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Ideas


Dutchy3010
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Davian Thule

 

Well, in normal game, there are five different behaviours: respect; like; neutral; ignore; hate.

If it is possible in standard game why it cant be set in DYOM? This my be a featur for DYOM7

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  • 2 weeks later...
R3N3GADEAPOC

Make it so that if the player objective is NOT Cj then it can't talk, if the player objective is cj is can talk. Idk I found it unfitting playing as some characters and hearing CJ's voice.

 

Have Mission folders, Each folder has atleast 12 or more mission slots. For example: Load mission: You see a mission folder with a name for example "Ballas Attack" or something, it'll have an icon next to it, select it and you see the missions inside of it.

 

Can't really think of anything else, I think its fine the way it is.

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  • 2 weeks later...
Sloth the storyteller

1 - Making the cut scenes in motion

2-Add new objectives

3 - Add new animation

 

I think these are the basics for me

 

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Not to be so darn negative, but we ain't sure if Dutchy and Patrick will make DYOM v.7. But ofcourse, I'm hoping for it to happen.
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DestaliusDark

Double Objectives/Side Objectives.

 

Objectives that are active durin a main objective, it would be nice for detective series or extra stuff.

Or Choises

 

ex. Kill Jake or Josh

Ex. Kill Greg, but in the mean time a objective that you need to run from wall to wall

 

 

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General Scrotum

I don't think I saw such a thing in the game, but I remember something like this in GTA III.

 

In mission Don't Spank Ma Bitch Up, there is an objective to kill the guy (his blip is on map) and a sub-objective to grab a baseball bat (it has a blip too.)

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1-Weapon skill for player and actor

2-limit ammo capacity for player, 10000 is too much

3-can animate player

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3-can animate player

What do you mean by that?

In cutscenes, because sometimes the place is small for the player to be out of sight.

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3-can animate player

What do you mean by that?

In cutscenes, because sometimes the place is small for the player to be out of sight.

...Really? That just doesn't make sense. Fix the cutscene then, try to make the player out of sight.

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General Scrotum

Or simply teleport the player out of sight.

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More animations, there should be all in some future version and option to copy and paste actors, cars, objectives, pickups.

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DestaliusDark

Copy paste actors is avaible already wink.gif

 

Just select an actor, stand somewhere and press Ctrl+p smile.gif

 

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I've found out about DYOM a long time ago but I was just designing for myself and now, that I want to do and share something with DYOM, I thought about a storyline, unfortunately, even though I'm pleased with it and it was a really great idea I think it could use some new features.

 

What I thought about is, like in the original storyline, we should be able to decide whether the player can do the mission or not at that time. This would help in realism, for example, robbing missions, stealth missions. It is possible to set the time in the mission but this would be way more realistic and great.

 

To add even more realism, the designer could decide whether the player can or can not save the progress in their position, like in the original storyline, you can only save at safehouses.

 

Something that would deserve more priority would be the mission-unlocking feature, so the designer could choose which mission would the player unlock, like after playing one mission, two others would be unlocked OR after playing one of two missions, another one would be unlocked.

 

Of course, lets not forget about the animations. It really disapoints me that there are not enough animations, not even in SA-MP, I mean, getting up from a chair or some more gangsta sit, not the usual lame nerd sit. What about talking while walking animations, I can't remember but I think "DealerStance" is not included too. I don't know what up with the animations, I don't know if you made animations the animations or you just use the ones in SAMP but, oh well, by the way, if thats the case, lets not forget about Salvatore Leone's "Boss" sit.

 

EDIT: Damn, nearly forgot the thing that I hate the most. Health Refill. Why does the health refill, that way the player can't die and the missions seem too easy.

Edited by Csabi98
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  • 2 weeks later...
Illusive Prime

Add Actor > When selecting Friend,Foe or Nuetral. Bring up a SETTING menu. Follow/Protect Actor(list of numbers of the actor ID)

 

Add Car > IN MENU > Setting > Vehicle is frozen Yes/No

Car Is Heavy Yes/No

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Make car/ped behaviour available in the settings menu.

EDIT: Shoot animation

Edited by Zizo008
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  • 2 weeks later...

Mission Settings -> Health Regeneration -> On / Off

 

This would solve many problems, making users choose if they want regeneration in their missions or not

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The health regeneration thing was not intentional, it's a bug.It will probably be gone in the next version.

 

We might have to do something to still activate the bug for older missons, as they might be to hard without health regeneration... Any thoughts anyone ?

bS8xA.png
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My modern warfare mission pack needs Regeneration ... it isnt that bad but it needs an option for activating it lol.gifconfused.gif

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The health regeneration thing was not intentional, it's a bug.It will probably be gone in the next version.

 

We might have to do something to still activate the bug for older missons, as they might be to hard without health regeneration... Any thoughts anyone ?

I agree with secritek, we might have Health Regeneration feature in the next version. Whether it can be turned on or turned off

 

I don't know which one is the best. The health regeneration is under the mission settings or under the player settings

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The health regeneration thing was not intentional, it's a bug.It will probably be gone in the next version.

 

We might have to do something to still  activate the bug for older missons, as they might be to hard without health regeneration... Any thoughts anyone ?

I agree with secritek, we might have Health Regeneration feature in the next version. Whether it can be turned on or turned off

 

I don't know which one is the best. The health regeneration is under the mission settings or under the player settings

It has to be in Player Settings, what about the teleport objective?

Must be in Player Settings so.

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Never seen any mission that I wouldn't be able complete without health regeneration. I don't think DYOM missions are so impossible to complete that health regeneration is a must. When designing, I never consider health regeneration and never notice that the mission will be too easy. If you can add health regeneration on/off, its very good, if not, it would be better to remove the bug if possible. Who wants health regeneration anyway?!

 

Also, why not do like this. V6. Health Regeneration is activated because of bug.

V7. Health Regeneration is choosed to be activated by the designer(pickups are better though)

 

So, if you want to play without HR, you'd play V7. If not, V6.

 

Or, if anything new would be in V7 else than HR(anims, etc..) why not make a V7. with HR and V7.1 without!?

 

Thats all I thought about. Pickups all the way.

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Health Regeneration is good for War theme such as CoD or something like that, but it really bad for horror, survival, zombie mission, I have to set the player health to 25 every teleport. And yes, there should be an option to turn it on or off.

 

@Csabi

That way, people won't use v7, they'll only use v7.1 because people always download the newest version.

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HR will be turned of in the next version, and I don't think a switch is needed, if you want you can always add health pickups in your mission.

 

The question is indeed, what to do with missions that were designed with V6/V6.1 I would prefer to just get rid of the bug, and not have any HR at all. But if there are strong opinions that lots of missions will be impossible to achieve without HR, than we could make something that for old missions HR is still active.

bS8xA.png
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