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Some bugs that really ruin the gameplay


Wolf247
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So my last topic wasn't the best solution, but we all agree on one flaw throughout the DYOM series:
When the friends that follow you kill an enemy, they make some kind of pose. They just move their hands trough the air, but continue shooting after a few seconds, and this is really irritating. There is another bug that might not be able to be fixed, it's that the allies that follow you can't jump over some obstacles. I saw they can in a cutscene, but not in-game, but I'm not sure can this be fixed at all.

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This is just how Rockstar implemented the behavior of the actors. There is very little we can do about that, unless you expect us to rewrite the complete AI implementation of San Andreas. I'm sure you noticed that the actors behave the same way in normal San Andreas gameplay in similar situations.

 

Therefor I don't consider this a flaw in DYOM, but I understand how the actor behavior can be frustrating. :catspider:

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This is just how Rockstar implemented the behavior of the actors. There is very little we can do about that, unless you expect us to rewrite the complete AI implementation of San Andreas. I'm sure you noticed that the actors behave the same way in normal San Andreas gameplay in similar situations.

 

Therefor I don't consider this a flaw in DYOM, but I understand how the actor behavior can be frustrating. :catspider:

So, I could download some ped.ifp or whatever directory is needed to fix this? This happens in the normal game as well, so I'm sure somebody did something about it. But about jumping, I saw actors both in Cutscenes and the normal game jump over objects. There's nothing you can do with that neither?

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You got to realize that there is a difference between scripted actions (in cutscenes or normal gameplay),

and automatic behaviour in reaction to player actions.

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This demostrates that you don't even finished the doberman mission. You know that if when the actor does that, if you press G again, he'll either cut the animation and regroup to you OR keep doing the animation but he'll run to regroup to you? It's a bit stupid complaint about this when the solution was always incripted in the game.

Edited by Astrobix
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This demostrates that you don't even finished the doberman mission. You know that if when the actor does that, if you press G again, he'll either cut the animation and regroup to you OR keep doing the animation but he'll run to regroup to you? It's a bit stupid complaint about this when the solution was always incripted in the game.

Was this directed to me or to Wolf247 ?

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This demostrates that you don't even finished the doberman mission. You know that if when the actor does that, if you press G again, he'll either cut the animation and regroup to you OR keep doing the animation but he'll run to regroup to you? It's a bit stupid complaint about this when the solution was always incripted in the game.

I have both played the missions and I've seen this solution, it's just that if they make this action you might not know for this, and they'll get killed. And PatrickW, you are saying that cutscene mechanics are different than in-game mechanics, no matter if it has basically the same impact on the game?

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They're basically 3 different things:

* For most cutscene's, all actor movements are fully directed by the cutscene animation files. They can let an actor basically do anything the please.

* During normal gameplay, in scripted actions: The script tells the actor at any point, what to do (at a high-level), There are many options for this, but limited by the available opcodes in SCM, thus not as unlimited as in cutscenes.

* For autonomous behavior, the AI (artificial Inteligence) of the actor reacts to its environment (for example , follow the player), by actions that are pre-compiled into the SA executable.(Changing them is beyond our knowledge/capabilities.)

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