FixingG00D Posted May 4, 2015 Share Posted May 4, 2015 I'm completly new to modding / coding but wanted to see if I could teach myself to develop a mod for GTA V that I need, perhaps using LUA. I wanted to create a way to move a standing / idle player forwards, backwards and sideways along x y and z paths, while maintaining full control of what they do, as if they are just standing. This gives any idea of the functionality I'm trying to search out what native functions would help to facilitate this. Any ideas? I'm not yet sure if anything exists. Is there any function to bound the player to / near ground level so they would not end up hovering in mid air over a hill for example? I guess if not, then user control of Y axis movement would be necessary. I planned to have a function to set the speed of movement via menu. I'm hoping to get somewhere with this and have toggle control to intiate and stop movement, for example pressing w would start and keep movement occuring until pressing W to stop again. If anyone has any advice to put me on the right path, it would help me out and save a lot of time! Thanks Link to comment Share on other sites More sharing options...
FixingG00D Posted May 4, 2015 Author Share Posted May 4, 2015 ...Come to think of it, maybe its possible to apply vehicle movement functions to a standing character (although this limits sideways movement), then play about with setting and regulating "vehicle" speeds. Not sure if this would interfere or caused fixed animations and lose standing character controls. I don't want to turn character / ped models into cars Any better idea? Link to comment Share on other sites More sharing options...
FixingG00D Posted May 7, 2015 Author Share Posted May 7, 2015 Still racking my brains on this one. Is it technically impossible to just move a player in a direction while they are in standing position. In effect, its like disabling walking / running animations but that method would not produce idle standing animations to occur, or the actions a player can do in standing position. The function i'm looking for would need the game to essentialy believe the player is just standing somewhere and not in walking / running mode. Looking at Simple NoClip mod https://www.youtube.com/watch?v=FEgQ1mkPjUQ I wonder what functions are used here, and if this could be reconfigured to maintain normal standing animations, not a fixed "T pose" The noclipping element isn't important here. Anyone care to speculate? Link to comment Share on other sites More sharing options...
kmcgurty1 Posted May 7, 2015 Share Posted May 7, 2015 Still racking my brains on this one. Is it technically impossible to just move a player in a direction while they are in standing position. In effect, its like disabling walking / running animations but that method would not produce idle standing animations to occur, or the actions a player can do in standing position. The function i'm looking for would need the game to essentialy believe the player is just standing somewhere and not in walking / running mode. Looking at Simple NoClip mod https://www.youtube.com/watch?v=FEgQ1mkPjUQ I wonder what functions are used here, and if this could be reconfigured to maintain normal standing animations, not a fixed "T pose" The noclipping element isn't important here. Anyone care to speculate? I have no clue about the walking thing you mentioned and to be honest, I don't think it's possible. But, I can help you with the noclip. I'm using GTALua, but you can port it over to Headscript's lua if you would like. All you need to do is call this function ever tick (I like mine better because you don't noclip if you are touching the ground and because I made it ) function gameNoclipListen() local veh = natives.PED.GET_VEHICLE_PED_IS_USING(plyPed) if(natives.PED.IS_PED_IN_VEHICLE(plyPed, veh, false) == false) then local speed = .3 --SET_ENTITY_ROTATION(Entity entity, float Pitch, float Roll, float Yaw, Any p4, Any p5) // 0x0A345EFE local forward = natives.ENTITY.GET_ENTITY_FORWARD_VECTOR(plyPed) local coords = natives.ENTITY.GET_ENTITY_COORDS(plyPed, true) local roll = natives.ENTITY.GET_ENTITY_ROTATION(plyPed, 0) speedx = forward.x / 2 speedy = forward.y / 2 speedz = .5 --shift if(natives.CONTROLS.IS_CONTROL_PRESSED(2, 61)) then speedx = forward.x * 2 speedy = forward.y * 2 speedz = speedz * 2 end --space if(natives.CONTROLS.IS_CONTROL_PRESSED(2, 22)) then natives.ENTITY.SET_ENTITY_COORDS_NO_OFFSET(plyPed, coords.x, coords.y, coords.z + speedz, false, false, true) end if(natives.ENTITY.GET_ENTITY_HEIGHT_ABOVE_GROUND(plyPed) > 1.5) then natives.ENTITY.STOP_ENTITY_ANIM(plyPed, 0, 0, 0) --ctrl if(natives.CONTROLS.IS_CONTROL_PRESSED(2, 36)) then natives.ENTITY.SET_ENTITY_COORDS_NO_OFFSET(plyPed, coords.x, coords.y, coords.z - speedz, false, false, true) end --w+shift if(natives.CONTROLS.IS_CONTROL_PRESSED(2, 32) and natives.CONTROLS.IS_CONTROL_PRESSED(2, 22)) then natives.ENTITY.SET_ENTITY_COORDS_NO_OFFSET(plyPed, coords.x + speedx, coords.y + speedy, coords.z + speedz, false, false, true) --w+ctrl elseif(natives.CONTROLS.IS_CONTROL_PRESSED(2, 32) and natives.CONTROLS.IS_CONTROL_PRESSED(2, 36)) then natives.ENTITY.SET_ENTITY_COORDS_NO_OFFSET(plyPed, coords.x + speedx, coords.y + speedy, coords.z - speedz, false, false, true) --w elseif(natives.CONTROLS.IS_CONTROL_PRESSED(2, 32)) then natives.ENTITY.SET_ENTITY_COORDS_NO_OFFSET(plyPed, coords.x + speedx, coords.y + speedy, coords.z, false, false, true) end --a if(natives.CONTROLS.IS_CONTROL_PRESSED(2, 34)) then natives.ENTITY.SET_ENTITY_ROTATION(plyPed, 0, 0, roll.z + 2, 0, false) end --s+shift if(natives.CONTROLS.IS_CONTROL_PRESSED(2, 31) and natives.CONTROLS.IS_CONTROL_PRESSED(2, 22)) then natives.ENTITY.SET_ENTITY_COORDS_NO_OFFSET(plyPed, coords.x - speedx, coords.y - speedy, coords.z + speedz, false, false, true) --s+ctrl elseif(natives.CONTROLS.IS_CONTROL_PRESSED(2, 31) and natives.CONTROLS.IS_CONTROL_PRESSED(2, 36)) then natives.ENTITY.SET_ENTITY_COORDS_NO_OFFSET(plyPed, coords.x - speedx, coords.y - speedy, coords.z - speedz, false, false, true) --s elseif(natives.CONTROLS.IS_CONTROL_PRESSED(2, 31)) then natives.ENTITY.SET_ENTITY_COORDS_NO_OFFSET(plyPed, coords.x - speedx, coords.y - speedy, coords.z, false, false, true) end --d if(natives.CONTROLS.IS_CONTROL_PRESSED(2, 35)) then natives.ENTITY.SET_ENTITY_ROTATION(plyPed, 0, 0, roll.z - 2, 0, false) end end endend Link to comment Share on other sites More sharing options...
FixingG00D Posted May 7, 2015 Author Share Posted May 7, 2015 Do you have a video showing your noclip mod in action. The Simple Noclip I saw had everything in place, regarding floating in a direction forwards, backwards, up or down but the character was locked in a rigid T pose (typically used for previewing / rotating 3d models). I can't tell if this pose is inherent to NoClip functions or whether that modder intentionally set it that way out of preference. Thanks for the reply. Link to comment Share on other sites More sharing options...
kmcgurty1 Posted May 7, 2015 Share Posted May 7, 2015 Do you have a video showing your noclip mod in action. The Simple Noclip I saw had everything in place, regarding floating in a direction forwards, backwards, up or down but the character was locked in a rigid T pose (typically used for previewing / rotating 3d models). I can't tell if this pose is inherent to NoClip functions or whether that modder intentionally set it that way out of preference. Thanks for the reply. I could record a video of it I guess. I haven't released it or anything so I wouldn't really have a reason to. Give me like 15 minutes Link to comment Share on other sites More sharing options...
FixingG00D Posted May 7, 2015 Author Share Posted May 7, 2015 That would be cool to see. Cheers Link to comment Share on other sites More sharing options...
kmcgurty1 Posted May 7, 2015 Share Posted May 7, 2015 (edited) Give it a few minutes and it should be 1080p 60fps Edited May 7, 2015 by kmcgurty1 Link to comment Share on other sites More sharing options...
FixingG00D Posted May 7, 2015 Author Share Posted May 7, 2015 Looks good that. I think the character animation must be locked when floating around in noclip mode Link to comment Share on other sites More sharing options...
RichBlackGuy Posted May 7, 2015 Share Posted May 7, 2015 so as is i dont think we have much control over a animation in terms of stopping in the middle of it.... A small work around would be find a animation that when u hold the button that animation gets locked cause its trying to keep resetting....(cause when u do it if u try to do it b4 it end it just starts from the top) so if u found 1 that was "stuck" in a position u wanted the model in...then u could hold the key(or code it to stay held----i dont code) and use the no clip mod to use as a work around for the movement.... so ur just glitching the animation then using the no clip on top of it....Might be a easy fix for now.....gta 5 mods has a trainer with more animations then the 1 with just the swat animations.. Link to comment Share on other sites More sharing options...
RichBlackGuy Posted May 7, 2015 Share Posted May 7, 2015 after looking at the video u put with the rapper...if all u wanna do is have the background moving while the camera sits at ur face....just use the no clip...then in the editor lock the camera on u and set it to move with u...that way u never show ur feet so u dont see the no clip in the final video easy hack!! Link to comment Share on other sites More sharing options...
FixingG00D Posted May 7, 2015 Author Share Posted May 7, 2015 I'm glad you see where i'm getting at. The only thing with the method you describe is with NoClip your character has that awkward T pose with arms stuck out throughout so there is no animation, or don't use Noclip and have the character walk / run with camera moving with you which isn't the same thing (thats like the old Niko GTA IV trailer). I didn't want to do full frame face shots, but more have the whole torso in frame e.g. triggering a dance animation that you can see. See where i'm getting at? The close up face thing you described with NoClip has no animation even in the face. The technique on that rap video is a double dolly shot where both subject and character are moving on a rail at the same rate. If only Noclip didn't have that static animation then it would be do-able I guess i'm being fussy but it would open up a lot of avenues. Link to comment Share on other sites More sharing options...
FixingG00D Posted May 7, 2015 Author Share Posted May 7, 2015 (edited) I see what you are saying about glitching animations to freeze them but it would just leave them holding a static position. Its not very exciting visually. I guess this might be one of those conceptually simple ideas that is just impossible. I can do what I describe simply by standing on top of a moving bus and triggering animations but then you are raised high above pedestrian level in the middle of a road (no interiors). Its one way that moves a standing animated character. I just thought this could be applied in a mod or sorts e.g. apply movement / flying functions from elsewhere to a standing animated model. Maybe I can somehow glitch trigger animations and no clip at the same time without it reverting to the T pose but it don't think you can. I think that T-pose / birdman is a default in the game's engine as its not loading or applying any animations to the model. Edited May 7, 2015 by FixingG00D Link to comment Share on other sites More sharing options...
RichBlackGuy Posted May 7, 2015 Share Posted May 7, 2015 yea so run a test to see if after u put the no clip on u can switch to a animation...if not then maybe someone has to do a better no clip...but the lip movement should work in terms of him not having his arms out...i havent tried the no clip mod Link to comment Share on other sites More sharing options...
FixingG00D Posted May 7, 2015 Author Share Posted May 7, 2015 I'll give it a try. Cheers for your suggestions. This is NoClip and how it behaves. I'll try glitching it. https://www.youtube.com/watch?v=FEgQ1mkPjUQ Link to comment Share on other sites More sharing options...
RichBlackGuy Posted May 8, 2015 Share Posted May 8, 2015 yea that no clip mod causes the arms out thing...one last option would be to make ur car invisible and keep the camera at chest level...u can do animations in a car...tho some look bugged Link to comment Share on other sites More sharing options...
FixingG00D Posted May 9, 2015 Author Share Posted May 9, 2015 I had some very specific video ideas for certain locations / interiors, requring the character standing, so unfortunatly using cars or NoClip in its current form isn't possible for my ideas. Nevermind. I appreciate the help. Its funny that some part of a script must provide the result for vehicles to move forward or reverse following user input. I'm unsure if it could in theory be applied to character models. I'd assume a vehicle is essentialy just a 3D model like a ped or main character. Or method 2, disabling the script that causes the "walking animation" to load and begin when player moves forward / instead replacing it with load and play "idle or standing animation when player moves forward. or method 3, floating in air (like wearing an invisible jetpack) but without unloading normal animations (i.e NoClip). The game could behave like you are still on the ground. I've seen flying mods and all sorts. If anyone ever knows of something that could help me - useful function, new mod or similar idea then I'd be eternally grateful! It sounds niche but I just need to show the potential to other GTA editors. I'm fairly sure its not impossible based on seeing some of the mods released so far that change the way things move or behave, but i'm yet to figure out the functions for it. I'm sure i'm making the idea sound much more complicated than it likely is. Nothing to do with creating custom animations. I've seen the physics of it in the game already - standing on a moving bus, Standing on a boat that carries on drifting forward. Link to comment Share on other sites More sharing options...
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