAZIEST people???

Jackal1337
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#86

Posted 01 April 2009 - 01:11 PM

QUOTE (TNTX32 @ Apr 1 2009, 08:05)
We just need to wait icon14.gif

It will maybe come on the end of April, or maybe May, any date...

But it will come.

Anyway DYOM is for people that are too lazy to code in SCM, like me tounge.gif

But atleast, why you guys didn't think at adding actors riding a bike, on the 4.0?

Edit:
And however, we can make good missions with the V4.1 smile.gif

im gonna make The Lost Damned part 2 when we have bike/car features

TNTX32
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#87

Posted 01 April 2009 - 01:54 PM

QUOTE (Jackal1337 @ Apr 1 2009, 13:11)
QUOTE (TNTX32 @ Apr 1 2009, 08:05)
We just need to wait icon14.gif

It will maybe come on the end of April, or maybe May, any date...

But it will come.

Anyway DYOM is for people that are too lazy to code in SCM, like me tounge.gif

But atleast, why you guys didn't think at adding actors riding a bike, on the 4.0?

Edit:
And however, we can make good missions with the V4.1 smile.gif

im gonna make The Lost Damned part 2 when we have bike/car features

Sure, in May, or July? colgate.gif

Just joking tounge.gif

But seriously I have a doubt of when it's gonna be released.

TNTX32
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#88

Posted 01 April 2009 - 01:56 PM

QUOTE (billy7877 @ Apr 1 2009, 10:16)
QUOTE (TNTX32 @ Apr 1 2009, 08:05)
Anyway DYOM is for people that are too lazy to code in SCM, like me tounge.gif

Yes... Its for lazy people not like me...
Are you the LAZIEST guy???

FIXED.

f*ck, forgot to edit.

Thanks for adding the DELETE MY OWN POST function.

12jango
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#89

Posted 02 April 2009 - 03:23 PM

my idea : put a behaviour "coward"
This will make the actor always avoiding everyone
- for neutral > will avoiding player, friend, and enemy actor
- for enemy > will avoiding player and friend
- for friend > will avoiding enemies

cyklopas
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#90

Posted 02 April 2009 - 04:21 PM

QUOTE (Garfield 2 @ Mar 8 2009, 21:41)
- Definitely ability to make the cutscenes camera move.
- People follow you in another car
- Gang members shoot at you (from another car)
- In the tools you should add a vehicle spawn tool for mission designers to move around in cars.

This is good suggestion. I recommend it!!! alien.gif




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