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SA - Criminal Side activites.

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thalilmythos
  • thalilmythos

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#1

Posted 6 days ago

 
 
Criminal side activities
 
 
 
8QlT2bv.jpg
 
 
One day i reached 100% in San Andreas, and used to say:
 
"Man i just wish i could shoot someone aside from this cops"
 
"I wish i could make some missions aside from saving people life on ambulances, putting off fires, driving a taxi or driving prostitutes around, i mean, am a criminal right? feels like i'm doing social service over here, one life, one fire, one cab fare, one prostitute at a time"
 
Many moons have passed since those days, and i slowly learned 5% of scripting, but at this point, i said:
 
"Now is the time, i'm making my missions mod."
 
And so, here i am, without further boring storys about my modding background, let's get to it.
 
 
 
This is cleo script that will allow you to earn some money by doing missions with criminal content (not like the regular sidemissions on every gta) like shooting a group of specific targets, on foot, or driving, destroying an specific vehicle, or beating down some fools, is all mostly randomized, so they can be anywhere, anytime at the press of a button.
 
 
"Beat em up"
 
1sdG9ZJ.jpg
 
 
This is my personal favorite, on this one you have to beat down a couple of individuals, putting those gym moves to work for something apart from beating old ladies and hitting a balla one or 2 times before you pull out a gun.
 
 
 
 
"Walk by's"

8B66lvh.jpg
 
 
Not too much to explain, walk by some fools and blast them, the Liberty city way, drive by's are just too easy, you could do it that way too if you want to, but where's the fun there?
 
 
 
 
"Drive by's"
 
xU3JOsO.jpg
 
 
 
This one is heavily inspired by the gang wars on TLAD, drive towards a gang and kill them all, but be carefull, they will allways react badly, if you want my advice, don't let the drivers see you, is not like CJ the OG is a friendly face after all.
 
 
 
 
"Seek and destroy"
 
PHzQqaB.jpg
 
 
 
This is the hardest one, you have to destroy a protected cargo driving around town, not really much more than that to say, just try it.
 
That's all for today.

Link: http://www.mediafire...ssions_beta.rar
 
 
 
 
  • R4gN0r0K, B Dawg, Silent and 12 others like this

Crspy
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#2

Posted 5 days ago Edited by Crspy, 5 days ago.

Finally,you released it  :^:

The second pic looks like one of those R* promo shots or even better  :catspider:


MKKJ
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#3

Posted 5 days ago

Hey, that's pretty good. Feeling like muscle here :^: .

Liking beat em up so far, change things up a bit. And 3-car convoys of M4s? Yes, please.


thalilmythos
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#4

Posted 5 days ago

Hey, that's pretty good. Feeling like muscle here :^: .

Liking beat em up so far, change things up a bit. And 3-car convoys of M4s? Yes, please.

 

I'm playing with it myself a lot, because i love it, and to find any problem with the missions, but that's on the plan so far ;)


BobFromReboot
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#5

Posted 5 days ago

Could you make it so the missions are handed out at random payphones instead of pressing a button?

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Silent
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#6

Posted 5 days ago

Heh, I wonder if I can find my "CLEO mini missions" from 2009 somewhere - if so I'd gladly share them if you want to build upon more missions like this!
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thalilmythos
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#7

Posted 5 days ago

Heh, I wonder if I can find my "CLEO mini missions" from 2009 somewhere - if so I'd gladly share them if you want to build upon more missions like this!

 

Of course! i'd love to work with such, i could learn a thing or 2 from looking at some of your scripts


Silent
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#8

Posted 4 days ago

Dude, those are from 2008 so you'd most likely learn what not to do :p

R4gN0r0K
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#9

Posted 2 days ago

I love it, i played around with it the last few days and this is what i do in SA 90% of the time now.

If you are open to suggestions i have an idea for a mission:
busting a deal:

on a random location (preferably some alleys) 2 groups of peds/gangs spawn where they are doing a (drug) deal and you have to kill them and take the stash (maybe let the briefcase spawn for it)

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thalilmythos
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#10

Posted 2 days ago Edited by thalilmythos, 2 days ago.

I love it, i played around with it the last few days and this is what i do in SA 90% of the time now.

If you are open to suggestions i have an idea for a mission:
busting a deal:

on a random location (preferably some alleys) 2 groups of peds/gangs spawn where they are doing a (drug) deal and you have to kill them and take the stash (maybe let the briefcase spawn for it)

 

I'm trying to keep it coordinates free, what this means is that i don't want t have peds appearing in specific "SA" places, for that i have "No abandoned Area" Which is another mod of mine who puts gangsters in alleyways on some times of the day, guard on the train stations, and some other stuff, check it out.
 
This i want it to be random, so you can use it in total conversions like UG or United, make it a side mission that you can have fun in every map you play at with ped and traffic paths, Also I'm trying to keep it story friendly which is why the "guy" that gives you the mission is practically anonymus and the killing of drug dealers is never for territory but just to get rid of em, however, i am allready working on more missions, so the fun is going to keep coming, i'll take something like this in consideration

Silent
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#11

Posted 2 days ago

Why so many mission scripts though? Are they duplicates with some randomness applied? Some of those are not even accessible, since "generate random int"-esque commands have their upper range exclusive (so generating numbers in range 0 - 3 will yield 0, 1 or 2, not 3) yet the starter script assumes the upper range is inclusive.

thalilmythos
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#12

Posted 2 days ago

Why so many mission scripts though? Are they duplicates with some randomness applied? Some of those are not even accessible, since "generate random int"-esque commands have their upper range exclusive (so generating numbers in range 0 - 3 will yield 0, 1 or 2, not 3) yet the starter script assumes the upper range is inclusive.

That's what they are actually, models of pedestrians and vehicles, also description of the mission changes, but in substance they have the same objective, there is approximatedly 4 variations of all the missions, Ballas, Vagos, and VLA for one, Triads, and SFR in another one, and well, you can probably figure out what i'm going with this.

About the "generate random int" i somehow thought about that, but i am glad i'm sure now, will be fixed in next version


Silent
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#13

Posted 2 days ago Edited by Silent, A day ago.

Might be a good idea then to unify those and instead handle all this randomness within a single mission - it's missions after all so you have 1024 local variables to play with, way more than you'll ever need. This way it's gonna be easier to maintain too, as you won't need to apply the same fix over multiple files over and over.

EDIT:
One more thing - why are you decompiling your own scripts? .txt files included in the package are almost definitely not your original sources but these CLEOs decompiled again by Sanny.

thalilmythos
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#14

Posted A day ago Edited by thalilmythos, A day ago.

Might be a good idea then to unify those and instead handle all this randomness within a single mission - it's missions after all so you have 1024 local variables to play with, way more than you'll ever need. This way it's gonna be easier to maintain too, as you won't need to apply the same fix over multiple files over and over.

EDIT:
One more thing - why are you decompiling your own scripts? .txt files included in the package are almost definitely not your original sources but these CLEOs decompiled again by Sanny.

 

Ohh, that last part is because, i learned scripting by making little edits of mods that were not mine, so i got used to decompiling everything, and started working like that, i'm a messy dude bro, can't help it, so when i start from scratch, i use the structure seen in decompiled scripts, because that's how i understand it all





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