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National Army

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GAME MASTER
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#1

Posted 10 March 2013 - 04:00 PM

I've noticed that the army soldiers in two missions are not the same as the original army where you get 6 wanted level. In that particular mission of Tanks-Giving! and Army Base Alert!, when I start shooting in the army area, the soldiers start shooting each other! Why does that happen? Also the colours of their clothes is quite bright than the normal soldiers from wanted level.

Sektor
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#2

Posted 10 March 2013 - 04:32 PM Edited by Sektor, 30 March 2013 - 11:43 AM.

Their colour looks the same as army (remap 4). They might only look brighter because they use the running animation more than army because army is always shooting.

I think all the missions on Residential were coded by Stephen Banks. On "Tanks Giving", you don't get a wanted level until after you leave the base. The army in the base are just DUMMY characters and not real army. I can only speculate why he designed it the way he did. Perhaps, they aren't normal army because that base is closed off most of the time and he wanted to place them in specific positions, make them patrol a specific way and delete them after the mission to free up system resources.

I don't know if he meant to make them attack each other. It might be for a joke but he probably just gave them the wrong character occupation. Many of the occupations aren't even listed in the official documentation, so easy mistake to make.

Here's part of the "Tanks Giving" mission script (decompiled with Epic GTA2 Map Editor):

chr7 = CREATE_CHAR (234.50, 115.50, 255.00) 4 180 DUMMY END
ADD_PATROL_POINT (chr7, 237.50, 115.50, 2.00)
ADD_PATROL_POINT (chr7, 234.50, 115.50, 2.00)
SET_CHAR_THREAT_REACTION (chr7, REACT_AS_NORMAL)
SET_CHAR_THREAT_SEARCH (chr7, AREA_PLAYER_ONLY)
GIVE_WEAPON (chr7, MACHINE_GUN)

They are set to DUMMY occupation when they should be ARMY or any occupation that doesn't attack characters with the same occupation.

http://projectcerber...ls/character-ai

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#3

Posted 10 March 2013 - 07:52 PM

So that explains why unnatural army does exist in "Tanks Giving" and "Army Base Alert!" before it had been removed from the AI script, that what I wanted to know. I look at your link and saw "DUMMY" which is said to be a normal pedestrian and the unnatural army soldiers are acting like a normal people instead of an offical army. The threat assessment: SET_CHAR_THREAT_REACTION (chr7, REACT_AS_NORMAL) explains why they starts shooting each other when several soldiers are near when I start shooting first.

Is that the same possibility threat reaction from Loonies mission Radio Za-Za! and Redneck mission Penal Ties!, also known as Alma Mater Return! where people and prisoners are going crazy because of CRIMINAL_TYPE 2 and CRIMINAL_TYPE 1?
The character occupation is normally sets to default for each mission in Residential District and other area, is there a way to alter the AI script to make it more interesting or will it mess up the game?

The Road block tank driver character from inside the tank during roadblock are vicious and starting punching other ped. When I kill that specific character, it doesn't disappear, it just remain on the map forever. Is that because of an AI script?


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#4

Posted 10 March 2013 - 08:33 PM Edited by Sektor, 10 March 2013 - 09:16 PM.

I think gta2.exe would need to be modified to make Road block tank driver vanish when killed.

It's possible to patch the SCR to change their occupation from DUMMY to ARMY but there aren't any easy tools to find the location of the bytes that need changing. B-$hep and TradeMark could figure it out.

The decompiled Downtown and Residential scripts don't recompile because the Epic decompiler doesn't decompile "IF statements" and some other things and there are too many to recreate manually.

Industrial is the easiest to change since we have the official MIS source files.

B-$hep
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#5

Posted 10 March 2013 - 10:27 PM

What should be changed then?

Is this the only one?
chr7 = CREATE_CHAR (234.50, 115.50, 255.00) 4 180 DUMMY END

Or there are more?


DUMMY must be changed to ARMY or CRIMINAL_TYPE1?


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#6

Posted 10 March 2013 - 10:46 PM

Change DUMMY to ARMY. I don't know exactly how ARMY occupation acts differently to DUMMY but hopefully they don't shoot each other.

// Decompiled from "ste_rm3.scr" Using Epic GTA2 Script Decompiler by T.M.

chr7 = CREATE_CHAR (234.50, 115.50, 255.00) 4 180 DUMMY END
chr8 = CREATE_CHAR (234.50, 109.50, 255.00) 4 180 DUMMY END
chr9 = CREATE_CHAR (228.50, 110.50, 255.00) 4 180 DUMMY END
chr10 = CREATE_CHAR (228.50, 94.50, 255.00) 4 180 DUMMY END
chr11 = CREATE_CHAR (232.50, 93.50, 255.00) 4 180 DUMMY END
chr12 = CREATE_CHAR (233.50, 88.50, 255.00) 4 180 DUMMY END

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#7

Posted 10 March 2013 - 10:49 PM Edited by B-$hep, 10 March 2013 - 10:51 PM.

Ok i found the place, i was looking originally into ste.scr and was unable to find them.
Now i found, what should i do now?

ARMY or CRIMINAL_TYPE1?

Is this .scr file the only one that should be changed?

EDIT: ok got it.

EDIT2: do you know how many missions should i pass before i get to the tanks giving?
to test it out?
i haven't played this for a long time now.

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#8

Posted 10 March 2013 - 11:00 PM Edited by Sektor, 10 March 2013 - 11:10 PM.

rm3 means rednecks medium difficulty third mission. I think you have to do the easy rednecks missions first but also been a long time since I played the missions. It might just depend on respect.

If you are manually patching, use the SCR files included with v11.43.

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#9

Posted 10 March 2013 - 11:07 PM

I patched but isn't the original .scr the latest?
If not, then where to get latest?

I will try to get to the mission now and will see how the changes work.

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#10

Posted 10 March 2013 - 11:12 PM

Some SCR files were changed in v10.3 and I included them with v11.43. Now we have the decompiler, I could check exactly what changed, hopefully not just garbage data.

Thanks for patching them.

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#11

Posted 10 March 2013 - 11:21 PM Edited by B-$hep, 10 March 2013 - 11:33 PM.

Ok got to the "tanks giving", only 2 missions has to be done.
Now the guy in army near the gate where the flashing yellow thingy is that you have to blow up,
he is shooting me thru the fence.

I don't think that they did this before.
Or did they?

Anyway i will go further, i will blow the gate.
But what should i look at. How they should react?

Currently they don't shoot theirselves but all shooting and hunting me.

They are in green army outfit, but i think occupation is far from that was before.




BTW: I think only thing that was changed was just garbage data.
But im not sure either

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#12

Posted 10 March 2013 - 11:53 PM Edited by Sektor, 11 March 2013 - 12:02 AM.

As DUMMY, they normally shoot at you even if you are outside the gate. They also deliberately target themselves after they get bored of you.

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#13

Posted 11 March 2013 - 12:02 AM Edited by B-$hep, 11 March 2013 - 12:15 AM.

But as real army guards they don't shoot until i get into base?
What the hell i modified then. They still shoot me.

Confusing stuff.

EDIT: ok, they shoot me but they don't shoot each other anymore.
I did a compare with 11.43 .scr and patched .scr.

If they shoot each other and that was only bug, then it's fixed.
But i did compare on 11.43 .scr file and original R* free GTA2 .scr and they are pretty different.
How is that possible anyway?

I will patch the 11.43, including the crane thing and will upload the patched version.

I will try to find the patched crane ste.scr or description of patching of ste.scr in my archives.
Then i will fix the crane bug.

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#14

Posted 11 March 2013 - 12:08 AM Edited by Sektor, 11 March 2013 - 03:30 AM.

Another big reason for using characters that look like army instead of the real army is to give an incentive to get that army base tank instead of just some random tank.

You said they don't shoot themselves, so if that is true then you fixed it.

There is more than just garbage data differences. DISABLE_THREAD_TRIGGER (trigger13) and SET_PHONE_DEAD (obj8) exist in v11.43 ste_rm1.scr "GREATEST HITS" but not in v9.6F (rockstargames.com/classics version). That seems to be the only STE mission that was changed. There are also some changes to STE.scr that I need to look at.

They are different because v11.43 uses the SCR files that were included with v10.3 and for some reason Rockstar didn't include all the v10.3 patches in the rockstargames.com/classics version.

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#15

Posted 11 March 2013 - 12:36 PM

QUOTE (B-$hep @ Monday, Mar 11 2013, 00:02)
I will patch the 11.43, including the crane thing and will upload the patched version.

I will try to find the patched crane ste.scr or description of patching of ste.scr in my archives.
Then i will fix the crane bug.

Crane thing? You mean the Redneck crusher bug glitch that does not give out rewards after crushing the vehicle?

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#16

Posted 11 March 2013 - 01:01 PM

Yes, those rewards appear inside a wall instead of on the conveyor. B-$hep will fix it by moving the reward spawn point one block over.

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#17

Posted 12 March 2013 - 12:56 AM Edited by B-$hep, 12 March 2013 - 01:01 AM.

Ok, seems done, check the other forum.
I was at work whole day, that's why it took so long

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#18

Posted 12 March 2013 - 01:52 AM

Both fixes work. Thank you.

Download here: http://gtamp.com/for...47&p=7703#p7702

chapapote
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#19

Posted 30 March 2013 - 11:31 AM

I suppose it's similar to the cops that appear inside the residential district pólice station, they aren't real cops.

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#20

Posted 30 March 2013 - 02:04 PM

Yep, i don't know who they are. Just shooting like crazy when you get there.
I hate that.

Good tip actually Chapapote.
I will try to change the behaviour of them.

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#21

Posted 01 April 2013 - 09:01 PM

I suppose they just wanted to make lots of cops to appear inside the police station, and the only way to make them appear in large quantites was to make a gang that looked exactly like them and make the police station its territory.

And well, it's kind of justified that they shoot at you. You aren't supposed to be there.




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