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Bring back the pushing system to GTAV


htz
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Hello guys, i wondered, if we create a mod, that allows bring back the pushing/shoving system from GTA IV to GTA V. I read several forums, a lot of people wants this feature back. So.. i looking for some good guys. We should create a mod, just walking around the concept. How easily develop this mod? I'am a level designer in a gamedev company, but i have lot of experience in animations, modeling workflow.



So the question: Anybody interested to this mod?



htz-


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I'm not especially interested as i don't have the necessary scripting skills, but it should be fairly easy.

 

You just have to find the proper animation (i'm sure there's a pushing animations in the files somewhere, you will have to do some research though) and then apply a push on the ped you're aiming at / closer to your position. There's already a mod out there that let's you push / pull peds out there.

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Hey man, thanks a lot, just im not experienced in scripting. Im not sure, you are understanding what i want, or i cant understand you :D But, if u played with GTA IV, in GTAIV the left-click input started a push animation, that pushed away a ped, with better ragdolls than GTAV. In GTA V the peds are too weak, one non aim hit and they fall down, and never stand up again. In GTAIV you can push down peds on stairs, and you pushed them, and they stood again and you pushed them again. So, i can export the GTAIV push animation, if the two games human models are rigged with the same settings, i can use this animation in GTAV?

 

Just pls, share your opinion.

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Good idea.

I ain't no modder, but I wanna suggest bringing back the IV melee system as a whole. As much as the anims in V are great, the game lacks the wicked cool moves NB did. Also worth mentioning is the ability to block a hit. Missed it in V. Having the shoving back is a step in the right direction.

 

Still, isn't it pretty soon for animation mods? I think we are not there yet, nor have the tools.

 

Good luck with the mod, looking forward to it. :^:

Edited by Tomern11
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There is a push function. NPCs use it on you occasionally, and I think the protagonist will use it rarely if you're very close to a ped when fighting them and you try to punch them.

 

Point is, it's already featured in the game. It's just up to someone to figure out how get it to trigger manually.

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^^thats not nearly as good as IV's push. The ped usually steps back from the push's force instead of flopping down as IV was.

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I bet you need to edit pedhealth.meta and reduce threshold value and then import this file back to common.rpf or update.rpf and data subfolder inside it :

 

<?xml version="1.0" encoding="UTF-8"?><CHealthConfigInfoManager>  <aHealthConfig>    <Item>      <Name>Strong</Name>      <DefaultHealth value="200.000000" />      <DefaultArmour value="0.000000" />      <FatiguedHealthThreshold value="150.000000" />      <InjuredHealthThreshold value="100.000000" />      <DyingHealthThreshold value="100.000000" />      <HurtHealthThreshold value="150.000000" />	  <DogTakedownThreshold value="150.000000" />	  <MeleeCardinalFatalAttackCheck value="false" />    </Item>	<Item>      <Name>Average</Name>      <DefaultHealth value="175.000000" />      <DefaultArmour value="000.000000" />      <FatiguedHealthThreshold value="137.500000" />      <InjuredHealthThreshold value="100.000000" />      <DyingHealthThreshold value="100.000000" />      <HurtHealthThreshold value="125.000000" />	  <DogTakedownThreshold value="150.000000" />	  <MeleeCardinalFatalAttackCheck value="false" />    </Item>	<Item>      <Name>Weak</Name>      <DefaultHealth value="150.000000" />      <DefaultArmour value="000.000000" />      <FatiguedHealthThreshold value="125.000000" />      <InjuredHealthThreshold value="100.000000" />      <DyingHealthThreshold value="100.000000" />      <HurtHealthThreshold value="135.000000" />	  <DogTakedownThreshold value="150.000000" />	  <MeleeCardinalFatalAttackCheck value="true" />	</Item>	<Item>	  <Name>Animal</Name>	  <DefaultHealth value="150.000000" />	  <DefaultArmour value="000.000000" />	  <FatiguedHealthThreshold value="125.000000" />	  <InjuredHealthThreshold value="100.000000" />	  <DyingHealthThreshold value="100.000000" />	  <HurtHealthThreshold value="135.000000" />	  <DogTakedownThreshold value="150.000000" />	  <MeleeCardinalFatalAttackCheck value="false" />	</Item>    <Item>      <Name>Armour</Name>      <DefaultHealth value="200.000000" />      <DefaultArmour value="100.000000" />      <FatiguedHealthThreshold value="120.000000" />      <InjuredHealthThreshold value="100.000000" />      <DyingHealthThreshold value="100.000000" />      <HurtHealthThreshold value="150.000000" />	  <DogTakedownThreshold value="150.000000" />	  <MeleeCardinalFatalAttackCheck value="false" />    </Item>    <Item>      <Name>GULL</Name>      <DefaultHealth value="10.000000" />      <DefaultArmour value="0.000000" />      <FatiguedHealthThreshold value="3.000000" />      <InjuredHealthThreshold value="2.000000" />      <DyingHealthThreshold value="2.000000" />      <HurtHealthThreshold value="4.000000" />	  <DogTakedownThreshold value="2.000000" />	  <MeleeCardinalFatalAttackCheck value="true" />    </Item>    <Item>      <Name>Fish</Name>      <DefaultHealth value="10.000000" />      <DefaultArmour value="000.000000" />      <FatiguedHealthThreshold value="3.000000" />      <InjuredHealthThreshold value="2.000000" />      <DyingHealthThreshold value="2.000000" />      <HurtHealthThreshold value="4.000000" />      <DogTakedownThreshold value="2.000000" />      <MeleeCardinalFatalAttackCheck value="false" />    </Item>	<Item>      <Name>Rat</Name>      <DefaultHealth value="10.000000" />      <DefaultArmour value="000.000000" />      <FatiguedHealthThreshold value="3.000000" />      <InjuredHealthThreshold value="2.000000" />      <DyingHealthThreshold value="2.000000" />      <HurtHealthThreshold value="4.000000" />      <DogTakedownThreshold value="2.000000" />      <MeleeCardinalFatalAttackCheck value="false" />    </Item>    <Item>      <Name>Shark</Name>      <DefaultHealth value="200.000000" />      <DefaultArmour value="0.000000" />      <FatiguedHealthThreshold value="150.000000" />      <InjuredHealthThreshold value="100.000000" />      <DyingHealthThreshold value="100.000000" />      <HurtHealthThreshold value="150.000000" />      <DogTakedownThreshold value="150.000000" />      <MeleeCardinalFatalAttackCheck value="false" />    </Item>    <Item>      <Name>Humpback</Name>      <DefaultHealth value="800.000000" />      <DefaultArmour value="0.000000" />      <FatiguedHealthThreshold value="150.000000" />      <InjuredHealthThreshold value="100.000000" />      <DyingHealthThreshold value="100.000000" />      <HurtHealthThreshold value="150.000000" />      <DogTakedownThreshold value="150.000000" />      <MeleeCardinalFatalAttackCheck value="false" />	  <Invincible value="true" />    </Item>  </aHealthConfig>  <DefaultSet ref="Average" /></CHealthConfigInfoManager>
not sure but looks like priority is this and it should go from about 75% of max health to 0, something like this if health is about 200

 

fatigued 175

hurt 125

injured 75

dying 25

 

dog 100

 

and im pretty sure that

 

This MeleeCardinalFatalAttackCheck value="false" should be false for everything except for gulls

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Here, try file I just did, save it as pedhealth.meta and put to common.rpf\data or update\update.rpf\common\data

 

 

<?xml version="1.0" encoding="UTF-8"?><CHealthConfigInfoManager>  <aHealthConfig>    <Item>      <Name>Strong</Name>      <DefaultHealth value="225.000000" />      <DefaultArmour value="0.000000" />      <FatiguedHealthThreshold value="125.000000" />      <InjuredHealthThreshold value="75.000000" />      <DyingHealthThreshold value="25.000000" />      <HurtHealthThreshold value="150.000000" />	  <DogTakedownThreshold value="75.000000" />	  <MeleeCardinalFatalAttackCheck value="false" />    </Item>	<Item>      <Name>Average</Name>      <DefaultHealth value="200.000000" />      <DefaultArmour value="000.000000" />      <FatiguedHealthThreshold value="125.500000" />      <InjuredHealthThreshold value="75.000000" />      <DyingHealthThreshold value="25.000000" />      <HurtHealthThreshold value="150.000000" />	  <DogTakedownThreshold value="75.000000" />	  <MeleeCardinalFatalAttackCheck value="false" />    </Item>	<Item>      <Name>Weak</Name>      <DefaultHealth value="175.000000" />      <DefaultArmour value="000.000000" />      <FatiguedHealthThreshold value="125.000000" />      <InjuredHealthThreshold value="75.000000" />      <DyingHealthThreshold value="25.000000" />      <HurtHealthThreshold value="150.000000" />	  <DogTakedownThreshold value="75.000000" />	  <MeleeCardinalFatalAttackCheck value="true" />	</Item>	<Item>	  <Name>Animal</Name>	  <DefaultHealth value="175.000000" />	  <DefaultArmour value="000.000000" />	  <FatiguedHealthThreshold value="125.000000" />	  <InjuredHealthThreshold value="75.000000" />	  <DyingHealthThreshold value="25.000000" />	  <HurtHealthThreshold value="150.000000" />	  <DogTakedownThreshold value="75.000000" />	  <MeleeCardinalFatalAttackCheck value="false" />	</Item>    <Item>      <Name>Armour</Name>      <DefaultHealth value="225.000000" />      <DefaultArmour value="100.000000" />      <FatiguedHealthThreshold value="125.000000" />      <InjuredHealthThreshold value="75.000000" />      <DyingHealthThreshold value="25.000000" />      <HurtHealthThreshold value="150.000000" />	  <DogTakedownThreshold value="75.000000" />	  <MeleeCardinalFatalAttackCheck value="false" />    </Item>    <Item>      <Name>GULL</Name>      <DefaultHealth value="10.000000" />      <DefaultArmour value="0.000000" />      <FatiguedHealthThreshold value="3.000000" />      <InjuredHealthThreshold value="2.000000" />      <DyingHealthThreshold value="1.000000" />      <HurtHealthThreshold value="4.000000" />	  <DogTakedownThreshold value="2.000000" />	  <MeleeCardinalFatalAttackCheck value="false" />    </Item>    <Item>      <Name>Fish</Name>      <DefaultHealth value="10.000000" />      <DefaultArmour value="000.000000" />      <FatiguedHealthThreshold value="3.000000" />      <InjuredHealthThreshold value="2.000000" />      <DyingHealthThreshold value="1.000000" />      <HurtHealthThreshold value="4.000000" />      <DogTakedownThreshold value="2.000000" />      <MeleeCardinalFatalAttackCheck value="false" />    </Item>	<Item>      <Name>Rat</Name>      <DefaultHealth value="10.000000" />      <DefaultArmour value="000.000000" />      <FatiguedHealthThreshold value="3.000000" />      <InjuredHealthThreshold value="2.000000" />      <DyingHealthThreshold value="1.000000" />      <HurtHealthThreshold value="4.000000" />      <DogTakedownThreshold value="2.000000" />      <MeleeCardinalFatalAttackCheck value="false" />    </Item>    <Item>      <Name>Shark</Name>      <DefaultHealth value="350.000000" />      <DefaultArmour value="0.000000" />      <FatiguedHealthThreshold value="125.000000" />      <InjuredHealthThreshold value="75.000000" />      <DyingHealthThreshold value="25.000000" />      <HurtHealthThreshold value="150.000000" />      <DogTakedownThreshold value="75.000000" />      <MeleeCardinalFatalAttackCheck value="false" />    </Item>    <Item>      <Name>Humpback</Name>      <DefaultHealth value="800.000000" />      <DefaultArmour value="0.000000" />      <FatiguedHealthThreshold value="125.000000" />      <InjuredHealthThreshold value="75.000000" />      <DyingHealthThreshold value="25.000000" />      <HurtHealthThreshold value="150.000000" />      <DogTakedownThreshold value="75.000000" />      <MeleeCardinalFatalAttackCheck value="false" />	  <Invincible value="true" />    </Item>  </aHealthConfig>  <DefaultSet ref="Average" /></CHealthConfigInfoManager>
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Hmm, thanks dude, if i finish my work, i will try your solution. So, you increase the peds health in this xml? I thinking about this way at last night. If the peds health bigger than normal, the second push cant kill them? I try to find a pushing animation in V game files, and applying to the main player if this possible.

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