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leoncj

Ask & Answer

Recommended Posts

Jimmy_Leppard
Hello there guys i wan't to know how to make it when you load your mission it starts automatically not load it and go to play mission.

 

thanks

you have to go to mission - publish mission biggrin.gif

Oooooooooh i see thx bro

You're welcome, dude biggrin.gif

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xandren

i wanna know how to do images like leonCJ theres peoples faces i wanna do it so too but i cant can you plz explain me exactly plz help

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xandren

like where i can get those peoples faces

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leoncj

Take a picture of them with the camera in-game. You'll find the photo in your GTA San Andreas Files = Gallery.

Edit the picture or anything with Paint or other programs, then upload it to ImageShack and resize the picture into thumbnail or any other sizes. Then post it... That's all.

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xandren

thanku so much dude now im going to work on my company of heroes misssionpack

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leoncj

Bumping the topic so that people could find their answers and ask questions here.

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TonyCJ

I wanna know how to do picture like LCJ did i mean hes episodes from las venturas picture its so awesome plz how to do it

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guib

I saw in a mission a guy walking while he was kneeling down, like Cj if you click on the ''c'' button

 

how do you let your actors do this????

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guib

Wow, this topic really works sarcasm.gifsuicidal.gif

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leoncj

 

I wanna know how to do picture like LCJ did i mean hes episodes from las venturas picture its so awesome plz how to do it

 

With any picture editing programs.

 

 

 

 

Wow, this topic really works sarcasm.gif suicidal.gif

 

Chill out, maybe nobody knows the answer. (I don't)

 

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Doublepulse

Guib, I dont think that is possible because Walk and Crouch animation are totally different here.. you cant do both.

 

 

Even though it sucks a little bit, not everything can be perfect.

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Chimpso

How can I accsess the Sherman Dam interior? The one during the mission Dam and Blast, with all the generators that you have to plant bombs on?

 

EDIT: Nevermind, I found it. It was a door on top of the Sherman Dam. But it was not listed in the interiors list confused.gif.

Edited by Chimpso

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guib

Hmmm thats weird i have seen actors do this in a cutscene while they see me.

 

so i tough it was possible

 

i should look this mission

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Jimmy_Leppard

Hey, dudes. I have a question. Is it just me or you can't actually hide the objective marker. I don't want marker to be seen. I go to Objective - Add objective - I pick - No marker and there is marker anyways. Does that option hides marker just on the map? Cause I want the player to look for the objective marker around the room.

 

Thanks in forward,

 

Jimmy biggrin.gif

 

EDIT: It's been answered.

Edited by Jimmy_Leppard

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TASI

how to color my subs? example go to the marker (marker shold be yellow) how to colot it? dozingoff.gif

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PatrickW

Assuming you use version 6 of DYOM:

 

Enter text like this: "Go to the +y+marker+w+ in los santos"

 

The sequence "+y+" can be entered as seperate keystrokes: <shift>+<2>, <y>, <shift>+<2>

or as a shortcut with <ctrl>+<y>.

 

Some supported colorcodes:

 

code color
+w+ white
+y+ yellow
+r+ red
+b+ blue
+p+ purple
+g+ green

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TASI

first of all i have to say thanks to patrickW for helping me with the sub colors biggrin.gifcool.gif

 

now i want someone to tell me how to teleport the player somewhere..example.from grove street to sweets house

anyone who knows plssssss answer me

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PatrickW

Teleport is one of the special objectives. (menu->objective-> add_objective->add special objective)

Adding a teleport objective will cause the player to be teleported to the current location, after he has achieved the previous objective.

 

In your example, you should first create a checkpoint objective in groovestreet, followed by a teleport objective is sweets house. Now when you play the mission, as soon as you walk in the checkpoint in groovestreet, the screen will fade out and in and you will find yourself in sweets house.

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Kratos2000

Also, "D" is down and "U" is up.

O is a white square.

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TASI

thank you guys! colgate.gif

 

now one more question:how to put a marker at the head of an actor like an objective actor? confused.gif

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PatrickW

You can't. Only objective actors can have markers.

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Uros12

Guys,I would like to ask you one question,it was probably answered but I cant find it.

How can I make several actors be one objective and is it actually possible?For example,objective for the player is to kill more peds,not just one.So is possible to do that?

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PatrickW

For this you have to set the "Kill All Enemies" property of an objective actor. With that property activated (available in the menu at the end of defining an objectove actor), you need not only to kill the objective actor itself, but also all other enemy actors that are alive at that time.

 

If the mission for example is to kill a group of 5 ballas gangmembers, you first spawn 4 normal ballas actors and mark them as enemy. Then you create an objective ballas actor and select the "Kill All Enemies" property. For optimal effect you should not give the objective actor a marker, so that he perfectly blends in with the other 4 actors.

 

 

Hope that helps.

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Uros12

Yeah,it worked.Thanks alot bro smile.gif

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Mati

Hey Patrick and Dutchy. I need to know something: what are the limits of actors/objects/cars/objectives in a mission? BTW on the 25th page of the ideas topic, Tug66666 suggested to add some actors that are still in the game:

 

bones" - A pilot.

 

"cdeput" - A deputy.

 

"lvpdm1" - LVPD Motorbike cop.

 

"mediatr" - Chinese civilian.

 

"poolguy" - African-American guy wearing a blue hoody.

 

"psycho" - A real terrorist.

 

"sbmytr4" - A skinny bum with a red hoody on.

 

"sfpdm1" - SFPD Motorbike cop.

 

"somyap" - Chinese airport worker.

 

"vhfyst" - Hispanic girl with a pink tracksuit.

 

"vwmyap" - Eastern-European airport worker.

 

"wmycd2" - A new taxi driver.

 

There is also a few models in cutscenes.img that have do not have a cutscene skeleton, therefore they work like any other normal model, although I'm not 100% certain about this. Not sure if you can use CLEO to load them as "special actors" since they are in another .img file, but heres there names and a short description if you can-

 

"csbigbear2" - A Seville Boulevard member.

 

"csbmybu" - A African-American male with a grey suit.

 

"csbmydj" - The beta DJ.

 

"csdrug1" - The beta drug-dealer with a grey flannel on.

 

"cshelper1" - African-American smuggler. Wearing mainly blue clothes

 

"cshelper2" - African-American smuggler. Wearing mainly red and black clothes.

 

"csho" - A prostitute.

 

"csmech" - A mechanic.

 

"csomost" - Vietnamese guy.

 

"csplas1" - Beta LSPD officer.

 

"cspro1" - Another prostitute.

 

"cssuit2" - A man in a dark blue suit.

 

"cstexan" - Mexican cartel member.

 

"cstexan2" - Mexican cartel member.

 

"cstriboss" - Old triad member.

 

"cswmori" - An old man.

 

Just curious, will adding them ever be possible?

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Dutchy3010

Perhaps, we will take a look. smile.gif

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Mati
Perhaps, we will take a look. smile.gif

OK. How about my first question about the limits?

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Tug66666

 

Perhaps, we will take a look. smile.gif

Forgot to mention something else in that topic, is it possible to add new animations as well? There is alot of great animations that could really add alot more elaborate details to missions. Like smoking, leaning, crossing arms and more. Heres a FULL list of animations here - http://gtag.gtagaming.com/forums/index.php?showtopic=35

 

 

And another great "animation" to add is a "Attach Actor To Nearest Vehicle" animation. If the player chooses this animation then they can then position the actor to the correct "attachment" point of their choice on the nearest vehicle. It would be like the Reuniting the Families mission where SWAT members are attached to the sides of a helicopter. You should also make sure actors "deattach" the vehicle after death, so if they are attached to a helicopter, they will fall off.

 

 

I don't know how hard it would be to add this, but I think it could be possible.

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Dutchy3010

A lot is possible, but we have to make decisions in what we create in the next version and what not. It isn't as easy as "that can be done so we will make it", because of lots of factors. Stability, use of space, more important stuff, etcetera. We will certainly look into the suggestions you guys give, but we can't promise anything.

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Mak

Q. As we need cleo 3 for dyom (as allway's) do the default scripts in cleo interfare with SA:MP & MTA cause i play on them and i dont want any interference (mostly for MTA)?, and is cleo 4 compatible with DYOM?

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