LT. Ronald C. Spiers Posted June 12, 2014 Share Posted June 12, 2014 I've been wanting to see this come up on GTA V single player mode for a while. It's basically taking the Scouting the Port mission from Grand Theft Auto V, and implementing it into the game as a Sidequest PC mod, where it's only available for so long, where once the Cargo ship was emptied, it would disappear until a certain timeframe in the game. I was thinking along the lines of unloading a cargo ship with the crane, using the HVY Dock Handler to load the containers onto a freight train (which would require a Drivable Train Mod) and delivering them to Davis Quarry, Palmer-Taylor Power Station, Paleto Bay etc. Anyone else like to see this implemented into the game? I would also like to see the Tram and Coach drivable too, akin to the old taxi driving missions from past Grand Theft Auto games, where you would make some extra cash delivering passengers to various places around the city. Sorry about the fairly long post, but just putting this out there in hopes some clever people can implement these features as a future mod. E•MO•TION, WildBrick142 and UltraGizmo64 3 Link to comment https://gtaforums.com/topic/715380-scouting-the-port-dock-worker-mod/ Share on other sites More sharing options...
RyanBurnsRed Posted June 12, 2014 Share Posted June 12, 2014 That seems like a good idea. I'm sure it can be done with scripts. I know for sure there's a script mod for GTA IV that allows you to do bus driving missions where you pick people up, follow a route and earn money being a bus driver. LT. Ronald C. Spiers 1 Link to comment https://gtaforums.com/topic/715380-scouting-the-port-dock-worker-mod/#findComment-1065578926 Share on other sites More sharing options...
LT. Ronald C. Spiers Posted June 12, 2014 Author Share Posted June 12, 2014 That's what I was thinking RyanBurnsRed, the scripts are there from two GTA V missions, Scouting the Port and Derailed, so hopefully my post get's noticed and this gets implemented. I think it would be great to have the freedom to go and do these sidequests, though they may not be everyone's cup of tea they are there as a download so are optional. Thanks for the positive vibes mate Link to comment https://gtaforums.com/topic/715380-scouting-the-port-dock-worker-mod/#findComment-1065578947 Share on other sites More sharing options...
Soger7 Posted June 12, 2014 Share Posted June 12, 2014 Good idea, and shouldn't be too hard to implement. LT. Ronald C. Spiers 1 Link to comment https://gtaforums.com/topic/715380-scouting-the-port-dock-worker-mod/#findComment-1065579140 Share on other sites More sharing options...
LT. Ronald C. Spiers Posted June 13, 2014 Author Share Posted June 13, 2014 Thanks Soger7 Link to comment https://gtaforums.com/topic/715380-scouting-the-port-dock-worker-mod/#findComment-1065583073 Share on other sites More sharing options...
manu90mala Posted June 13, 2014 Share Posted June 13, 2014 This is absolutely possible, and along with this idea there are plenty of other possibilities with side jobs/missions (the beauty of pc modding). Hell even a floor mopping side job could be created (lol), it's just about picking existing scripts/actions and putting them into a wider contest with objectives and rewards LT. Ronald C. Spiers 1 Link to comment https://gtaforums.com/topic/715380-scouting-the-port-dock-worker-mod/#findComment-1065583199 Share on other sites More sharing options...
LT. Ronald C. Spiers Posted June 13, 2014 Author Share Posted June 13, 2014 Never thought about the rewards aspect of it manu90mala, what an excellent idea! Can you think of any rewards that you could earn when completing task's? Ohhhh, I just thought of something! How about creating a mod where in the containers are brand new vehicles, for example BMW i5's etc, exported to Los Santos, but the person who creates the MOD doesn't say which cars are in the container, and you get to pick a numbered container when the job is done! Genius eh? Link to comment https://gtaforums.com/topic/715380-scouting-the-port-dock-worker-mod/#findComment-1065583301 Share on other sites More sharing options...
WildBrick142 Posted June 13, 2014 Share Posted June 13, 2014 That would be something I'd like to see. I'm probably the only person who actually liked Scouting The Port and didn't find it boring at all. Furiontriblade and LT. Ronald C. Spiers 2 Link to comment https://gtaforums.com/topic/715380-scouting-the-port-dock-worker-mod/#findComment-1065583312 Share on other sites More sharing options...
LT. Ronald C. Spiers Posted June 13, 2014 Author Share Posted June 13, 2014 Nope, your not alone WildBrick142, I would happily do this over and over again as I too thoroughly enjoyed the Scouting the Port mission... hell, I've always wanted to command a cargo ship too, that could also be added as a MOD, if the code is there that is, as the cargo ship has never been able to be driven, but yeah I'd like to see this too. This thread needs to stay alive long enough for someone to see it and hopefully get some ideas from it for a MOD. It could be simply called Port of South Los Santos: Imports & Exports Link to comment https://gtaforums.com/topic/715380-scouting-the-port-dock-worker-mod/#findComment-1065583336 Share on other sites More sharing options...
manu90mala Posted June 13, 2014 Share Posted June 13, 2014 Other than rewards, that could simply be an amount of cash, you could link this activity to weapon/drugs/whatever trafficking; so for example you know that there is a stock of weapons coming and you have to get it by working undercover at the docks (just like in the mission), then you have the stock to sell into your criminal empire (that would suit Trevor a lot) LT. Ronald C. Spiers 1 Link to comment https://gtaforums.com/topic/715380-scouting-the-port-dock-worker-mod/#findComment-1065583576 Share on other sites More sharing options...
PerfectBlade Posted June 13, 2014 Share Posted June 13, 2014 id'like to drive a train like in ''Derailed'' mission. Anyways, dock handler is good too. LT. Ronald C. Spiers 1 Link to comment https://gtaforums.com/topic/715380-scouting-the-port-dock-worker-mod/#findComment-1065584075 Share on other sites More sharing options...
theNGclan Posted June 13, 2014 Share Posted June 13, 2014 (edited) Scouting the Port uses several OpCodes that are exlcusive to the mission itself. It wouldn't be difficult to cook up a simple simulation script with the OpCodes used by this mission. It would simply be a generic run of this: Scenario = Option 1___Option 2| |Scenario Scenario_|_ _|_Opt 1 Opt 2 Opt 3 Opt 4 Edited June 13, 2014 by theNGclan LT. Ronald C. Spiers 1 Link to comment https://gtaforums.com/topic/715380-scouting-the-port-dock-worker-mod/#findComment-1065584097 Share on other sites More sharing options...
LT. Ronald C. Spiers Posted June 13, 2014 Author Share Posted June 13, 2014 Scouting the Port uses several OpCodes that are exlcusive to the mission itself. It wouldn't be difficult to cook up a simple simulation script with the OpCodes used by this mission. It would simply be a generic run of this: Scenario = Option 1___Option 2| |Scenario Scenario_|_ _|_Opt 1 Opt 2 Opt 3 Opt 4 Thank you theNGclan, have three cookie's sir! So, the codes for the mission would be similar to the Train codes, as in they would be easy to implement into the game also? I ask this because of the Derailed mission, where the player was technically in charge of the freight train, so there must be some form of workaround code. Why R* haven't provided us with a working train is beyond my reckoning, haven't they heard of role-playing?? Link to comment https://gtaforums.com/topic/715380-scouting-the-port-dock-worker-mod/#findComment-1065584416 Share on other sites More sharing options...
theNGclan Posted June 13, 2014 Share Posted June 13, 2014 (edited) Scouting the Port uses several OpCodes that are exlcusive to the mission itself. It wouldn't be difficult to cook up a simple simulation script with the OpCodes used by this mission. It would simply be a generic run of this: Scenario = Option 1___Option 2| |Scenario Scenario_|_ _|_Opt 1 Opt 2 Opt 3 Opt 4 Thank you theNGclan, have three cookie's sir! So, the codes for the mission would be similar to the Train codes, as in they would be easy to implement into the game also? I ask this because of the Derailed mission, where the player was technically in charge of the freight train, so there must be some form of workaround code. Why R* haven't provided us with a working train is beyond my reckoning, haven't they heard of role-playing?? Basically, an open ended mission that gives you choices starts out with a Scenario. The Scenario is given two Options which can be good or bad but can still progress you through the mission (or possibly fail you). Each option leads to another Scenario. So it'd just be a string effect that follows Scenaris -> Options -> Scenario -> etc. All the information needed to create always drivable/enterable trains is there and can be utilized, it just needs to be added into the main script. Edited June 13, 2014 by theNGclan LT. Ronald C. Spiers 1 Link to comment https://gtaforums.com/topic/715380-scouting-the-port-dock-worker-mod/#findComment-1065585169 Share on other sites More sharing options...
_FRANKENSTEIN_ Posted June 13, 2014 Share Posted June 13, 2014 Amigo LT. Ronald C. Spiers 1 Link to comment https://gtaforums.com/topic/715380-scouting-the-port-dock-worker-mod/#findComment-1065585311 Share on other sites More sharing options...
LT. Ronald C. Spiers Posted June 13, 2014 Author Share Posted June 13, 2014 Scouting the Port uses several OpCodes that are exlcusive to the mission itself. It wouldn't be difficult to cook up a simple simulation script with the OpCodes used by this mission. It would simply be a generic run of this: Scenario = Option 1___Option 2| |Scenario Scenario_|_ _|_Opt 1 Opt 2 Opt 3 Opt 4 Thank you theNGclan, have three cookie's sir! So, the codes for the mission would be similar to the Train codes, as in they would be easy to implement into the game also? I ask this because of the Derailed mission, where the player was technically in charge of the freight train, so there must be some form of workaround code. Why R* haven't provided us with a working train is beyond my reckoning, haven't they heard of role-playing?? Basically, an open ended mission that gives you choices starts out with a Scenario. The Scenario is given two Options which can be good or bad but can still progress you through the mission (or possibly fail you). Each option leads to another Scenario. So it'd just be a string effect that follows Scenaris -> Options -> Scenario -> etc. All the information needed to create always drivable/enterable trains is there and can be utilized, it just needs to be added into the main script. You Sir, have made my night! Would this work for stopping the train also, I mean not having to risk jumping on the low carriage and risk killing yourself? If you stood in front of the train, would it eventually stop, like cars do on the street. Looks like trains will be drivable afterall, but I'm pumped for this Dock Worker MOD. We just need to keep this thread alive and active. Thanks again theNGclan I'm going down an impossible route with my next question, but I'm a dreamer, always have been, always will be... but picture this. Would it be possible to make the Container Ship, SS Bulker, pilotable? Reason I ask this is, sooner or later, Rockstar will provide us with another city, a city with another port, one we can import/export to by piloting the ship ourselves from and to Los Santos. It can be an added upgrade to the Dock Worker MOD, a sort of v2 version if you like? Link to comment https://gtaforums.com/topic/715380-scouting-the-port-dock-worker-mod/#findComment-1065585722 Share on other sites More sharing options...
theNGclan Posted June 13, 2014 Share Posted June 13, 2014 (edited) The Container Ship is a map object and not an actual vehicle. It is static and remains in the same XYZ position it was given. It would be possible to copy the model, convert it to a vehicle with it's own vehicle entry data and make it spawn near in the water, but the actual normal version of the ship would still be present in the same location that you showed above. So yes, in theory you can make a Container Ship that is usable. But using that exact ship wouldn't be possible. As for trains, I'm not exactly sure how they work yet. They most likely use their own hardcoded bit of artificial intelligence so it would be extremely tedious and difficult to change as something inside of the engine itself would have to be modified. Someone could theoretically make an .ASI script that overrides it though. Edited June 13, 2014 by theNGclan LT. Ronald C. Spiers 1 Link to comment https://gtaforums.com/topic/715380-scouting-the-port-dock-worker-mod/#findComment-1065585798 Share on other sites More sharing options...
Alvarez Posted June 13, 2014 Share Posted June 13, 2014 I saw a train mod for a hacked XBOX360 on YouTube. It has its own animations and physics (it is very light, actually) I suspect the train to use a dumbed down driver AI script and using special collision tunnel on the tracks, as the bodywork of the engine don't spark when colliding with walls. LT. Ronald C. Spiers 1 Link to comment https://gtaforums.com/topic/715380-scouting-the-port-dock-worker-mod/#findComment-1065586014 Share on other sites More sharing options...
Nuggets Posted June 13, 2014 Share Posted June 13, 2014 I really like this idea. It would be cool too if U where to put a container on a trailer like in the mission and then U had to drive that truck somewhere and drop the trailer off. Link to comment https://gtaforums.com/topic/715380-scouting-the-port-dock-worker-mod/#findComment-1065586116 Share on other sites More sharing options...
Alvarez Posted June 14, 2014 Share Posted June 14, 2014 I really like this idea. It would be cool too if U where to put a container on a trailer like in the mission and then U had to drive that truck somewhere and drop the trailer off. I like this idea, too. Imagine Franklin buying a transportation company and ocassionaly take the wheel and deliver the semis, with legal and less legal freight. Or: drive around the country and hook up seemingly abandoned trailers - for example drug deposit of gangsters or undercover drone control station. With money and trouble. Link to comment https://gtaforums.com/topic/715380-scouting-the-port-dock-worker-mod/#findComment-1065587571 Share on other sites More sharing options...
PhillBellic Posted June 14, 2014 Share Posted June 14, 2014 As for trains, I'm not exactly sure how they work yet. They most likely use their own hardcoded bit of artificial intelligence so it would be extremely tedious and difficult to change as something inside of the engine itself would have to be modified. Someone could theoretically make an .ASI script that overrides it though. Sjaak327 did feature a train driving simulator in SNT. I believe it spawned a single carriage for you to drive and did not interfere with the game spaned trains. Cheers. Alvarez 1 Link to comment https://gtaforums.com/topic/715380-scouting-the-port-dock-worker-mod/#findComment-1065589002 Share on other sites More sharing options...
LT. Ronald C. Spiers Posted July 31, 2015 Author Share Posted July 31, 2015 I'm bumping this thread to bring it forward to the present seeing as Grand Theft Auto V is now out on the PC. Can this MOD be made possible please? I would really like to see this come to fruition Link to comment https://gtaforums.com/topic/715380-scouting-the-port-dock-worker-mod/#findComment-1067820610 Share on other sites More sharing options...
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