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[WIP] Anarchist

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chamber
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#1

Posted 09 April 2009 - 05:12 AM Edited by chamber, 22 April 2009 - 06:37 PM.

Back in Vice City, I used to love turning on OURGODGIVENRIGHTTOBEARARMS and FIGHTFIGHTFIGHT, and just trying to survive. And GTA:SA had that great IOJUFZN Riot mode - I loved trying to make it out of the middle of San Fierro without getting taken out by a rocket launcher.

I could tell the ped AI in IV was vastly improved over previous incarnations, and I really wanted to give riot mode a shot with the ragdoll physics and smarter bystanders - the only problem was there's no riot cheat for IV.

Enter Anarchist, the mod I'm currently working on - here's a YouTube video of some of my testing:


I'm looking to release it sometime in the next week or so, I'm just looking for input at this point before I finish it up.

KnightProwl
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#2

Posted 09 April 2009 - 05:30 AM

hey man, sounds like a great mod idea, yeah i miss them riots from SA and somewhat from VC, never could figure out why R*left out them, i guess for the more realism in the game, idk, anyways man, nice to hear it

Offtopic: chamber i sent you PM some time ago, plz respond! thanks

well i hope this mod does good, anyways, ttyl, peace

KP

ms.cooldude
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#3

Posted 09 April 2009 - 01:20 PM

I was waiting for somthing like this! Always enjoyed the riot mode in GTA3 and Vice. The riot mode in that video looks sweet icon14.gif

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#4

Posted 10 April 2009 - 08:09 AM

QUOTE (chamber @ Apr 9 2009, 05:12)
Enter Anarchist, the mod I'm currently working on -
I'm looking for release it sometime in the next week or so, I'm just looking for input at this point before I finish it up.

Im curious to your current work. Will be fit to the bikini guards if successful.

chamber
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#5

Posted 10 April 2009 - 09:07 PM

QUOTE (ZAZ @ Apr 10 2009, 03:09)
Im curious to your current work. Will be fit to the bikini guards if successful.

Yeah, that's actually what got me started on this project. Once I had bodyguards, I wanted something to do with them. Shooting cops is alright for a while, but I was really wanting to play with them in riot mode.

So, I've been running both Alice scripts simultaneously (the bodyguard one, and this one) and it's been a lot of fun.

ZAZ
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#6

Posted 12 April 2009 - 11:42 PM Edited by ZAZ, 12 April 2009 - 11:52 PM.

QUOTE (chamber @ Apr 10 2009, 21:07)
QUOTE (ZAZ @ Apr 10 2009, 03:09)
Im curious to your current work. Will be fit to the bikini guards if successful.

Yeah, that's actually what got me started on this project. Once I had bodyguards, I wanted something to do with them. Shooting cops is alright for a while, but I was really wanting to play with them in riot mode.

So, I've been running both Alice scripts simultaneously (the bodyguard one, and this one) and it's been a lot of fun.

I tried it. Its so hard lol.gif or pervers? orly.gif
I think its to strong, needs to play with godmode or get killed very often. But works very well and I had my fun cookie.gif
Suggestion: You could give it the characteristic of a submission, if 50 actors are killed let show a reward message and refresh the player weapons.

chamber
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#7

Posted 12 April 2009 - 11:59 PM

QUOTE
I think its to strong, needs to play with godmode.

It really is pretty crazy. Really unless you don't get out of the car, you probably won't survive long. And I'm not sure if that's really the way I want it, either.

QUOTE
You should give players a chance to can play without godmode.

One of the things that it does that makes it particularly difficult is that if there's no suitable pedestrians in the area, it'll create some. That can lead to incredibly crowded areas, not to mention if you're ducking for cover, people can spawn behind you and start attacking.

Now, if I turned off that functionality, it'd probably get kind of boring. If you get out in a field with no ped paths, there won't be anyone around. And on a semi-empty sidewalk (like at night, or when it's raining) you'd rarely have more than 1 or 2 peds go into Riot mode, because once one starts shooting, the others all either die or run away.

So I probably want to leave the spawning functionality on - HOWEVER, I can fairly easily limit the number of "enemies" that are allowed to exist at one time. If I limited that somewhere between 5-10, that'd be a little more sporting, I think.

I'll give it a shot and playtest it for a while.

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#8

Posted 13 April 2009 - 04:59 AM

You should have a alternate version with less heavy weapons. More fist fighting and melee and occasional Uzi or Pistol, y'know a "Realistic" riot version.

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#9

Posted 13 April 2009 - 05:22 AM

and something to stop the police to shot you when you are defending yourself

ZAZ
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#10

Posted 13 April 2009 - 06:27 AM Edited by ZAZ, 13 April 2009 - 06:29 AM.

QUOTE (chamber @ Apr 12 2009, 23:59)
QUOTE
I think its to strong, needs to play with godmode.

It really is pretty crazy. Really unless you don't get out of the car, you probably won't survive long. And I'm not sure if that's really the way I want it, either.

I saw now that it can be dis/enabled with key_press END. Nevertheless, any help to survive would be useful.
The spawn frequence should remain. Armour and emergency pickups like in SA gangwar would be great.
Also AdanRyders idea is good to play a smg fight.

QUOTE (tazzer @ Apr 13 2009, 05:22)
and something to stop the police to shot you when you are defending yourself

download and use the never wanted level script

chamber
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#11

Posted 14 April 2009 - 02:14 AM

You'll notice there's two versions available right now - a normal version, and an 'easy version'.

I don't suggest running them simultaneously. However, if you'd like to give the easy version I shot, I'd appreciate the feedback.

There's a few things I've done to make it easier, most notably limiting the number of enemy peds, and reducing their accuracy a little.

Try it out - see if you enjoy it more than the original. I do.

ZAZ
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#12

Posted 16 April 2009 - 07:43 PM

QUOTE (chamber @ Apr 14 2009, 02:14)
You'll notice there's two versions available right now - a normal version, and an 'easy version'.

I don't suggest running them simultaneously. However, if you'd like to give the easy version I shot, I'd appreciate the feedback.

There's a few things I've done to make it easier, most notably limiting the number of enemy peds, and reducing their accuracy a little.

Try it out - see if you enjoy it more than the original. I do.

Yeh, funny though the rocket shooter often makes a fast end but this is the pepper in the game.
Good to get health and armour restored by starting anarchy or restart at hospital.
Now your triple is perfect: bodyguards, anarchy and wanted controle

Dan0
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#13

Posted 18 April 2009 - 12:54 PM

Mate this is awsem! I downloaded this after I got the bodyguards mod working and I though this is amazing! (Didn't realise it was the same dude that made them)
I was looking through the script and I can understand it, but of course I don't know what all the GTA functions do/are. Is there are listing of what they do? I think ill try and make my own mods hehe, Alice ftw.

Btw. I had to change the binding from 'insert' to 'page up' and 'page down' on the body gaurd mod because Im using a mac keyboard which doesn't have insert lol. For some reason 'end' doesn't work on this keyboard either on the riot mod.

Also, do you think there is a chance you could make it so that you could call in police back-up (by pressing a key) as you can when you get in a police car?
And would it be possible to make it so that when you shoot the bad guys the police don't come after you, as if you were on a mission (without using fixed no wanted cheat).

chamber
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#14

Posted 20 April 2009 - 11:28 PM

QUOTE
I was looking through the script and I can understand it, but of course I don't know what all the GTA functions do/are. Is there are listing of what they do? I think ill try and make my own mods hehe, Alice ftw.


I've been trying to lend a hand over at the modding wiki to get it more complete, but the full list, along with descriptions (and some usage examples) for the more common ones is available at: http://www.gtamoddin...Native_function

Also, one of my favorite things about Alice is that it's really easy to get started with, and by the nature of Lua, the source code for any Alice mod is readily available.

QUOTE
Btw. I had to change the binding from 'insert' to 'page up' and 'page down' on the body gaurd mod because Im using a mac keyboard which doesn't have insert lol. For some reason 'end' doesn't work on this keyboard either on the riot mod.


That's the other reason I love Alice - once you get a list of ASCII key codes, you can customize your mods to use whatever buttons you want.

For the End button in the riot script though, try holding the button down for a few seconds. If that doesn't work, it's possible that Mac and PC use different ASCII codes for End, but I don't think they do.

QUOTE
Also, do you think there is a chance you could make it so that you could call in police back-up (by pressing a key) as you can when you get in a police car?


It might be possible - using OpenIV you can decompile and look at R*'s scripts. If we could find the script that controls police backup, you could use whatever method R* used to get it to happen. That might be something to try for one of your first mods biggrin.gif

QUOTE
would it be possible to make it so that when you shoot the bad guys the police don't come after you, as if you were on a mission (without using fixed no wanted cheat).


Unfortunately, R* seems to have set up so that if you fire a weapon, you get a wanted level, whether you hit anyone or not. So even if we found some way to tell it "this person is alright to shoot", you'd still get a wanted level for firing the weapon.

The way it works for missions is the R* scripts use the native functions "CLEAR_AREA_OF_COPS" and "SET_CREATE_RANDOM_COPS" to clear all the cops out of the area, and turn off the random spawning of police officers. So the reason you don't get a wanted level during missions is that there's just no cops around to see you. We could of course copy that functionality, but then there'd be no cops around.

My Never/Always Wanted mod does let you adjust your current wanted level, though - so if you want both cops and rioters shooting at you, you can bump it up - and once you get tired of the cops, bump it back down. Still not a perfect solution, but it's good for a bit of fun biggrin.gif

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#15

Posted 21 April 2009 - 01:33 AM

Wow, this mod looks really cool. I would like to have IV to test this. cookie.gif

DarkCrawler
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#16

Posted 25 April 2009 - 05:24 PM

Nice, a riot mode! Awesome work.

Just a question, would it be possible to make it so that the peds have no weapons? That would come pretty damn close to a zombie mod (if someone would find a way to make them use the drunken animations as well, it would be perfect). I mean, then you could just use a trainer to remove cops and traffic and have fun.

chamber
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#17

Posted 25 April 2009 - 06:20 PM

QUOTE (DarkCrawler @ Apr 25 2009, 12:24)
Just a question, would it be possible to make it so that the peds have no weapons? That would come pretty damn close to a zombie mod (if someone would find a way to make them use the drunken animations as well, it would be perfect).

I wasn't going to post on the board about this yet, as it's still a ways off.. but.. you read my mind.

This is actually almost exactly the project I'm currently working on.

The way it is now is fairly similar to the Anarchy mod, but with unarmed "zombies" instead (slow-moving, injured and drunk animations). It clears the streets of cars and pedestrians for that deserted feel, and lets you run around taking down the undead.

I'm currently coming out of the trenches of tedious detail work - things like getting rid of hot dog vendors - there wouldn't be hot dog vendors in the middle of a zombie apocalypse.

All that functionality is nearly finished (other than this weird bug that occasionally spawns "statue" zombies - they don't move, and if you run a car into them it's like hitting a tree).

The gameplay isn't terribly challenging however, so I'm planning to add mission-like capabilities to it. Things like getting to stores to stock up on supplies, searching for survivors that will act as bodyguards, etc.

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#18

Posted 25 April 2009 - 06:56 PM

That sounds freaking amazing!

I'd be good with just running around, killing zombies, but missions and such would make it superb. Always been sad that there are no free-roaming zombie games around, and GTA IV is the perfect platform for it. icon14.gif

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#19

Posted 25 April 2009 - 08:34 PM

This sounds like a great mod, unfortuanately it doesn't work for me, in the alice.log file it says the anarchy.lua file has been loaded successfully, but in game I am unable to activate the script atall, Iv'e tried several different key bindings but no luck, any idea what could be causing the problem?

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#20

Posted 28 April 2009 - 01:53 PM

Same here,it loads in txt but nothing in game..

chamber
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#21

Posted 28 April 2009 - 04:17 PM

QUOTE (Synfo @ Apr 25 2009, 15:34)
Iv'e tried several different key bindings but no luck

This makes me curious - keybindings for what?

Anarchy is automatically enabled when the game starts, so you shouldn't need to press anything.

Also, bear in mind the Alice scripts don't work if you manually load a saved game - they only work from the saved game that loads automatically when the game starts.

dafour
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#22

Posted 29 April 2009 - 10:19 AM

No doesnt work either. confused.gif

chamber
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#23

Posted 29 April 2009 - 06:08 PM

Are other Alice mods working?

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#24

Posted 29 April 2009 - 07:43 PM

For some reason I'm getting this error when my savegame loads up
user posted image

any suggestions?

chamber
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#25

Posted 01 May 2009 - 01:13 AM

QUOTE (GTAdedan @ Apr 29 2009, 14:43)
any suggestions?

Which version are you using? The easy one, or the original?

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#26

Posted 01 May 2009 - 08:06 AM

user posted image
Its the 1.0.2.0 with alice 0.3.0.5 and original

chamber
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#27

Posted 01 May 2009 - 04:18 PM

QUOTE (dafour @ May 1 2009, 03:06)
user posted image
Its the 1.0.2.0 with alice 0.3.0.5 and original

I think you're using the easy version, since I don't use ADD_ARMOUR_TO_CHAR in the original.

If GTAdedan is too, you're both getting errors around the neighborhood of the functions that read what time it is in-game. I'm on 1.0.3.0, so I can't really test - but the original script doesn't deal with the game time (since that was just implemented to give periodic heals for the easy version), so it could be bugged as it was a last minute addition and not tested thoroughly. It's also possible 1.0.2.0 doesn't like Alice messing with the time.

I'd be curious to know if the original version works properly for you.

dafour
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#28

Posted 02 May 2009 - 09:07 AM

Well now i'm using 1.0.3.0 and it works..Would be nice if i could use it on my modded 1.0.2.0...
Ah well,it will do for now.. icon14.gif

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#29

Posted 10 May 2009 - 03:29 AM

QUOTE (dafour @ May 2 2009, 09:07)
Well now i'm using 1.0.3.0 and it works..Would be nice if i could use it on my modded 1.0.2.0...

Yeah, that would be great, any chances to make it compatible with 1.0.2?

Rautatie
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#30

Posted 16 May 2009 - 04:33 PM Edited by Rautatie, 16 May 2009 - 05:40 PM.

Nevermind, I fixed the problem




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