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Dutchy3010

Ideas

Recommended Posts

12jango

1) About the description for cutscenes and objectives, They are shown only 5 seconds. It's better if you make them shown depend on the letters that shown on the cutscene/objective; eg: "Go to the Market"==>13 letters==>13 seconds

 

2) I have idea for the dialogues ===> There will be an option = "Dialogue" there will be "Edit" and "Delete" options too.

How to use this = select this option near an objective (marker, teleport, car, pickup, cutscene, and so on) = And then there will be a long box (or maybe big box) contain :

 

1. Type the dialogues here start time end time

2. ---------------------------same as above------------------------

3. ---------------------------same as above------------------------

 

 

 

Done

 

- There will be some numbers (1,2,3...)

- And we type a sentence there

- start time, that is the time when the dialogue will be shown for example : set it into 00:07

That means that the dialogue will be shown 7 seconds after the objective, this also same for cutscene.

- end time, that means that when the dialogue will be dissapear, if you set into 00:20 that means that the dialogue will be dissapear 20 seconds after the objective.

- "Done" means to finish

 

There will be some numbers, so we can make some dialogues in game or in cutscenes......

Edited by 12jango

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TNTX32

Awesome idea for the Dialogs Menu Interface, 12jango!

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PatrickW
Argh!

 

When making races, I need to make a checkpoint that's bigger Grove Street 10 Times! Add this:

 

Once reached a checkpoint in car if there's a cutscene after, the car IMMEDIATELY BREAKS and the checkpoint is IMMEDIATELY PASSED.

 

If not cutscene then the CKECPOINT IS AUTOMATICALLY PASSED.

 

Sorry, but I use Caps Lock for highlightning things sarcasm.gif

I really have no clue what you mean here.. confused.gif

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TNTX32

I mean, when we place a checkpoint.

 

We got to say in it for about 15 seconds!

 

But in the game (SA), we don't! No matter of checkpoint size, we pass it immediately when we have reached it!

 

But in DYOM we got to wait a lot before passing the checkpoint..

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PatrickW

15 seconds ? Can you forward me a mission where this happens ?

 

Something must be wrong there,

or are you running GTA on an abacus? tounge.gif

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12jango

When set timer, I can't set them into 5,6,7,11 seconds and so on the number always shown 10, 20,30....seconds

 

It would be nice if you set it like this :

Y & N add the time from 1,2,3,4,5........ seconds(every number can be selected)

G & H add the from 10,20,30,40,50....seconds

 

 

By the way I never experienced that the marker response 15 seconds after hitted.....

Maybe there are too many actors/cars/objects/etc that loaded there (I'm sure it'll be crashed if there are too many things there). Anyway, PatrickW I really hope the next version will have the responsive markers!

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gtasearcher

Make the DYOM site capable of reading the mission files, so you won't always have to fill your name and the mission's name, it will do it automaticly smile.gif

 

Add kissing animation! I need it in my (future) continuation of "A Country Night" smile.gif

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12jango

1. Enable to disable a door yellow marker. So, it can't be entered, only just like walls.

 

2. Can set the material of all objects ==>solid, breakable(with health setting), can't be touch, glass(the object will looks like breaked glass if we hit it).

 

3. Actors are enable to do more than one animation, example : when we select an animation, there will be a box contain "add" & "done" and we can set the time how long an animation will moving.

 

4. When we edit something (actor, objective, car, etc) There will be a box contain the settings of them, eg: actor => health=100, gang=enemy(normal), accuracy(100), headshot(on),animation(35) and so on.

 

5. When we make an actor, then after choose an animation, we can decide how long it will does, then there will be options > add and done.

 

6. Player menu > There will be >

a. health,

b. stats[stamina,fat,weapons skills, driving skills.......===>if we select them there will be a bar, we can increase/decrease it by pressing y/n], weapons[we can select more that one

c. weapons====>if we select this, we choose a weapon, then > options=add & done]

d. animation ==>if we select this,

- we choose an animation,

- then, we choose the time how long it will does,

- then, spawn > there will be some objectives(objective1,2,3.....) in a box, if we select one of them that means this animation will be start after the objective.

- then, button > on/off > if we leave this on, we type a description(for example;put the bomb) > in game this message will be shown on an objective that we have selected, so the result is "Press action to put the bomb) then the player will do the animation.

Anything (actor,car,etc) that have selected to be spawned/hide will be spawned/hide after the player's animation done.

 

7.Add invisible wall as an object, ==> none can surpass this wall, even a plane. When we touch this wall, there's a message "You can't go here" or "You are not necessary to go this way". But, this wall won't damage anything(cars, plane, person), if a vehicle drive to this wall, they only stopped.

8.Add invisible markers, their color is blue(only in making mission, not in game)

 

9.My idea for multiple objectives=make an option "Multiple Objectives"=>Stand where do you want, then press Y to confirm, after you have make one, there will be "add"&"done".

10. Add more behaviours for all kind of actors;

-coward(they will be afraid for gun shots and attacks>They will run/or crouching[scaryly])

-hold&direct>there will be some options>player,friend,enemy=>there 3 options has options>yes/no(so, you can choose whether they hate friend&actor/only player..and so on)

-attack>same as above

-counter>same as above (if someone attacking, firing, the same behaviour actors will attack the person who do that)

 

11. Add in settings;

-ghosttown mode, clean peds(no peds), clean cars(no vehicles), weapons not allowed(so, you can't continue if you get a weapon on ur hand), firing not allowed(you'll failed if you fire a weapon), get wanted stars(1-6)>on/off

 

And add an option for; riot mode, ghosttownmode, clean peds/cars,get wantedstars,etc>after the selected objective>then select an objective. So, we can start these mode not only from the start but also in certain locations.

 

By the way, Do you feel it's hard to coding DYOM as you want, PatrickW, Dutchy?

Edited by 12jango

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TNTX32

I think they can code it easily, but Dyom 5 will be huge and maybe the SCM file will have over 100,000 lines of SCM code and 2 MB of Disk Space...

 

 

Also add this:

 

"Hints"

 

Like actors, etc.

 

After the selected objective, an HINT (A Black Box) with things written in it pop-up.

 

Objectives =

 

We can SELECT if the objective briefing, during playing the mission, will show up as a Black Box or a dialog text ;

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miclin

-Full weapons Stats from the beginning would be cool.

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billy7877

Here i got an idea...

 

When add actor, give category of the model

 

Cop

Civilan

Special

 

If we choose Cop

the model is only

-Army

-FBI

-SWAT

etc...

 

If we choose Special

the model is only

-Cesar

-Catalina

-Sweet

etc....

 

If we choose Civilan

the model is only Civilan

 

 

Same thing with Object and Car...

 

 

Race

 

Normal

 

Gang

 

 

If choose Race

the model is only Race car

 

If choose Gang

the model is only show gang car

-Green Wood

 

etc..

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GTA_SA_FREE
-Full weapons Stats from the beginning would be cool.

Nope it won't

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TNTX32

It won't... I agree with GTA_SA_Free...

 

You need to set it in a menu, I have purposed this idea "gangster, normal or hitman for EACH WEAPON".

 

Billy ==> That won't be good.. We want to select any ped so LET US SELECT OUR PED/CAR! icon14.gif

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billy7877
Billy ==> That won't be good.. We want to select any ped so LET US SELECT OUR PED/CAR! icon14.gif

NOt ped type... But the model!!!

 

So it is not hard to select actor model

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TNTX32

N

 

The only problem is that no one likes old vehicles or things like Combine Harvester, they only think at "OMG LOL MASTER INFERNUS ^^".

 

Same for peds, they only think at "OMG! SWAT TRUCK SWAT TANK ITS THE STYLE OMG OMG OMG" and we don't want SWAT only

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VLuis

@billy7877

It would be great to separate the vehicles in categories like: Cars, Trucks, Bikes, Planes and Boats

and also subcategories like Cars > Sport Cars, 4 Door, 2 Door, Special.

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billy7877
@billy7877

It would be great to separate the vehicles in categories like: Cars, Trucks, Bikes, Planes and Boats

and also subcategories like Cars > Sport Cars, 4 Door, 2 Door, Special.

Yes... my idea is nice... SO we no need to type Y or N more from 50 times to find bike, plane, sport car, etc...

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billy7877

Here I have some idea again....

 

setting1 :

Add "HIDE DEAD ACTOR" AT SETTING

 

 

If we choose setting then

 

-Mission Name

-Intro

-Time of Day

-Weather

-Min Wanted Level

-Max Wanted Level

-etc...

 

You should add "Hide dead actor"

 

-Mission Name

-Intro

-Hide dead actor

-Time of Day

-Weather

-Min Wanted Level

-Max Wanted Level

 

 

So, if the actor dead, its automatically hide so no dead body lying around!!

 

 

 

OR

 

setting2 :

 

Add "HIDE DEAD BODY" at actor setting

 

Y > Actor > Add > Model > Weapon > Animation

-Ready

-Health

-Behavior

-Accuracy

-Headshot

 

add Hide Dead Body

 

-Ready

-Health

-Behavior

-Accuracy

-Headshot

-Hide dead body

 

If HIde dead body doesn't set by the designer, then its automatically true!! So, no need to Y ==> Actor ==> Hide Actor

 

 

 

Which one better??

 

Setting 1

or

Setting 2

Edited by billy7877

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TNTX32

Yes, I'm for "Bikes, Planes", etc. But with the pedestrians (actors) I'm not for "Cops Gangsters Special", it's not enough. "Workers, Shopkeepers, Dealers, etc."

 

Well Billy's idea is Awesomee but it just needs some more categories

 

 

Shouldn't this topic be PINNED?!

 

HAVE ANOTHER (great?) IDEA:

 

Cellphone Objectives.

 

In "objective", there will be Add Phone Call, then, like checkpoints, after cutscene/checkpoint whatever objective, game will show "Press ~k~~PED_ANSWER_PHONE~ to answer your cell phone.

 

Then, like 12jango's idea, we will can set dialogs of the cellphone call:

 

"1........Hello, CJ!

"2........Kendl! How are you baby?

"3......

"Ready"

 

Time will depends of the dialogs, each dialog will show up for 4 seconds.

 

And the Cellphone Call is an objective, so after it, another thing can show up: Pickups, Actors, Checkpoints, Cutscenes... smile.gif

 

I have also this:

 

Hints

 

"Actors"

"Pickups"

"Hints"

 

Hint = A black box will show up after the selected objective, for 5 seconds. It contains the text that we've written.

 

That would be goddamn useful.

 

Also:

 

You must enter a pay n" spray/8-ball's Bomb Shop from El Corona.

 

 

ALSO:

- car features:

 

There's a car that go somewhere. You need to FOLLOW IT. If you lose it (if it's about to 3 roads away from you), the mission fails. When the car stop, the next thing/objective come up...

 

moar car features:

 

- When we give an animation to a car with WayPoints, we can set if the car stops to the last waypoint or redo the waypoints direction all the time... (patrol)

 

Also, if the car stops, we can SET:

 

"Ready"

"The driver and passengers get out of the car"

"No one get out of the car"

"The passengers only get out of the car"

"The driver only get out of the car"

 

-PED ANIMATIONS

 

Add the animation when someone is aiming at you, but not only with one hand like ANIMATION 22, like when the cops bust you!

 

When setting "walk/run", the ped keeps walking/running, to the same waypoints, like he's doing a patrol! So we can SET HERE:

 

"Ready"

"Stops to the final waypoint"

"Patrol" (Redo the waypoints)

 

We can also, like the, we hope, next car features, give PRE-DEFINED WAYPOINTS to the Walk/run animations from actors. So he won't fall everywhere or get every walls on his head.

 

Edited by TNTX32

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TNTX32
Custom plates for cars.

Sorry for Dubble-HUM Double-Post biggrin.gif

 

Yes, 12jango like gtasearcher is alright, when creating a car:

 

"Ready"

"Bullet proof"

...

"Tuning"

 

When we open tuning then it will be the SAME menu as the one for tuning things, but this time you won't pay tounge2.gif

 

Same for clothes:

 

"Player"

 

press to browse through model

weapons

"Ready"

"Clothes"

 

When we open clothes, it will open a menu with every kind of clothes

"Torso, Legs, Special, MASKS, etc. Like the menu in your wardrobe"

 

But this time we wont pay and we have all the clothes of the game.

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12jango

You! Ya doubled-posting! Keep up the good work! Heh heh heh(kidding) cool.gifcool.gif

 

PatrickW, Dutchy! Don't forget about

-Drive by

-follow actors/cars

-Spook O Meter, etc

I suggest to make those things(GTA SA gameplays) become objectives. About how to set cars, actors,etc I'm sure you have plans for them.

 

Sorry for reposting my ideas, I'm just make sure you understand:

About what I suggested:

 

ACTOR

1. Neutral

-Normal

-Hold position(stand at the position)

-Attack[Normal](You can set wether they attack enemy,friend,player)

-Attack Direct(Same as above, but they will attack enemies nearby)

-Hold&Direct(Same as above, but they attack enemies nearby on their position

-Counter(they will attack who attack him/firing, till he die)

Note:

a.Neutral Behaviours, is doesn't mean they're on our side if they attacking enemies/friends

b.For Counter=If There are the same actors(neutral with counter behaviour) they will attack at the same time, so attack one of them/firing, will make them attacking.

 

2. Friend

-Normal

-Hold Position

-Follow Player

-Must Survive

-Hold Position&Must Survive

-Follow Player&Must Survive

-Attack Direct(Attack enemies nearby)

-Protect Objective(they will guard objectives=pickups,cars,actors=friend actor)

 

3. Enemy

-Normal

-Hold Position

-Attack Direct

-Hold&Direct

-Protect Objective(they will guard objectives=pickups,cars,actors=enemy actor)

 

 

OBJECTIVE(Markers)

Make 3 kinds of objectives:

1. Normal Objective

It same as usual, you have to step,pickup,drive,protect(I'm hoping for this),or kill the objective, then the next will appear.

 

2. Multiple Objective

When you choose this,

1. You will make an objective, but you have to press G to start making an objective

2. Then, there are the same thing as usual

3. After you finish make one, there will be options>add/done

4 Done means done, add means you have to press G again to make a new one.

Note :

a. After you press G, you can press R to teleport, browse interiors,/jetpack.

b. You have to kill/protect,step,pick, all of the multiple objectives in game.

 

3. Optional Objective

Same as Multiple, but

1. This kind of objectives must be spawned after the selected objective, and also can be hide

(spawn and hide is depend on the kind of objective[if it's a car, you spawn it from car option]

2. If you don't do that, they will appear at the first time.

3. This Optional Objectives don't mean to be killed,picked,stepped,and so on. They only for spawning/hiding things

4. You can set them to spawn at multiple times/once.

 

ACTOR AS OBJECTIVE

1. They also can be set as well as we set an actor

2. With those behaviour too

3. If friend, means to be protected

4. If enemy, means to be killed

5. If neutral, means to be killed too, but they can be set to "counter"

Note:Objective actors also have behaviour, so DYOM will be great!!

 

Edited by 12jango

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billy7877
2. Friend

-Normal

-Hold Position

-Follow Player

-Must Survive

-Hold Position&Must Survive

-Follow Player&Must Survive

-Attack Direct(Attack enemies nearby)

-Protect Objective(they will guard objectives=pickups,cars,actors=friend actor)t!!

I like Attack Direct idea!!! Its will be great!!!

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123robot

You should add a Test Mission in the mission menu.

 

When you choose this option, it asks you which Objective you want to start the mission from, so maybe you want to test the end of the mission because you've just changed it, but you have to go through the rest of the mission first, which takes a long time. Something like this

 

Beginning

Objective #0: Cutscene

Objective #1: Cutscene

Objective #2: Cutscene

Objective #3: Cutscene

Objective #4: Teleport

Objective #5: Checkpoint

Objective #6: Car

Objective #7: Checkpoint

Objective #8: Cutscene

Objective #9: Actor

Objective #10: Cutscene

Objective #11: Teleport

Objective #12: Checkpoint

Objective #13: Checkpoint

Objective #14: Checkpoint

 

Back Next

 

And so on until the last objective

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billy7877

 

You should add a Test Mission in the mission menu.

 

When you choose this option, it asks you which Objective you want to start the mission from, so maybe you want to test the end of the mission because you've just changed it, but you have to go through the rest of the mission first, which takes a long time. Something like this

 

Beginning

Objective #0: Cutscene

Objective #1: Cutscene

Objective #2: Cutscene

Objective #3: Cutscene

Objective #4: Teleport

Objective #5: Checkpoint

Objective #6: Car

Objective #7: Checkpoint

Objective #8: Cutscene

Objective #9: Actor

Objective #10: Cutscene

Objective #11: Teleport

Objective #12: Checkpoint

Objective #13: Checkpoint

Objective #14: Checkpoint

 

       Back              Next

 

And so on until the last objective

Its very nice idea!!! icon14.gificon14.gif

 

So, when we test the mission then we failed mad.gif

 

We no need to restart the mission from begining!! biggrin.gif Just loop to the selected Objective!!

 

Also give some checkpoint~~ tounge2.gif

 

So, every failed the mission, give option sarcasm.gif

 

-Restart

-Return to Designer

 

If we choose restart mercie_blink.gif , give option

-Start From Begining cry.gif

-Start From Checkpoint smile.gif

 

This will be nice!! tounge2.gif

 

Remember!! Objective is NOT Checkpoint!!! wow.gif

 

And this my idea !! Default Setting

 

At the setting of mission, give option 'Default Setting'

 

If we choose Default Setting, the option is

 

-Actor

-Car

 

If choose actor, the option is

 

Default Health

Default Weapon Accuracy

Default Headshot

etc...

 

Samething with Car..

 

So, when we add actor but we don't set the actor settings, The setting will set to Default Setting!!!

 

 

This is really NICE!!! I am sure many people LIKE THIS IDEA!!! Hehehe!! Don't angry...............

Edited by billy7877

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TNTX32

when creating a Cutscene, we can set slow motion and fade

 

"Ready"

"Slow-motion" <--

"End in?"

 

TIME 00:00

 

Press Y and N to set slow-motion time during cutscene

Press Space when you've finished.

 

"End in?"

 

"White Screen"

"Black Screen (default)"

"Directly back to the game, no end"

 

I hate your idea Billy... It's like I build my own Computer with my own wishes and I buy a "f*cking" computer that has mostly bad things

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123robot
You should add a Test Mission in the mission menu.

 

When you choose this option, it asks you which Objective you want to start the mission from, so maybe you want to test the end of the mission because you've just changed it, but you have to go through the rest of the mission first, which takes a long time. Something like this

 

Beginning

Objective #0: Cutscene

Objective #1: Cutscene

Objective #2: Cutscene

Objective #3: Cutscene

Objective #4: Teleport

Objective #5: Checkpoint

Objective #6: Car

Objective #7: Checkpoint

Objective #8: Cutscene

Objective #9: Actor

Objective #10: Cutscene

Objective #11: Teleport

Objective #12: Checkpoint

Objective #13: Checkpoint

Objective #14: Checkpoint

 

       Back              Next

 

And so on until the last objective

Its very nice idea!!! icon14.gificon14.gif

 

So, when we test the mission then we failed mad.gif

 

We no need to restart the mission from begining!! biggrin.gif Just loop to the selected Objective!!

 

Also give some checkpoint~~ tounge2.gif

 

So, every failed the mission, give option sarcasm.gif

 

-Restart

-Return to Designer

 

If we choose restart mercie_blink.gif , give option

-Start From Begining cry.gif

-Start From Checkpoint smile.gif

 

This will be nice!! tounge2.gif

 

Remember!! Objective is NOT Checkpoint!!! wow.gif

 

And this my idea !! Default Setting

 

At the setting of mission, give option 'Default Setting'

 

If we choose Default Setting, the option is

 

-Actor

-Car

 

If choose actor, the option is

 

Default Health

Default Weapon Accuracy

Default Headshot

etc...

 

Samething with Car..

 

So, when we add actor but we don't set the actor settings, The setting will set to Default Setting!!!

 

 

This is really NICE!!! I am sure many people LIKE THIS IDEA!!! Hehehe!! Don't angry...............

Also, since we have Publish Mission option, there's no need to have a Play mission option, so the Test Mission option can replace the Play Mission option.

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TNTX32

When we publish mission, it ask US THE SLOT TO SAVE ON.

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12jango

Sorry, I changed my ideas:

A. Optional Objectives:

 

Some Objectives that have function to put some objectives at a same time.

1. When we select this, the black box will tell you that if you press Y, there will be Tools option (interior, teleport, jetpack),

 

2. If you press G, that means you make a new one. After you done, there will be 2 options, add,done,optional,normal.

 

3. This objective is mustn't need to be hit, you can spawn/hide anything with this.

 

4. This objective is also can be spawn multiple times/once.

 

 

B.Animations:

 

This is one of DYOM menu. This option contains:

 

- add = when you choose this, There will be a box contain actors number that you have choose, then you can add a new one.

 

- spawn(select an objective first) = when you choose this, there will be a box contain actors number, then choose one and a box of the actor's animations will appear, then choose one.

Effect : The actor will do the spawned animation after you hit an objective that you selected.

 

- delete = delete an animation.

 

I really really hope about this and also I hope :

- The next version will have some custom anims,peds,objects,cars,weapons,and more

(Put alien skin for example, or ufo, superheroes skin,etc). Not only MPACK but also with a folder contains those things.

- Enable to make our own interiors, so there will be a blank (square) place, we can place anything there,also can set the width of the place, and so on.

- Have "free animation" (after select this, you have to do anything, like run, jump, shoot, etc. Then press Y to end it) then the actor will do as we did before.

 

 

 

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TNTX32

No, a custom skin loader.

 

I don't want a DYOM full of sh*t (e.g Aliens Vice City Character Niko Bellic and Some Uncool sh*t)

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12jango

My ideas :

- For Objectives(markers) have an option(near set new time,no change,&add time) Put out the actors, so when we reach the marker, the actor will get outta from the car.

 

- For talking animations, the actors' mouth will automatically moving like talking.

Edited by 12jango

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