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[TUT] The DYOM Functions Tutorial


Chimpso

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The DYOM V6.1 Functions Tutorial

Problems with bugs or glitches? See the DYOM bug and glitches list for help!

 

 

Hello DYOM users! I have searched the DYOM forum, and I could not find a thread of this type. What I will be doing for you today is listing the functions of DYOM. This is pretty much taking you on a tour of the DYOM menu (bought up by pressing the "Y" key) and explaining every function in as much detail as possible.

 

So lets begin!

 

Helpful Lists

 

These lists will help you locate what you need in the long DYOM lists. The name of the author is after the link.

 

List of Actor Animations by Chimpso

List of Objects by UNRATED69

List of Interiors by Evanthebassist

List of Actors by JOJOXX

 

If you have a list that you want to add here then feel free to comment here of PM me.

 

Guides

 

Guides are large tutorials or pieces of information that will greatly help you.

 

The DYOM Weapon Guide by Chimpso

Tips for Creating Missions by Evanthebassist

DYOM Bugs and Glitches List by Chimpso

 

Helpful Tutorials

 

Here is a list of some helpful turotials or tricks that can be done in DYOM.

 

Main Tutorial Topic - This is seldom updated, hence why I have created this section. It does contain some very helpful TUTS though.

Playing Radio in Cutscenes by Chimpso

Creating Effective Car Chases by Chimpso

Make the Player Spawn with a Parachute by Johnny3500

 

Other Helpful Things

 

Other things around the DYOM forum that can be of great help to you.

 

Ask and Answer - By LeonCJ

 

Contents

 

When you first press the "Y" key this menu will show up:

  • Mission Menu
  • Storyline Menu
  • Settings
  • Player
  • Objectives
  • Actors
  • Cars
  • Pickups
  • Objects
  • Tools
Now, lets get into explaining them.

 

1. Mission Menu

 

The mission menu is used to begin and finalise missions, as well as loading missions.

 

 

Button Function
Save Mission Saves the currently loaded mission. The user must select the appropriate slot, and then DYOM will save it into the GTA San Andreas User Files folder in the My Documents folder. The mission will be saved with the name "DYOMx", here X represents the slot number it is saved in. For example, If I saved it in Slot 5, then it would be called "DYOM5".
Load Mission Loads a mission. The user must select the appropriate slot where the mission is saved. This works in the same way as saving missions. If the mission is called "DYOM5" then it would be in Slot 5.
Publish Mission This will save the currently loaded mission in the GTA San Andreas User Files folder with the name "DYOM0". This mission is a read only mission, which means that it cannot be edited by anyone. Change the name of the mission by removing the 0 from the end and replacing it with a number (1 through to 8) with the number representing the mission Slot it will be put in.
New Mission This starts a new mission, with all data from the previous mission removed (apart from route points). This allows you to start from scratch and begin designing a new mission.

2. Storyline Menu

 

The Storyline function is something that I personally do not use. And as a result, have limited experience on. For information on how to use it, consult PatrickW's tutorial here. It should help you out smile.gif.

 

3. Settings

 

The settings menu is used to change important settings in your mission, such as weather, wanted levels ect.

 

 

Button Function
Intro Text This is the text that will appear at the top left of the screen in a black box when the mission starts. You can have a maximum of 3 screens/boxes of text per mission.
Time Limit If the mission is a timed mission, adjust the time the player has to complete the mission here.
Timed Mission Select weather the mission is a timed mission or not. The time can be adjusted with the "Time Limit" button above.
Time of Day You can use this option to set the time that your mission will occur. Press the "Y" and "N" keys to add or remove one hour from the time of day. For example, 9:00 is morning and 22:00 will be at night time. It's pretty easy to use. The default Time of Day is 9:00.
Minimum Wanted Level The minimum wanted level that the player can have during the mission, select from 0 Stars to 6 Stars.
Riot Mode Toggle Riot Mode On/Off. If Riot Mode is on then citizens will loot the streets, bash the player, set fire to cars, ect.
4. Player

 

The Player button is used to select the first objective ("Objective 0"), the player. The player is the first place where your mission starts. You can select the player model, it's weapons, and then set it's health. The player will then be placed on the map.

 

5. Objectives

 

Now for the complicated part, the objectives, which are the building blocks of your missions.

 

 

Button Function
Add Car

Used to add a vehicle that must be entered to be completed in your mission. You can browse and select the desired vehicle using the "Y" and "N" buttons. Once it is selected, you can change it's primary and secondary colours ("Y" and "N") and then move it into the right position. You can then adjust it's health (100; it will be set on fire and immidiatly blow up. 250; It is very weak and will be set on fire easily. 500: It will have half a it's normal health. 1000 It will have it's normal health. 2500; it will have 2.5 times more health then normal.), weather or not is is Bullet-Proof, Explosion-Proof or Damage-Proof (does not take any body damage, dented hood, doors ect.), and weather or not it is locked.

Add Actor

This lets you add an actor (NPC, or non player character) as an objective. For actor objectives, you must kill the actor to complete it. Once you have selected the actor model, it's weapons and what animations it preforms (see here for a list of animations) (all with the "Y" and "N" keys). You will be brought to another menu. Here you can select the health for your actor (100 (normal), 250, 500, 1000, 2500), it's behaviour (Normal, Hold Position, Attack Direct or Hold and Direct), it's weapon accuracy (10 (poor) 25 (decent) 50 (good) 75 (very good) 100 (perfect) ), weather or not it can be killed by a headshot (off means it cannot be killed by a headshot, on means it can), and finally the "Kill All Enemies" button. If you put this to "On" then you will have to kill every enemy actor on in the mission that is on the field at the time of that objective. Use that if you have multiple enemies that you want to kill as one objective.

Add Pickup

This will add a pickup as an objective. Pickups need to be, obviously, picked up to count as completed. Once you select the pickup menu you can select what type of pickup you want to add (Weapon, Health, Armor, Bribe, Other). If you select "Weapon" then you can use the "Y" and "N" keys to select what type of weapon you want, then it will be placed on the map. Selecting "Health" or "Armor" will place health or armor as an objective. Selecting "Bribe" will add a poilce bribe as an objective, and selecting "Other" will bring up a special set of items (browse with the "Y" and "N" keys) that can be placed as objectives.

Add Checkpoint

This allows you to add a checkpoint as an objective. Checkpoints need to be passed through to count as completed. First you need to select the checkpoint type using the "Y" and "N" keys. After that, move the checkpoint around using the WASD keys or the cusor keys. You can then change the height of the objective by holding down the "Jump Key" and using the cusor keys. And you can change the size of the checkpoint by holding down the "Left Mouse Button" and using the cusor keys. Once you are done, the checkpoint will be placed on the map.

Add Special Player Objectives

This allows you to add special types of objectives that effect the player.

Teleport

This will teleport the player to the selected place on the map so that they can continue playing on from that point. They are completed immidiatly. You can choose the teleports model, weapons and health.

Teleport to car

This acts the same as the teleport objective except that it teleports the player into a car. The player must use the car to go to the next objective. You can browse and select the desired vehicle using the "Y" and "N" buttons. Once it is selected, you can change it's primary and secondary colours ("Y" and "N") and then move it into the right position. You can then adjust it's health (100; it will be set on fire and immidiatly blow up. 250; It is very weak and will be set on fire easily. 500: It will have half a it's normal health. 1000 It will have it's normal health. 2500; it will have 1.5 times more health then normal.), weather or not is is Bullet-Proof, Explosion-Proof or Damage-Proof (does not take any body damage, dented hood, doors ect.).

Set Wanted Level

This will change the player current wanted level, you can select from 0 to 6 stars.

Remove Weapons (NEW!)

This objective removes all weapons from the player and leaves them just with their fists.

Talk on Phone (NEW!)

When this objectives is used, the player character will take out a phone and start talking. These objectives act much like "Timeout" objectives. Set the amount of time the sentence will last and add the text. The first "Talk on Phone" objective will take out the players phone. The "Talk on Phone" objectives between the start and finish "Talk on Phone" objectives will have the player talking on the phone. The last "Talk on Phone" objective has the player putting away the phone.

Add Special Enviroment Objectives

These objectives effect what goes on around the player, including time limits ect.

Cutscene

This will allow you to add cutscens to your mission. A cutscene objective is automatically completed once it is finished. Use the cusor keys rotate the camera, hold down "Jump KEy" and use the cusor keys to change the height of the cutscene, hold down the "Left Mouse Button" to and use the cusor keys to move the camera around. Once you are done with then, you will then have to adjust the time (in seconds) thats the cutscene stays on screen for (using "Y" and "N"). And then after that you have to type out the text that accompanies the cutscene. Once all that is done, the cutscene is placed on the map.

Countdown

The countdown objective is a countdown timer, (eg, at the start of a race) and is completed after the onscreen timer counts down. The player cannot move during the countdown. You can select how long the countdown will go for (in seconds).

Timeout

The Timeout objective acts pretty much the same as the Countdown objective. The difference it the player can move during it and select weather the player can see the timer or not.

Weather Change

With this objective you can change the current game weather by using the "Y" and "N" keys.

Set Time

With this you can change the game time of day in the game by using the "Y" and "N" keys.

Ped/Car Behaviour

With this you can change weather or not cars/peds will appear on the streets. "Normal Ped/Cars" will make peds and cars spawn. "Riot Mode" will convert the location into Riot mode (rioting/looting peds). "No Cars" will make no cars spawn. "No Peds" will make no peds spawn and "No Peds/Cars" will make neither spawn.

Adjust Time Limit

If the game is a timed game, you can add or remove time from the timer.

Start Timed Section

If the game is a timed game, use this option to start the timer from the current objective.

[/tr]Edit ObjectiveThis allows you to edit the CLOSEST objective. You can change it's settings as per above.Delete ObjectiveThis will delete the CLOSEST objective from the mission.Select ObjectiveThis will select the closest objective. Any new objectives the player adds will be placed after the selected one.Put After SelectedThis will make the CLOSEST objective occur AFTER the selected one. EG, if I have objective 5 selected and make Objective 8 get put after it, then objective 8 will change to objective 6, as it is after 5.6. Actors

 

Actors are NPCs (Non player characters) added to give missions more action. They can be made allies, friends or neutral.

 

 

Button Function
here for a list of animations). You will then be bought to another menu, here you can select the health for your actor (100 (normal), 250, 500, 1000, 2500). You will then have to select the alliance of the actor. If it is an ally then it is on your side. If it is an enemy then it is against you. If you select "Enemy" then you will have to select it's behaviour (Normal, Hold Position, Attack Direct, Hold and Direct). If you select it as an ally then you also have to set behaviour; (Normal, Hold Position, Follow Player, Must Survive, Hold Position and Must Survive, Follow Player and Must Survive). If an actor that "Must Survive" is killed the mission will fail.You then must select it's weapon accuracy (10 (poor) 25 (decent) 50 (good) 75 (very good) 100 (perfect) ), weather or not it can be killed by a headshot (off means it cannot be killed by a headshot, on means it can). The actor will then be spawned after the currently selected objective.Spawn ActorThis option will make the closest actor spawn AFTER the selected objective during the mission.Hide ActorThis option will hide the closest actor after the selected objective, causing it to be removed from the game world.Edit ActorThis allows you to edit the closest actor and changes it's health, weapons, accuracy, animations ect.Delete ActorThis will delete the closest actor.7. Cars

 

The interface for adding vehicles is pretty much the same as for actors.

 

 

Button Function
100; it will be set on fire and immidiatly blow up. 250; It is very weak and will be set on fire easily. 500: It will have half a it's normal health. 1000 It will have it's normal health. 2500; it will have 2.5 times more health then normal.), weather or not is is Bullet-Proof, Explosion-Proof or Damage-Proof (does not take any body damage, dented hood, doors ect.), and weather or not it is locked.Spawn CarThis option will make the closest car spawn AFTER the selected objective during the mission.Hide CarThis option will hide the closest car after the selected objective, causing it to be removed from the game world.Edit CarThis allows you to edit the closest car and changes it's health, proofing ect.Delete CarThis will delete the closest car.8. Pickups

 

The interface for Items is much the same as cars and actors, and allows you to add pickups in the mission.

 

Button Function
Spawn Pickup This option will make the closest pickup spawn AFTER the selected objective during the mission.
Hide Pickup This option will hide the closest pickup after the selected objective, causing it to be removed from the game world.
Edit Pickup This allows you to edit the closest pickup and changes it's location.
Delete Pickup This will delete the closest pickup.
9. Objects

 

The Objects menu allows you to place static objects on the map. Click here for a complete list of objects.

 

 

Button Function
Spawn Object This option will make the closest object spawn AFTER the selected objective during the mission.
Hide Object This option will hide the closest object after the selected objective, causing it to be removed from the game world.
Edit Pickup This allows you to edit the closest object and changes it's location, height ect.
Destroy Object This will delete the closest object.
10. Tools

 

The tools menu makes life easier when designing missions. It basically gives you a helping hand with these handy functions:

 

 

Button Function
Teleport to Objective This allows you to browse through and teleport to a desired objective.
JetPack Gives you a jetpack, although you can just use the "rocketman" cheat.
Spawn Test Vehicle This allows you to spawn a test vehicle to use.
Browse Interiors This allows you to browse the hidden interiors universe. Use "Y" and "N" to browse and use "A" and "D" for faster browsing. For a list of interiors see here.
Thats it! I hope this helps people! If you have any questions or notice any mistakes please comment here or PM me! biggrin.gif Edited by Chimpso
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Very nice! We already had a topic what looked like this (here), and I wrote something like this too. However, I can't find the text I wrote and that other topic is completely outdated. So... I'll pin this topic and unpin that other topic. smile.gif

 

Great work!

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Thanks Dutchy! By the way, does anyone know how to remove those stupid nullified codings above the tables? I have tried to remove them but nothing has worked dozingoff.gif .

Edited by Chimpso
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I have decided to create a section on my first post up the top that links to several helpful TUTs and lists. I done this because the main TUT topic is seldom updated. If you would like to add a TUT or list then comment here or pm me smile.gif.

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  • 2 months later...

damn..i dont understand with Adjust Timelimit..I start time i enter objective but time dosent disepear...how to make it disepear?

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damn..i dont understand with Adjust Timelimit..I start time i enter objective but time dosent disepear...how to make it disepear?

Make an objective.Add ,,Adjust time".After the objective add ,,Adjust Timelimit" and select to 00:00.I think that's enough for your problem smile.giftounge.gif

Edited by JOJOXX
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damn..i dont understand with Adjust Timelimit..I start time i enter objective but time dosent disepear...how to make it disepear?

Make an objective.Add ,,Adjust time".After the objective add ,,Adjust Timelimit" and select to 00:00.I think that's enough for your problem smile.giftounge.gif

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Thanks, JOJOXX.

 

 

 

 

 

 

 

 

 

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  • 4 weeks later...
  • 3 months later...

Alright. The Tutorial has been updated with all information up to DYOM v6.1

 

I did not add in-depth info on the storyline. This is because I don't use it, and Patrick's Tutorial is much better.

 

A few code updates have been made, so if you notice anything abnormal with the tables, please let me know biggrin.gif.

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  • 2 months later...
brdgamemaster

For your next DYOM update, can you add ALL the animations a ped can do(and I mean all of them), select the fighting style the ped and player can do, add the feature of turning regeneration on or off, set the amount of money you have, let the peds drop money either by the amount you chosen or random amount, and set the amount of ammo you recieve of either when you start or pick up one. If these suggestion i said do make it to your next update, I would truely appreciate it.

 

-brdgamemaster

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For your next DYOM update, can you add ALL the animations a ped can do(and I mean all of them), select the fighting style the ped and player can do, add the feature of turning regeneration on or off, set the amount of money you have, let the peds drop money either by the amount you chosen or random amount, and set the amount of ammo you recieve of either when you start or pick up one. If these suggestion i said do make it to your next update, I would truely appreciate it.

 

-brdgamemaster

That belongs in the idea topic .

user posted image

Bye Fellas It was a great time

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  • 3 months later...
  • 9 months later...

Oh gawd, to think I wrote this almost 2 years ago! I'm thinking about going over and completing all my tutorials, as well as fixing/adding any new material to my old ones. Does anything need adding/changing here?

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  • 2 months later...

For some reason "Follow player and Must Survive" under Friendly Behaviour in adding actors doesn't work, when you select it you can play through the mission and they follow you as they should, but next time you start up the game they just stand there, however, if you kill them, you get mission failed which means it reverts back to simply "must survive". This is weird confused.gif I can try adding them as objectives ofc.

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  • 2 months later...
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6. Actors

 

Actors are NPCs (Non player characters) added to give missions more action. They can be made allies, friends or neutral.

 

Shouldn't it be "Friends, enemies, and neutral"??

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General Scrotum

It is (now):

 

-Ally

-Enemy 1

-Enemy 2

-Neutral.

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Living Tribunal

 

For some reason "Follow player and Must Survive" under Friendly Behaviour in adding actors doesn't work, when you select it you can play through the mission and they follow you as they should, but next time you start up the game they just stand there, however, if you kill them, you get mission failed which means it reverts back to simply "must survive". This is weird confused.gif I can try adding them as objectives ofc.

 

Hey , whenever any ally does not follow you , and just stands in one position, then just point a gun at him and press G (Same like you do for Grove Street Gang Members to take them in your own gang).

Then the Actor will start following you again.Also If you press H then they will hold their position.

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  • 2 months later...
marty000123

This is how to turn peds/cars off!

 

Objectives -> Add Objective -> Environment Objective -> Ped/Car Behaviour -> No Peds/Cars

 

No problem wink.gif

 

(do: Objectives -> Add Objective -> Environment Objective -> Ped/Car Behaviour -> No Peds/Cars ; on the begin of the mission!!!!!)

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  • 1 month later...
Oh gawd, to think I wrote this almost 2 years ago! I'm thinking about going over and completing all my tutorials, as well as fixing/adding any new material to my old ones. Does anything need adding/changing here?

yeah everytime i open the thing were i have to write someting just appears 1234567890 line that goes on forever

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