MadcapSmoky22 Posted February 13, 2010 Share Posted February 13, 2010 *FACEPALM* ;/ Firstly, you could atleast read the f*cking readme and open ini. The missions are still available, you choose them with < and > and activate with M key. And if you don't want to lose cops easily, change GreyDrop=1 to GreyDrop=0 in ini. What a prick, comes and spams but he didn't even readed the readme. hey troll, go home and flame ur mommy. seriously, wtf?? Firstly, i opened the readme, but it looked like it had no changes since the version i played with the ?-guy, so i didn`t bother reading it AGAIN. well yes, this was a mistake, as there was something different (although only a very little change). ok, my mistake, is it THAT bad, so u have to swear around??? secondly, your glorious tipp about opening the ini: Well please tell me, how am I supposed to know what "Greydrop" means??? and NO there is no explanation for it in the readme! What a prick, comes and flames but he didn`t even read the readme himself.... *FACEPALM* @HippieCommunist: You make the best mods! Also the felony and the prison break mod, wow this is so great!!! Well okay then, now I will remember that not every member haves the ability to test something and use his own brain Link to comment Share on other sites More sharing options...
topeira Posted February 13, 2010 Share Posted February 13, 2010 weird, the small amount of effort took you to write that appreciation compared to the huge amount of motivation it fueled...thanks for that. i try to make it minimal when it comes to code commands, because most of the magic is done by the IV engine that freedom allows the mod to combine with many other mods as you ppl stated, for example - the HazardX's GrabScript Mod was one of the motivators for this mod, i wanted to game to react as naturally as possible when different mods are combined to work together so that we would have a reason to grab onto cars hehehe so, i didnt touched the Euphoria engine at all. a car bomber script is another one of those motivators exactly how i see it. i work mods together. get a few features from each mod to get a better experience from that amazing thing R* did. starting LCPD 1st respons and then using the VIP mod to get a way to play the VIP missions with added options like back up and also ragdoll by pain by another genius modder (u know him, hippie? u should ) for extra challenge and also the teleporter (by computer master) andd super spawner , also changing who i am with the PlayerSelector .... all together are so much fun. and when the NSQ mod doesnt crash my game and allows for Slo-Mo by killing - all combined make the game so much more than vanilla. i've never played any SP game for that long (since it came out (2008) till now) and it's all thanks to modders like u , hippie , and the other dedicated guys. this is why im suggesting so many ideas and giving annoying crits - it keeps me and other ppl enjoying the mods so they keep returning to the game. the mechanics in IV are superb (great AI, great path finding, great driving, great game-world, great euphoria) and modders just help make the best of it. Link to comment Share on other sites More sharing options...
MadcapSmoky22 Posted February 13, 2010 Share Posted February 13, 2010 Yeah, totally exactly. Btw Topeira don't I know this nick from somewhere? Aren't you the guy who made Violent City mod? I play this mod all the time, with it IV never gets boring If I'm bored I just go to Hove Beach, change my skin to cop (corrupted cop, hehehehe) call for backup and start shooting every gangster I see So fun. Link to comment Share on other sites More sharing options...
topeira Posted February 13, 2010 Share Posted February 13, 2010 Yeah, totally exactly.Btw Topeira don't I know this nick from somewhere? Aren't you the guy who made Violent City mod? I play this mod all the time, with it IV never gets boring If I'm bored I just go to Hove Beach, change my skin to cop (corrupted cop, hehehehe) call for backup and start shooting every gangster I see So fun. yup. that's me. im a crappy modder but its nice to see someone using this lil mod. how do u avoid having the entire city shooting at u normally? cuz if i remember currectly (im not using this mod anymore. i have other ways to have firefights) it makes every time u fire your gun into a crazy mayhem. maybe u r just playing with it on all the time cuz that's how u like to play IV Link to comment Share on other sites More sharing options...
MadcapSmoky22 Posted February 13, 2010 Share Posted February 13, 2010 Yeah, totally exactly.Btw Topeira don't I know this nick from somewhere? Aren't you the guy who made Violent City mod? I play this mod all the time, with it IV never gets boring If I'm bored I just go to Hove Beach, change my skin to cop (corrupted cop, hehehehe) call for backup and start shooting every gangster I see So fun. yup. that's me. im a crappy modder but its nice to see someone using this lil mod. how do u avoid having the entire city shooting at u normally? cuz if i remember currectly (im not using this mod anymore. i have other ways to have firefights) it makes every time u fire your gun into a crazy mayhem. maybe u r just playing with it on all the time cuz that's how u like to play IV xD basicly I like my IV to be like that. I always say to myself when they start pwning me after I'll take care of someone from Submissions mod: Hmmm...looks like many people liked that guy and those are his gang'. Or something like this ;d Basicly I like having more enemies to take care off. Link to comment Share on other sites More sharing options...
HippieCommunist Posted February 14, 2010 Author Share Posted February 14, 2010 ok enough for tonight\morning DOWNLOAD 1.26 - bunch of fixes - contact set you up submission added (let him think he killed you ) - typos corrected have fun! Link to comment Share on other sites More sharing options...
poncratias Posted February 14, 2010 Share Posted February 14, 2010 whoa , i played the submissions last night long, so cool! i mainly do the assasination missions though, exactly what i searched for! SO GREAT !!! This mod nearly satifies every wish i ever had for GTA! Only one thing popped to my my mind: would be cool if there are more options to customize in the ini file with options for stuff like -how much money you get paid, maybe just a multiplier (default 1.0) with that one can control the amount of payment all over the submissions -to enable/disable the enforcement-guy completely or make him available as an option via the nextmission key thing! (sometimes he gets into my way too often, and i don`t really need him) -how much enemies/guards you engage on submissions like the assassination, so it would be possible to have only the target without any guards nearby, or only 2-3 guards. also sometimes at elimination missions, i thought that where just too much enemies. however, maybe also a multiplier? ah, and could you also put some explanation for every ini setting in the readme? BEcause it`s hard to tell what greydrop or stuff like that means... THX MAN! KEEP UP THAT MASTERPIECE! Link to comment Share on other sites More sharing options...
HippieCommunist Posted February 14, 2010 Author Share Posted February 14, 2010 sure friend! glad you enjoying my mod buddy! [settings]PoliceInvolvement=0 --> #should the player get wanted level while doing any contact missionPackageCpoints=8 --> #how many points should the player pass before completing the missionDrugDeals=8 --> #how much deals every stash containCrimeVariance=26 --> #chance to start a patrol mission (1=patrol mission autostart,30=patrol mission autostart once in a while)UseGrenades=1 --> #should enemies use grenades and molotovsGreyWantedDrop=1 --> #should grey wanted stars be dropped Difficulty=75 --> #how fast/accurate should enemies SHOOT (10-500)Fades=0 --> #should there be fade in/outsFirstMission=7 --> #7 - Assassination this is pretty much how my ini is set... next release will have a variable for the enf guy. if you want price ini option know that it will directly affect the penalties aswell Link to comment Share on other sites More sharing options...
groeneweg Posted February 14, 2010 Share Posted February 14, 2010 (edited) nvm Edited February 14, 2010 by groeneweg Link to comment Share on other sites More sharing options...
HippieCommunist Posted February 14, 2010 Author Share Posted February 14, 2010 something interesting to share? Link to comment Share on other sites More sharing options...
groeneweg Posted February 14, 2010 Share Posted February 14, 2010 The terrorist hunt mission is a bit too easy now I think. With the default settings I I only have to kill a few terrorists to restore order. Sometimes more, sometimes less. One time it was already over as I killed ONE terrorist, maybe because I walked too far away from other terrorists? It was pretty quick, I'm sure the cops didn't have a chance to kill (m)any yet. I like the new mission selection system though. And one of the comments the contact character can make when starting Terrorist Hunt. Link to comment Share on other sites More sharing options...
HippieCommunist Posted February 15, 2010 Author Share Posted February 15, 2010 you sir are 100% correct! nice catch! - fixed fixed fixed - aim at guards to remind them to follow you (in case they get stuck) - cleaner code DOWNLOAD 1.29 p.s i dont recommend playing the mod with various GodModes =\ and such cheats coz you wont be able to enjoy the mod to the fullest. Link to comment Share on other sites More sharing options...
jord0z Posted February 15, 2010 Share Posted February 15, 2010 you sir are 100% correct! nice catch! - fixed fixed fixed - aim at guards to remind them to follow you (in case they get stuck) - cleaner code DOWNLOAD 1.29 p.s i dont recommend playing the mod with various GodModes =\ and such cheats coz you wont be able to enjoy the mod to the fullest. Hello. Did you get my PM? I've send it few days ago. Script great as always Link to comment Share on other sites More sharing options...
HippieCommunist Posted February 15, 2010 Author Share Posted February 15, 2010 dont worry nothing is ignored... i just dont have that much time there WILL be a fighting mission... eventually Link to comment Share on other sites More sharing options...
HippieCommunist Posted February 15, 2010 Author Share Posted February 15, 2010 -Hostage crash fixed DOWNLOAD 1.3 Link to comment Share on other sites More sharing options...
groeneweg Posted February 15, 2010 Share Posted February 15, 2010 -Hostage crash fixed DOWNLOAD 1.3 Ah so that wasn't a random crash. Thanks. And yeah I don't cheat. Well, I use Nerdook's slo-mo, but that one is quite balanced and more importantly cool. I don't even do the missions in that mod anymore. It's just for the slo-mo. Link to comment Share on other sites More sharing options...
HippieCommunist Posted February 15, 2010 Author Share Posted February 15, 2010 damn i wish he would return fix the crash with a dramatic GOOD ending, so we would have unlimited amount of missions freedom! or perhaps just post the source Link to comment Share on other sites More sharing options...
groeneweg Posted February 15, 2010 Share Posted February 15, 2010 (edited) damn i wish he would return fix the crash with a dramatic GOOD ending, so we would have unlimited amount of missions freedom! or perhaps just post the source Yeah, or at least I'd love to see the slo-mo as he made it posted as a separate mod. But I actually don't have many crashes anymore, at least as long as I avoid the missions. Terrorist Hunt still ends rather quickly with the new version. edit: LOL. I just had another go and no terrorist showed up at all. 30 seconds or so later it ended and I was $20,000 richer having done nothing. damn i wish he would return fix the crash with a dramatic GOOD ending, so we would have unlimited amount of missions freedom! or perhaps just post the source Yeah, or at least I'd love to see the slo-mo as he made it posted as a separate mod. But I actually don't have many crashes anymore, at least as long as I avoid the missions. Terrorist Hunt still ends rather quickly with the new version. edit: LOL. I just had another go and no terrorist showed up at all. 30 seconds or so later it ended and I was $20,000 richer having done nothing. edit 2: And a typo for the hostage missions phone call: I can find help you your friend I hope i'ts not to late. edit 3: I just freed a hostage and we took a car. But when we were near the location where she had to go (but not close enough to end the mission yet) the game crashed as we stepped out of the car. Edited February 15, 2010 by groeneweg Link to comment Share on other sites More sharing options...
HippieCommunist Posted February 15, 2010 Author Share Posted February 15, 2010 try it now DOWNLOAD 1.32 Link to comment Share on other sites More sharing options...
topeira Posted February 15, 2010 Share Posted February 15, 2010 (edited) i like it that u can use the in to set how likely a guy will come shoot u in the back at least i think that this is what the "enforcer" means cuz every time i get to a mission some guys who doesnt have a blip on him comes up and shoot my a$$ off. hippie, can u make the AIs take cover better? i sugested this many times before but u never seemed to say anything about this matter. if u dont know how to do it than it'll try and ask around. i know that the default range in which spawned AIs look for cover is 10 game units or even less but it's not enough. your mod spawn like a bazzilion enemies but once one or two of them grab a cover than the others dont look for cover farther away than what's already taken and they just stand there like morons. they act much dumber than they could. it doesnt have to be like this. u can make them look for cover at 100 units of distance and then they wont appear dumb. u can make the AIs harder, more challenging and actually spawn less of them to greater effect. about the green re-inforcement peds - why is it so slow and unresponsive to change the options when u talk to them? it becomes a hassle to try and nevigate the options. to switch options i have to hold the < or > keys for a few seconds for it to "catch" and sometimes it skips options... dont know why. maybe there is a connection to the animations these peds are making. i dont know.... also, have u tried to make the option via a cell phone where u can call a backup guy that doesnt follow you? u said u like that idea. if u can make this an option that happens by giving a call (and make this option the 1st one so it's fastest to get to) than it can be something used in regular missions or with any other mod, which is great. like we are using nerdook's slo mo. im sorry for the crit. i hope u wellcome it ... im just trying to make the mod even better than what it is... Edited February 15, 2010 by topeira Link to comment Share on other sites More sharing options...
jord0z Posted February 15, 2010 Share Posted February 15, 2010 hippie, can u make the AIs take cover better? Probably NOT, because it uses the default AI designed by Rockstar. Link to comment Share on other sites More sharing options...
topeira Posted February 15, 2010 Share Posted February 15, 2010 (edited) hippie, can u make the AIs take cover better? Probably NOT, because it uses the default AI designed by Rockstar. no, not really. the AI R* built is top notch in taking cover. one of the best there is. the AIs the the world spawns DO take cover much better. look at how policemen and normal peds take cover. look at the peds that give missions and enforcement react - they take cover and react well. that's because the VIP mod doesnt spawn them. i think these are peds that spawn by the game with enhanced and better cover behavior and hippie's mod just "selects" them. but the AIs the hippie put into the world (the ones u need to kill) just behave a lot worse. there's no comparison. that's because the cover usage has not been tempered with to make them react better. Edited February 15, 2010 by topeira Link to comment Share on other sites More sharing options...
MadcapSmoky22 Posted February 15, 2010 Share Posted February 15, 2010 I'm 100% sure Hippie didn't make them don't go into cover because they like pussy when in cover, you can easily headshot them when they are trying to blind fire and they can't even hit something. It's more harder when they behave like Rambo's and come to kill you when you camp behind car. Link to comment Share on other sites More sharing options...
HippieCommunist Posted February 15, 2010 Author Share Posted February 15, 2010 fair enough, but should the enemies not use cover as well?? Link to comment Share on other sites More sharing options...
HippieCommunist Posted February 15, 2010 Author Share Posted February 15, 2010 well... DOWNLOAD 1.33 - added EnemiesCover=0 most stable so far... Link to comment Share on other sites More sharing options...
topeira Posted February 15, 2010 Share Posted February 15, 2010 (edited) fair enough, but should the enemies not use cover as well?? what's fair enough, hippie? let me tell u , i have a mod the spawns enemies that DO take cover like the cops do AND aim well and just 5 of these guys are a lot harder than 10 enemies that dont take cover. why? cuz enemies that ddisregard cover u can mow them down with a rifle with a single full clip burst since they stand like really easy targets and all clustered together. if they seek cover they spread out a lot so they are not all lined up for a burst of fire. also they are smaller targets and exposed for shorter times so u have to peak out when THEY do and not whenever u like and once u try and aim for a smaller target, which takes a slightly longer burst of fire - the others hit u since u r exposed for longer. i think the AI in the VIP mod should use the full potential of the AI. edit: huh? already anew version?!?! while i was typing and im pretty sure i wasnt typing for THAT long damn, hippie. ur quick. edit no2: ok. i tried the mod and there is a difference when i set the 0 to 1. it made my firefights longer and they seem more fun. im not sure how to avoid what happens in most missions that envolve many AIs. they all for a huge group of like 10 - 15 enemies all standing together. it looks weird but im out of ideas, here also, hippie, i think in the INI u should state what the range of the veriable is. like u wrote: "#how fast/accurate should enemies SHOOT (10-500)" here u state the range - 10-500. in the other stuff i believe new comers will not now if it's 0-1 or 0-100 or 0-500... etc. just to help new comers out. in the terrorist mission i DO get many enemies. i have no issues here besides the fact i dont play this mission type cuz the rocket launcher guys just kill me without giving me a chance to react. it's just 1 shot = 1 kill. so i just gave up on that mission type. if there was a way to set "use lunchers = 0" like grenades than it could have been cool but there are other mission modes for that which dont include launchers. hippie, i noticedd something wierd and i wonder if it's on purpose - i have a modded weaponinfo.xml which makes weapons stronger. i should not survive more than 4 - 5 AR shots or more than 7 - 8 SMG shots, but the enemies in YOUR mod have weapons that do a lot less damage than my weaponinfo.xml. how is that possible? anyways, i think this mod made huge leaps in the last week. amazing work, hippie. the mod is not just progressing - it's sky rocketing now if we only had ini variables to dictate enemy numbers, health and attack range (range at-which-they-attack-the-player since they seem to attack from about 70 game units or less while the player can attack from farther away) it would be perfectly customizable for everyone in any shape or form. u r my god, hippie. can i offer u a virgin? Edited February 16, 2010 by topeira Link to comment Share on other sites More sharing options...
poncratias Posted February 16, 2010 Share Posted February 16, 2010 w00t hippie you update monster, you should be put at work for rockstar!! YEEEY OFFER HIM A VIRGIN!! Link to comment Share on other sites More sharing options...
Flagrant Posted February 16, 2010 Share Posted February 16, 2010 (edited) Hey, Hippie, you know I'm a fan of yours, and as I've read in this forum you are going to add kind of "fight club" missions. If you do (I just can't wait for the episodes to come out) I'd like to give you an idea I had about it. What about making these "fight club" fights at a certain location, e.g. some project rooftop (a nice feature would be to kick your opponent off the roof). Also, if it's possible, you might add some observers, that would be more realistic. And please, no time limit! Edited February 16, 2010 by Flagrant Link to comment Share on other sites More sharing options...
cuvip Posted February 16, 2010 Share Posted February 16, 2010 well... DOWNLOAD 1.33 - added EnemiesCover=0 most stable so far... why? Why did u do that? it much more harder for the enemy to take cover Link to comment Share on other sites More sharing options...
topeira Posted February 16, 2010 Share Posted February 16, 2010 well... DOWNLOAD 1.33 - added EnemiesCover=0 most stable so far... why? Why did u do that? it much more harder for the enemy to take cover in the INI file of ver 1.33 u can set this cover line to 0 if u want the AI to not take cover. change it to 1 to make the enemies take cover. anyone can set the AI to act the way they like it. its the best of both worlds. hippie's awesome. Link to comment Share on other sites More sharing options...
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