Hello DYOM Users! Welcome to the DYOM Complete Tutorial.
In this tutorial I'll try to explain all the functions of the current version of DYOM (v8.1)
Enough with this. Here's the tutorial:
------Table of content------
To install Design Your Own Mission, you need three things:
1) Grand Theft Auto: San Andreas (duh!)
2) The CLEO Library (I recommend CLEO 4.1, but 4.3 will work too). Download CLEO here:
3) Design Your Own Mission. You can download the latest version
Well, as probably you already have installed GTA: SA, let's go with the CLEO Library.
As many of you know, CLEO is a project made by Seeman (CLEO 1-3) Alien (v4) and now continued by Deji, that brings to the game new opcodes, the posibility to make custom scripts and use them without staring a new game, and some other cool features, but that's not too important for us right now.
Design Your Own Mission needs CLEO to be able to save/load the custom missions to/from a ".dat" file. I will explain it better in a few minutes.
Install CLEO using the auto-installer, it's fast and simple.
Once you have CLEO, you need to install the DYOM mod.
All you need to do is:
1) Download the latest version of Design Your Own Mission
2) Find the "GTA User Files" Directory in My Documents
3) In "GTA User Files", create a folder, with the name "MPACK"
4) Extract the content of the DYOM ".rip" in the the folder you've just created.
That's it. DYOM is installed.
Now try to start a new game. You will see two options:
SAN ANDREAS [STANDAR GAME]
Design Your Own Mission
Select DYOM, and start!
Not so hard, right?
Now let's see how to use the DYOM features to design missions:
If you just started DYOM, CJ will spawn at Grove Street. You will see some info at the top left corner.
To open the Mission Menu, press Y, and a menu with a text like this will show up:
Let's explain it one by one:
1. Mission Menu
2. Storyline Menu
The storyline is a function implemented in v6. It allows a game expeerience more similar to the normal game, because you can explore the whole map and start the missions when you want with the regular red circles.
The data of the storyline is stored in a folder inside the GTA User Files, called "DSL". You can only have in the folder one storyline at the same time.
When your storyline is ready, you can distribute it uploading the entire folder in a ".rar" or ".zip" file.
To add missions to the storyline, design the mission as usual and save it as an intro, outro or regular mission. I'll explain this below.
There's two modes in the storyline function: The design mode, and the in-game mode. You can access to the design menu when you're designing, but not access to the in-game menu.
When you're playing the storyline, you can use the in-game menu but you can not use design menu.
A) Design menu
- Test Storyline:
Press this and you will start the current loaded storyline
- Clear Storyline:
This option clears the current loaded storyline, so it will delete all of the storyline missions and missiontriggers
- Mission Menu:
Choose this, and a submenu will show up:
- Save Mission to DSL: This will save the current mission to the DSL folder as a normal mission. Choose a name for the file and save (not mission name, mission file name!)
- Save Mission to intro: This will save the current mission to the DSL folder as the intro mission.
- Save Mission to outro: This will save the current mission to the DSL folder as the outro mission.
- Make Storyline autorun:
This will make the storyline autorun; it means that it will start when you start DYOM
- Add missiontrigger:
This will add a missiontrigger, a red circle. This will be used to start a mission. When you select this, you need to enter the name of the file named as the mission you want to start with the trigger you're creating (NOT the mission name, the name on the file you choosed with the option "Save Mission to DSL"), how many missions do you need to pass in order to spawn the trigger, the position of the circle, and the icon you want. At the end, you can select the rewards of the mission: Money, wanted level, change in the weather, peds, cars and enable or disable the riot
- Edit missiontrigger:
This allows you to edit the nearest missiontrigger
- Remove missiontrigger:
This allows you to remove the nearest missiontrigger
The intro mission will start as sonn as you start the storyline. The outro mission is the final mission and it will start as soon as you finish the last mission. Patrick recommended to make the outro "fail-proof". Maybe an only-cutscene mission, but is your choice
The name of the files are selected when you press "Save mission to DSL", and it's used to asign the triggers to the missions, so you might want choose a name easy to remember.
B) In-game mode
You can use this menu pressing Y+N when not on a mission. This menu will show up:
-Abort Storyline: Use this to abort the current storyline. You'll return to the design mode
-Load Storyline Progress: Use this to load the saved progress of the current storyline
-Save Storyline Progress: Use this to save the progress of the current storyline
To be able to design missions correctly using the Storyline function, you'll probably need some practice. Try with some easy missions first to understand how it works.
To be able to use the storyline feature correctly, you'll need a bit of practice to understand better the how it works. It's a bit harder than the usual mission feature, but for some stories, looks better. Feel free to ask any question regarding this or any other DYOM feature!
This changes the configuration of the objective 0, that is where the mission start and it sets the player's skin, health, and weapon.
- Add Actor:
This adds an enemy actor as an objective that MUST be killed. You can select the skin, the animation and the weapon. After that, another sub-menu will show up. Use it to select the health (100 by default), the Gang (Enemy1 or Enemy2), his accurate when shooting (10, 25, 50, 75, 100), if it can be killed with a headshot or not, the actor's behavior (Attack Direct, Hold position, and Hold and direct) if you want to set a health bar for the actor, and set "Kill all enemy gangs". The last one let's you choose if the player has to kill all the enemies in the current objective, or just the actor you've just created as an objective
- Add Car:
Using this you can spawn a car as an objective. First, select the model, then the primary color and secondary color, after that, set the position. When you do this, another sub-menu will show up. Use it to select the car's properties (if it is bullet proof, explosion proof, damage proof, if the car is locked or not, and/or the tires are popable), the health: 100 (it will burn instantly), 250 (very low, just a little hit can destroy the car), 500 (half of the normal health), 1000 (normal health) or 2500 (2.5 times the normal health). Also, you can set if it has to survive, or has to be destroyed, and if you want to set a health bar for the car.
- Add Pickup:
This will add a objective pickup that must be picked up by the player. You need to select to location first. After that, you can choose the type of pickup (Weapon, Health, Armor, Bribe, Other) and then you need to choose the exact pickup you want (only if you selected "Weapon" or "Other") and the ammo (Only if you selected "Weapon"). Also, you can set if the players needs to pickup all the similar pickups available in the current objective.
- Add Checkpoint:
This will add a checkpoint as an objective. The player needs to be in the checkpoint to complete it. First, you select the type of objective (red circles, coronas, invisible checlpoints, race checkpoints) then move it to the desired place with W-A-S-D keys. You can also change the height of the checkpoint pressing LSHIFT (Jump key) and the arrow keys. Additionaly, you can choose the size of the checkpoint using FIRE button (Left CTRL or Left mouse button) with the arrow keys.
- Add Object: This adds an object as an objective. First place the object where you want, and press space. You'll see the following options
- Touch Object: To complete this objective, the player has to touch the object.
- Damage Object: In order to complete the objective, the player needs to damage to object
- Photograph object: The player needs to photograph the object to complete this objective.
- Shoot Object: The player has to shoot the object
- Add Special Player Objectives:
These objectives are special objectives that affect the player directly, lik
- Teleport :
Choose this to teleport the player to the desired place in the map. You can set the player's model after the teleport, the weapon and health.
- Set Wanted level:
This will change the current wanted level to a desired level, from 0 to 6.
- Remove Weapons:
This will remove all the weapons of the player.
- Talk on Phone:
This objective will result in something simple: the characther will recieve/make a call and it will start to talk on the phone. When you select this, select the time, and the text you want to show. If you put one, it will show that line and the character will put away the phone. If you have 2 or more of this objective in a row, the player's character will have the phone in his ear until the last "Talk on Phone" objective.
- Drive-by mode: When the player is in a car as a passenger, you can enable the drive-by mode, so the player can shoot from a car!. Note that the player cannot exit normally of this mode, so you have to create a "Teleport" Objective to put the player outside the vehicle
- Teleport :
- Add Special Enviroment Objective
This type of objective affects what happens around the player.
This will allow you to add cutscenes to the mission. When using it, you have to use the arrow keys to rotate the camera, pressing and holding the LSHIFT (jump button) with the arrow keys will allow you to change the height. Pressing and holding the FIRE button (Left CTRL or Left Mouse Button) will allow you to change the position of the camera. After that you need to adjust the time (how seconds uses the cutscene), then the behaviour of the cutscene: Static (does not moves), Linear (Moves in a straight line), Smooth (Moves from the previous Cutscene to the location you've just set) and "Follow Actor" (The camera will follow the actor you want during the cutscene). At the end, no matter the type you choosed, type the text you want to show during the cutscene.
- Countdown: This will set a countdown timer in the screen (like at the start of a race). The player cannot move during the countdown. You can set how long the countdown will be.
It's similar the Countdown objective, but the player can move during the timeout and select if the player can see the timer or not.
- Weather Change:
You can change the weather with this objective.
- Set Time:
You can change the current time to a new desired one with this objective.
- Ped/Car Behaviour:
Use this to change the behaviour of the cars and peds on the street. With "Normal Ped/Cars" the cars and peds will spawn as usual. With "No Cars", The cars will not spawn in the street, but the peds will. With "No Peds" the peds will not spawn in the street. With "No Ped/Cars" the cars and the peds will not spawn in the street. With "Riot Mode", the Riot will activave.
- Adjust Time Limit:
With this, you can add or remove time from the timer (for timed missions)
- Start Timed Section:
With this, a timed section will start from the current objective (Like "Timed missions")
Actors are the NPCs in the mission. They can be: Allied (help the player), Neutrals (Only attacks the player if the players attacks him), Enemy1 (Enemies of the Player and Enemy2) and Enemy2 (Enemies of the Player and Enemy1)
This is really similar to the actor's menu.
Also really similar to the actor's (and car's) menu.
9. Objects & Special Effects
The "tools" are functions that are made to help the designer.
If you want to make colored text in your missions, add "+X+" (where "x" is a letter that represents the color) before the text you want. The following colors are available:
- Blue: +b+
- Green: +g+
- Red: +r+
- Purple: +p+
- Yellow: +y+
- White: +w+
So, if you write something like this when designing:
"Go to +y+Glen Park+w+ and kill those +r+Ballas!"
The result when you play the mission will be:
"Go to Glen Park and kill those Ballas!
Note: When writing, you can shorcuts!
Press CTRL+B, to write +b+. Press CTRL+G to write +g+, press CTRL+P to write +p+, etc.
lso, when you're writing something, you can skip to another line using +n+
If you write:
"+b+Toreno +w+needs help.+n+Go to his ranch in +y+Tierra Robada"
The result in the game will be:
" Toreno needs help.
Go to his ranch in Tierra Robada "
1. Press CTRL+P to copy an actor, exactly like the previously created, to the current position
2. Press "H" when selecting vehicles to only browse Helicopters
3. Press "C" when selecting vehicles to only browse Cars
4. Press "P" when selecting vehicles to only browse Planes
4. Press "B" when selecting vehicles to only browse Boats
5. Press "S" when selecting vehicles to only browse special vehicles (Bikes, trailers, etc.)
Since DYOM v7, it's possible to add custom sound to the missions. Here, I'll esplain how:
Every mission you make will have an audio code. What's that? That's a unique random name of the directory where you will add the sound files with ".mp3" extensions.
In order to do it, you need to create a folder with a the name "SD" in the GTA SA User Files directory.
When you design a mission, press "Show Mission audiocode" in the "Mission Menu". You will see something like "SD/XXXXX/" where "XXXXX" is the random name. Now go to the "SD" Folder and create a folder with the name of the audiocode of the mission you want to add sounds.
In the folder named after your mission audiocode, you can add the sounds. Just rename any mp3 file you want to "am.mp3", and it will become the ambience sound of your mission. This file will reproduce during the entire mission as a loop, but you can pause it using ".noa" files. In order to create a ".noa" file, create a ".txt" file, and rename it as "XX.noa", where "XX" is the objective where you want to pause the sound.
So, if you want an ambience sound to reproduce during the mission, except in the objective 02, create a file with the name "02.noa". You can also do something like, create the files "04.noa", "05.noa" and "06.noa" and the sound ambience sound will not reproduce in the objectives 04, 05 and 06. Simple!
You can also have files like "04.mp3", "16.mp3", "23.mp3" etc. This files are sounds that are only reproduced during ONE objective, the one with a number that matches with the file name. So "04.mp3" will reproduce in objective 04, "13.mp3" in objective 13, etc.
Links for Tutorials, important topics and other things here:
- Tutorials - by Dutchy3010
- DYOM v7 Sounds - by Arejai
- List of new objects by ProtoZero
- DYOM SFX Pack by Zizo008
- A good way to take good R* style screenshots is this mod: Amazing Screenshots v1.1 by SilentPL
- For better quality in the screenshots, you can use this HiDef Camera by Deji
Note: If you have a suggestion for links to add here, PM me or post here.
Before you ask, yeah, I was going to add the Storyline info in a table, but apparently, if I add more than 8 tables, all the BB codes get messed up. I tried a lot of things. But well, the info is there. It doesn't looks that good, but is understandable enough. Hope it helps!
As always, if you want to make a contribution, find grammar mistakes, or you think I forgot something, PM me or post here.
- Dutchy3010 - DYOM co-creator
- PatrickW - DYOM co-creator
- Chimpso - For the DYOM v6.1 Tutorial
- The DYOM Community
- You. Thanks for reading this tutorial