DeeZire Posted July 31, 2005 Share Posted July 31, 2005 (edited) Thought I'd return some of the help Ive got around here by sharing some discoveries I made when playing about with peds Ped Voices/Sounds Theres two typos in peds.ide that mean the relevant peds dont have any sounds or voices. Change VOICE_GEN_BMYPI to VOICE_GEN_BYMPI to give the pimp his voices (you can add him to pedgroup.dat to get him to spawn as he wont otherwise) and also change VOICE_GEN_WMYSGRAD to VOICE_GEN_WMYSGRD to do likewise for the Security Guard. Peds That You Never See These peds are never spawned or used in any missions, so you can add them to pedgrp.dat to see them on the streets or use their IDs to add new ones instead (theres a couple more but I dont remember them sorry!);- VWFYST1, SWFYSTR, BMOSEC, MAFBOSS, WMYCD1, BIKERA (see below), BIKERB Ped Voices A variety of voices that work but are never used anywhere (there are more but I didnt note tham all down, sorry!);- VOICE_GEN_IMYST, VOICE_GEN_IRFYST, VOICE_GEN_IRMYST, VOICE_GEN_WFOPJ, VOICE_GEN_WMYSKAT, VOICE_GEN_WMYTX1, VOICE_GEN_WMYTX2, VOICE_EMG_ARMY2, VOICE_EMG_FBI3, VOICE_EMG_FBI4, VOICE_EMG_FBI5, VOICE_EMG_LAPD2, VOICE_EMG_LAPD3, VOICE_EMG_LAPD4, VOICE_EMG_LAPD5, VOICE_EMG_LAPD6, VOICE_EMG_LAPD7, VOICE_EMG_LVPD2, VOICE_EMG_LVPD3, VOICE_EMG_LVPD4, VOICE_EMG_MCOP3, VOICE_EMG_MCOP4, VOICE_EMG_MCOP5, VOICE_EMG_MCOP6, VOICE_EMG_SFPD2, VOICE_EMG_SFPD3, VOICE_EMG_SFPD4, VOICE_EMG_SWAT1, VOICE_EMG_SWAT6 Duplicate Ped/Dealer Bug BIKERA is identical to BIKDRUG apart from the voices so that frees up another ID slot if you want to add a new one. On the subject of BIKDRUG, he's a dealer but you never see him because his 'cars can drive' mask is set to '0' in peds.ide so set that to 110F to see him on foot or on a motorbike. Similarly, WMYCH has the same problem so you never see him either, change his mask to 130C. You could do BMYCON too and add him to the workers ped group but you do see him in a mission. Peds In The Game But Not Listed Some ped models in the game that work perfectly well but never get used anywheres. Remember, you can add two new peds to peds.ide without any bad crashiness (they seem to be 'spare' slots);- PSYCHO, POOLGUY (causes problems, dunno why), SOMYAP, VWMYAP, WFYCRP, SFPDM1, LVPDM1, WMYCD2. You can also stick FAM3 and FAM4 in peds.ide as your 2 new ones, add them to the GANG2 ped group and you have 5 random family gang members instead of 3 without all the hassle of adding/replacing things in the .img files. More Controversial Than Hot Coffee? Heh, the grandaddy of all ped scripts, tucked away in main.scm is a script called HOME_BRAINS ready to use - hook it up to a ped (tramps work best) and watch in amazement as they piss on the pavement/other peds, get drunk, sit & lie on the floor, stagger around and puke everywhere. If you pull up close enough to them in your car they may even puke on your new paintwork Have fun with that lot! If can remember the other missing stuff, I'll post it all here Edited July 31, 2005 by DeeZire cctcat70 and Leonazix 2 Link to comment Share on other sites More sharing options...
josh_5 Posted July 31, 2005 Share Posted July 31, 2005 or wow the bottom one sounds great cud u release an scm with that activated plz plz man that wud be well good Link to comment Share on other sites More sharing options...
Sugah55 Posted July 31, 2005 Share Posted July 31, 2005 Good to know, thanks for the info Link to comment Share on other sites More sharing options...
spaceeinstein Posted July 31, 2005 Share Posted July 31, 2005 I'm lovin' it: Somehow they only pee and nothing else. The pee thing is kind of glitched up. Sometimes if something obstruct their animations, their pee will go on forever until their body disappears. This will be in my mod. Link to comment Share on other sites More sharing options...
DexX Posted August 1, 2005 Share Posted August 1, 2005 oh dear. last year when i mentioned that they should add peeing to the game, i didnt think they'd really do it but im confused; so how exactly do you activate all this? the HOME_BRAINS i mean.. Link to comment Share on other sites More sharing options...
josh_5 Posted August 1, 2005 Share Posted August 1, 2005 I'm lovin' it: Somehow they only pee and nothing else. The pee thing is kind of glitched up. Sometimes if something obstruct their animations, their pee will go on forever until their body disappears. This will be in my mod. will u plz release that mod plz plz plz or atleast tell us how to enable it Link to comment Share on other sites More sharing options...
DeeZire Posted August 1, 2005 Author Share Posted August 1, 2005 Ill release mine soon, it has this plus a lot of other things Link to comment Share on other sites More sharing options...
josh_5 Posted August 1, 2005 Share Posted August 1, 2005 Ill release mine soon, it has this plus a lot of other things can i expect it in the next week? Link to comment Share on other sites More sharing options...
demonj0e Posted August 1, 2005 Share Posted August 1, 2005 (edited) ha ha ha sweet DeeZire ive gotta try work this out sumone get a pick of him puking up over your car or summin EDIT Think i sussed out the code 0928: init_external_script_with_actor_trigger 20 (HOME_BRAINS) actor_model #FAM2 priority 100 08E8: assign_external_script_handle 'HOME_BRAINS' to_actor_model #FAM2 still learning coding but ima test this now Edited August 1, 2005 by demonj0e Link to comment Share on other sites More sharing options...
josh_5 Posted August 1, 2005 Share Posted August 1, 2005 ha ha ha sweet DeeZire ive gotta try work this out sumone get a pick of him puking up over your car or summin EDIT Think i sussed out the code 0928: init_external_script_with_actor_trigger 20 (HOME_BRAINS) actor_model #FAM2 priority 100 08E8: assign_external_script_handle 'HOME_BRAINS' to_actor_model #FAM2 still learning coding but ima test this now did it work? Link to comment Share on other sites More sharing options...
brotherbozar Posted August 1, 2005 Share Posted August 1, 2005 Hey DeeZire, I wonder if you could (after you're done with what you're doing) write a tutoral for the tutorials section about what you're doing, i'm new to modding this game but i love messing with the peds, I've swapped out a few of the 'CASUAL_POOR' and added a couple of trucker/cowboy types and the native american guy, made them 'tough guys' and altered their stats to make them more crazy, they're like 'out of towners' or 'the wild bunch' ,always having shootouts with the cops. Next i'm gonna try just having them turn up at weekends or something. Anyway, a tutorial could teach us alot about peds generally and hooking them up with scripts would be good to learn about. Link to comment Share on other sites More sharing options...
demonj0e Posted August 1, 2005 Share Posted August 1, 2005 ha ha ha sweet DeeZire ive gotta try work this out sumone get a pick of him puking up over your car or summin EDIT Think i sussed out the code 0928: init_external_script_with_actor_trigger 20 (HOME_BRAINS) actor_model #FAM2 priority 100 08E8: assign_external_script_handle 'HOME_BRAINS' to_actor_model #FAM2 still learning coding but ima test this now did it work? nope wouldent even compile and now ive lost all my code f*cking mission builder is f*cked up wont decompile the correct scm or wont decompile my custom lines Link to comment Share on other sites More sharing options...
spaceeinstein Posted August 2, 2005 Share Posted August 2, 2005 To give you a fact, the peeing thing was used in the mission "Don Peyote". Maccer can piss on the ground. My mod is now released with the peeing only for random hobos. I wonder how Dee make them do more. Link to comment Share on other sites More sharing options...
DeeZire Posted August 2, 2005 Author Share Posted August 2, 2005 Well I used the code that was posted above except I attached it to more than one model (all the tramps/hobos). The code picks a random integer between 1 and 4 and then assigns a behaviour based on that integer. 1 seems to be staggering around drunk, 2 seems to be taking a drink from a can, 3 seems to be pissing and 4 seems to be puking. Once a behaviour has been assigned it seems to work in cycles so you'd have to watch a ped for some time to see all of the behaviours but Ive definately seen them all (looking at the code, it seems the player has to be in a car for one of them to work correctly). I may change the random thing to make each behaviour equally likely. BTW, you should only hook this up to a 'normal' ped - it will cause problems if you hook it up to things like criminals, prostitutes, cops and gang members as they all have internal scripts attached to them for their behaviours. I found more that lets you make a window cleaner and a traffic cop that directs traffic, Ill post that up soon. Link to comment Share on other sites More sharing options...
Kraxxuz Posted August 2, 2005 Share Posted August 2, 2005 (edited) Really good job fiding these, they look hilarious, I can't wait for a release, certain download for sure! Keep up the great work! Edited August 2, 2005 by kraxxuz Link to comment Share on other sites More sharing options...
deltadude Posted August 2, 2005 Share Posted August 2, 2005 Do you activate this by edited the peds.ide? Changing their stat_suitguy to home_brains? I'll try it now Link to comment Share on other sites More sharing options...
Opius Posted August 2, 2005 Share Posted August 2, 2005 Use opcode 0928 (init_external_script_with_actor_trigger 19 (DEALER) actor_model #BMYDRUG priority 100 ), change the script number to whatever HOME_BRAINS is and change the model to whatever the bums is. Link to comment Share on other sites More sharing options...
deltadude Posted August 2, 2005 Share Posted August 2, 2005 oh thanks Link to comment Share on other sites More sharing options...
demonj0e Posted August 2, 2005 Share Posted August 2, 2005 ha ha ha now thats cool a cop that directs traffic and a window cleaner ive assigned the script to all the bums/hobos and they dont do anything this is ma code 0928: init_external_script_with_actor_trigger 20 (HOME_BRAINS) actor_model #WMOTR1 priority 100 0928: init_external_script_with_actor_trigger 20 (HOME_BRAINS) actor_model #BMOTR1 priority 100 0928: init_external_script_with_actor_trigger 20 (HOME_BRAINS) actor_model #VWMOTR1 priority 100 0928: init_external_script_with_actor_trigger 20 (HOME_BRAINS) actor_model #SWMOTR1 priority 100 0928: init_external_script_with_actor_trigger 20 (HOME_BRAINS) actor_model #SBMOTR2 priority 100 0928: init_external_script_with_actor_trigger 20 (HOME_BRAINS) actor_model #SWMOTR2 priority 100 0928: init_external_script_with_actor_trigger 20 (HOME_BRAINS) actor_model #SBMYTR3 priority 100 0928: init_external_script_with_actor_trigger 20 (HOME_BRAINS) actor_model #SWMOTR3 priority 100 do i need to any thingy else what about theese integer things? Link to comment Share on other sites More sharing options...
josh_5 Posted August 2, 2005 Share Posted August 2, 2005 (edited) Well I used the code that was posted above except I attached it to more than one model (all the tramps/hobos). The code picks a random integer between 1 and 4 and then assigns a behaviour based on that integer. 1 seems to be staggering around drunk, 2 seems to be taking a drink from a can, 3 seems to be pissing and 4 seems to be puking. Once a behaviour has been assigned it seems to work in cycles so you'd have to watch a ped for some time to see all of the behaviours but Ive definately seen them all (looking at the code, it seems the player has to be in a car for one of them to work correctly). I may change the random thing to make each behaviour equally likely. BTW, you should only hook this up to a 'normal' ped - it will cause problems if you hook it up to things like criminals, prostitutes, cops and gang members as they all have internal scripts attached to them for their behaviours. I found more that lets you make a window cleaner and a traffic cop that directs traffic, Ill post that up soon. wow ur real great man wonder y r* never put these in the finished product also are you gona release your mod consiting all of the code window wiping , trafic guys , puking, pissing,drinking, been drunk etc Edited August 2, 2005 by josh_5 Link to comment Share on other sites More sharing options...
justa_newbie Posted August 2, 2005 Share Posted August 2, 2005 DeeZire, Do you have any tips on how one goes about editing ped behaviors? (or a link to some handy info) In viewing the code thru MB, I can see that there are missions and external scripts, but I'm trying to figure out how to access/manipulate settings for peds/actors and can't figure it out. Any help is appreciated. justa_newbie (living up to my nick) Link to comment Share on other sites More sharing options...
Opius Posted August 2, 2005 Share Posted August 2, 2005 Passing actors to external scripts. Basically, anything you can do with mission scripting can be used as behaviour for peds. Using the 'init_external_script_with_actor', any pedestrian who's model matches the one you define will automatically be defined as @0. If you wanted all peds using model #temp to immeadiately die upon being created, the code would look like this (Psuedo code) 0928: init_external_script_with_actor_trigger 99 (YOUR_SCRIPT_NAME) actor_model #TEMP priority 100 ...DEFINE EXTERNAL_SCRIPT_START YOUR SCRIPT NAMEkill_actor @0end_thread Link to comment Share on other sites More sharing options...
justa_newbie Posted August 3, 2005 Share Posted August 3, 2005 Opius, I've seen your tip (link) many times and kept hoping for some further "spelling out" comments. Thank you for adding to this one. My main problem is conceptually understanding where I can change code (do I have to create a mission--could/should it be global, do I need to create_thread, can I just re-purpose the actions/anims set for other peds/actors and define my own triggers...real basic stuff like that...that's what I'm having trouble finding answers to). I very much appreciate you guys who can dissect all this stuff and still manage to help me/others with it! My mental state wraps itself more around the art side of creating (discovered that R*'s texture work on some of their peds ain't exactly "clean")--I'm still keeping my fingers crossed for .ifp import/export scripts that work for 3dMax...not so much the code side. Still, I want to learn as much as I can. Is there any tutorial that kinda outlines a mod explaining the rationale behind what changes where made, and how the code facilitates these changes? Again, thank you for the assistance! justa_newbie Link to comment Share on other sites More sharing options...
Quadropheniac90 Posted August 14, 2005 Share Posted August 14, 2005 Lemme get this right, this is all about assigning an external script to an actor which can be easily done, so if I'd put this in my mod, would I have to credit anyone? Well, I would at least credit DeeZire for finding this but I mean like giving credit as if this was a hard mod to make? EDIT: This topic this old... Damn. Link to comment Share on other sites More sharing options...
JernejL Posted August 14, 2005 Share Posted August 14, 2005 why didn't anyone make this as a mod already? i don't want to go through all trouble and scm compiling and editing ide files Currently working on Top Down City Game, a classics top down game similar to GTA1 & GTA2: Thread Info: https://gtaforums.com/topic/911312-new-game-top-down-city/ Youtube channel: https://www.youtube.com/channel/UCxGfOh3ld7Xm-ic3KEMB6iA Discord: https://discord.gg/UXmDPzS - join #bridge channel Link to comment Share on other sites More sharing options...
demonj0e Posted August 14, 2005 Share Posted August 14, 2005 its simple ill compile an scm tomoz for people who can do the code FIND: 0928: init_external_script_with_actor_trigger 19 (DEALER) actor_model #BIKDRUG priority 100 AFTER ADD 0928: init_external_script_with_actor_trigger 20 (HOME_BRAINS) actor_model #SWMOTR1 priority 100 0928: init_external_script_with_actor_trigger 20 (HOME_BRAINS) actor_model #WMOTR1 priority 100 0928: init_external_script_with_actor_trigger 20 (HOME_BRAINS) actor_model #BMOTR1 priority 100 0928: init_external_script_with_actor_trigger 20 (HOME_BRAINS) actor_model #SBMOTR2 priority 100 0928: init_external_script_with_actor_trigger 20 (HOME_BRAINS) actor_model #SWMOTR2 priority 100 0928: init_external_script_with_actor_trigger 20 (HOME_BRAINS) actor_model #SBMYTR3 priority 100 0928: init_external_script_with_actor_trigger 20 (HOME_BRAINS) actor_model #SWMOTR3 priority 100 0928: init_external_script_with_actor_trigger 20 (HOME_BRAINS) actor_model #VWMOTR1 priority 100 0928: init_external_script_with_actor_trigger 20 (HOME_BRAINS) actor_model #SWMOTR5 priority 100 scm coming tomoz for people who need help @ teun na i dnt think u would need to credit anyone just rockstar for making it and maybe DeeZire for finding Link to comment Share on other sites More sharing options...
brotherbozar Posted August 16, 2005 Share Posted August 16, 2005 As is, i couldn't compile this, i think you need to use the model ID instead of the model name. Link to comment Share on other sites More sharing options...
Demarest Posted August 16, 2005 Share Posted August 16, 2005 As is, i couldn't compile this, i think you need to use the model ID instead of the model name. Search original code for 0928: and you'll see that they use model number, not name. Although I agree with you that they look like opcodes that would refer to model names. Link to comment Share on other sites More sharing options...
brotherbozar Posted August 16, 2005 Share Posted August 16, 2005 Actually i messed up, i put them under the burger guy. This time i put them under BIKDRUG (like he said to) and they work fine. Hilarious! I've been looking forward to this. You've not included VWMOTR2 and SWMOTR4 ...is there a reason? I also read elsewhere that sometimes they don't stop pissing, has anyone else noticed this because i've not. Great stuff, thanks! Link to comment Share on other sites More sharing options...
DeeZire Posted August 16, 2005 Author Share Posted August 16, 2005 The only tweak I'd suggest for those implementing this on tramps is to also set actor @0 money to 0. The thread doesnt do that, and it seems crazy that today I was able to beat up a drunken bum and get $300 out of him... Link to comment Share on other sites More sharing options...
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