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MKKJ

Assassination Sidemission

Recommended Posts

MKKJ

Assassination%2BOddjob%2BLogo.png

Version 9.1.2

Introducing another side-mission to GTA San Andreas!

FEATURES

  • Simply start mission by pressing BACKSPACE when outside.
  • Agents to inform you, either by phone or meet them directly.
  • Targets varying from defenseless to armed, walking or driving, alone or with group.
  • Target ranks to indicate how dangerous your target would be.
  • Special trait for high-rank targets which makes them immune to crash and headshot.
  • High wanted level will put you in several disadvantages.
  • Stealth kills could prevent target's response, avoid wanted level or bypass target's immunity.
  • Gang members recruited will recognize your target and attack on sight.
  • Performing total 50 target kills will improve your weapon accuracy!
  • Configuration file to adjust few features that alters mission.

GLITCHES/BUGS

  • In rare case the car could stuck in alleyways, renders target can't drive the car.
  • There's another rare case where the target bears player's (CJ) model.
  • Few incompatibilities with another mods has reported. Be aware as severe issue or crash could happen.

VIDEOS & SCREENSHOTS

 

Old videos

 

(V8.3)

(V7.0)

Video by MrMushasii a.k.a Fireman

(V3.7)

Review by SAM Loves San -- Skip to 4:36 for the mod
(V3.1)


 

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12.jpg

 

 

DOWNLOADS

MEDIAFIRE - GTA GARAGE - GTA INSIDE

*Old versions link can be found under End Note tab below

 

END NOTES

 

Changelog

V1.0 Initial version, canceled release
-Never announced
-There was no agent giving target list...

V2.1 The Initial Release
-Mod release

V3.0 Grand Reward Update
- Now target can get headshot if:
> Shot by any rifle
> Shot while target in car
> Shot from around 20m away
- Add Mission Reward : Upon 50 Total Assasinations, any car you stole from target will turn invulnerable
> Target kill count stored in Player Stats > Crimes > Assasinations
- Minor grammar fix Thanks to Fireman for his time :D

V3.1 Grand Reward Update Fix
-Fix assasination grand reward triggered at 35 instead of 50
-Fix target car won't turn invulnerable if target has been killed before player steal the car
-Code cleanup -- removes unnecessary comments and code lines

V3.7 Pre-4.0 Update
(Actually V4.0 update that was prematurely released, kinda like V4.0 beta)
-Few code rewrite
-Fixes several issues where target in-car not responding whatsoever after bail out
-Reward changes. Now each kill gives bigger rewards
-Removed instruction textbox after loading
-Additional restart when agent is killed without player's consent
-Adding "Simple mode" - alternate file with easier target and less reward.

V4.0 Target and Reward update
(All of V3.7 changes supposed to be in this list)
-New reward system -- following Taxi Driver reward style
-Target in-car now speed up when attacked by player
-Now almost every kind of car model is used by target
-Few dialogue changes

V4.2 Another routine fix after update
-Added more car model blacklist
-Changed target pedtype to 27 (MISSION4) instead of 15 (GANG9) to prevent conflicts with gang mods
-Minor car model selection fix There was a check AFTER car is spawned if false it will replaced with another car but model is not released

V4.4 Minor fix
-Fix crash issue when an on-foot target in-group is killed.
-Major dialogue revamp.

V4.8 Rebalance fix
-Increase difficulty with target now has Hitman weapon skill and Gangster for his group. (Default mode only)
-Reward slightly increased to match with the difficulty
-Car Invulnerability Grand Reward has changed much
> Now applied directly at 50 assassinations without need to clear target list
> Invulnerability now no longer all-proof, instead it will have either BP, BP/EP, or BP/EP/CP
-Another dialogue edit -- focused at target list and depicts targets as skilled criminals.

V5.0 Pre-Advance Update
-Added "List Cleared" and "Target Remaining" counter
-Adds health recover and car fix after every target is killed.
-Added blacklist for ped models
-Fix follower always exist either one or two


V6.0 Advanced Target Variety Update
-Code rewrite ; Target actors now defined in one array index.
-Multiple targets now showed up in one group.
> Each group member now holds different weapon and model.
> The target you need to kill is still only the marked one.
> Applied proper count at "Target" counter for each target kills.
-Add Target Rank system to determine how dangerous the target group is.
> Adds "Rank" status line as indicator
> Lower rank targets are easier to kill, meanwhile higher ranks are harder to kill.
> Targets with 4 rank or higher is no longer get headshot or collision damage.
-Headshot mechanic still applied, but now only if player stays around 30m from target.
-Ensures target and agent won't spawn 100m from player.
-Agent's car now have collision-proof, prevents accidental bump punishment and provided to steal if desired.
-Rewrite agent's dialogue -- now talks more about 'job'.
-Target list now contains 7 - 15 targets.

V6.2 Re:vamp Reward Update
-Rewrite whole reward formula -- List Clear reward now ranges $1500 ~ $30000 depending on every target's rank.
-Targets per list now ranges from 3 to 12.
-Agent's car collision-proof will lost when you enter the car.

V6.7 Ranking Rewrite Update
-Rewrite entire target's stats
> Now targets ranked in 6 ranks.
> Weapons now also 'ranked' from basic to powerful, and each target have different weapon skill for each weapon rank.
-Rewrite Agent dialogue.
> Now dialogues are skipable.
-Reduced target group capacity -- fewer marked targets and the group member.
-Health and Armour recovery has removed.
-Re-add 50 Assassination bonus message.

V7.0 Wanted Update
-Wanted Levels now plays bigger role
> Agents no longer clear wanted level when player enters car
> Agent meeting will canceled if player having wanted level
> Targets may expect player if player having 2-star wanted level
-Giving Mission difficulty selection at start of mission
> Consist of Easy, Medium and Hard (under name of Simple, Standard and Expert) or Any missions (Default)
-Some mission will grants player 2 or 3 wanted levels upon completion
-Targets now more sensitive to attacks
-Low rank targets might run away if attacked, the same goes for any spared targets
-Replaced complicated model handle, next target marked faster after last target killed

V8.0 Config Update
-Adding config file to adjust various features
-Entire mission now simplified, skipping entire agent meeting and more generic targets
> This can be reenabled in config file
-Removed difficulty selection in beginning of mission
-Target's health no longer ridiculously high
-Adding integration with Adrenaline Mod
-Now the group leader is not always the target.
-Target list now only lists up to 5 targets
-Hidden config now stored in new .s file instead of .fxt file

V8.1 Cleanup Update
-Script cleanup - remove unnecessary wait times
-Cars now properly placed on sideways
-Agents now waiting in driver seat
-Assassination completed with 80 kills instead of 50
-Minor text edit

V8.3 Accuracy Reward Update
-Grand reward now improve player's accuracy by speeds up aiming recoil cooldown
-Fix game freezes when player in interior after killing targets or retrieve list
-Targets now placed based on player's position after receive target list, prevent targets stray far from start point
-Phone Client setting now have dialogues
-Special dialogues for the first-time you start Assassination
-In-game text major rewrite
-Rank 1 targets no longer holds weapon

V8.4 Freeze Fix Update
- Now wanted-risky targets grants half of its wanted level IF player eliminate all targets without gaining wanted level
- Rewrite mission setup file
- Fix freeze when trying to spawn driving agent/target in isolated area
- Fix blank area name for agents
- Fix stuck entering agent's car when still wearing jetpack

V8.5 Responsive Update
- "MKKJ Missions" folder removed, all mission/config file now should be in "cleo" folder
- Fix low rank targets is not responsive when attacked in car
- Targets now properly run/attack after bailed out of car
- Target's allies now keeps run/attack player after the target is killed
- Fix player can't get out of agent's car
- Change agent's car model to Sentinel

V9.0 Response Improvisation Update
- Target response greatly improvised
> Target group no longer run/attack if you managed to kill the target without being seen
> Targets no longer blame player if damaged by other ped or by accident
> Fix target's vehicle still driving even after the driver is killed, leaving passenger stuck
> Attacking or aiming at target in any way while being seen will alert the target
> Using sniper nearby and running targets with vehicle no longer counts as stealth
> Targets react properly if attacked by player's group.
- Changed reward formula and added bonus reward for stealth kills
> Contract rewards now ranges $500 ~ $3000 per target depending on the rank instead of $500 per target
> Eliminate target reward now fixated at $100 for each target
> Eliminated target without alerted the group now reward player with $250 for each target
> Performing stealth kill without witness now reward player with $750 for each target
- Assassination now completed at 50 target kills instead of 80
- Agent's car no longer spawn on roads, and won't drive away after giving instruction to player
- Now anyone in player's group will attack target instead of newly-spawned GSF member
- Several changes at config file
> Config file is now optional. If not present, it will uses default settings.
> Now targets only limited up to either Rank 3 or 6 instead of Rank 2, 4, 6
> Contract Break is replaced with Auto End Mission
> Target rank now always shown
> Allows agent spawning on the road method
- Targets now notices player at 3-star wanted level instead of 2
- Agents now rejects player at 3-star wanted level instead of 1
- Removed "Assassination.s" file
- Changed text display, now special texts shown briefly
- Now only up to 2 targets spawn per group

 

V9.1 Disengage Update
- Target now stop running or attacking after losing player for a while

> They will react immediately again if player is seen by them

> Assassination bonus does NOT rewarded at player's second attempt
- Assassination progress now stored in external file instead of using cleo's thread saving

 

V9.1.2 New game fix Update
- Fix starting new game load first savefile's mod progress


Old versions

Mediafire only

*Check changelog tab to make sure what changes applied to the version and what feature is absent in the version


Credit / Thanks to

 

  • thalilmythos, for constant reports and suggestion. And introducing GTAForums for mod posting.
  • Fireman and astitva, for keeping an eye and giving suggestions on this mod's earlier versions
  • ZAZ, the one helped me to get started in scripting and checking my persistent crash of this mod.
  • Seeman, Alien, Deji for CLEO and Sanny Builder. How else i would get started?
  • Tutorial posters and Various scripters of mods i decompile. Well, learning purpose.

 


 

Edited by MKKJ

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Ai®a©ob®a

Looks cool, If i decied to buy SA from steam i'll give this mod a go.

 

Keep up the good work :^:

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GaMeR-X

good mod man

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thalilmythos

You should keep modding brother, this is one of the best mods of sidemissions in sa i've ever tried, you got potential to make great mods.... and shiiieet, if your not really into modding but can make this? then damn you got talent

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MKKJ

Keep up the good work :^:

 

good mod man

thank you :)

 

 

You should keep modding brother, this is one of the best mods of sidemissions in sa i've ever tried, you got potential to make great mods.... and shiiieet, if your not really into modding but can make this? then damn you got talent

thanks dude

 

now you've said it, i feel ya too.

at first i just like "i want to poke around modding, i guess. it won't be long" then now it turned out better and i feel guilty if i don't take this any further :facedesk:

 

 

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thalilmythos

you are welcome man, you should keep going with this mod, make something like bigger pay objectives like killing an objective protected by a convoy or getting rid of a 10 persons gang in a row, bring variety, something to do after finishing gta sa 100 % apart from shooting cops till exhaustion

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Fireman

Yay more sidemissions and they're not even that easy!

 

Blew myself up once, targets have a good amount of health (I wish they could be headshot/one hit killed by a sniper shot though, maybe you can make them take more damage from sniper rifles?).

 

Some grammatical errors but that's okay. It just works and it allows you to basically do an infinite amount of mini-missions (cause all Rockstars missions are basically kill these guys or that guy).

 

Great job!

 

The extra of having a contact in between hits is so much cooler than another mod I tried where it would just mark a target, this makes it feel much more realistic.

Edited by Fireman

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MKKJ

Yay more sidemissions and they're not even that easy!

 

Blew myself up once, targets have a good amount of health (I wish they could be headshot/one hit killed by a sniper shot though, maybe you can make them take more damage from sniper rifles?).

 

Some grammatical errors but that's okay. It just works and it allows you to basically do an infinite amount of mini-missions (cause all Rockstars missions are basically kill these guys or that guy).

 

Great job!

 

The extra of having a contact in between hits is so much cooler than another mod I tried where it would just mark a target, this makes it feel much more realistic.

Thank you, sir. :)

 

About sniper, I wonder why i never thought of this. However, currently i'm working on it right now, at least make the target could get headshot'd along with code rewrite.

 

Grammatical problems, huh. I'm not native english speaker so it can't be helped unless someone offer help. I think dialogue affects much part of this mod, though.

 

Well, with much dialogue like that, overall it's like something between Rockstar's classic mission and oddjob sidemissions. :turn:

Edited by MKKJ

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astitva

It is seriously a very good mod!

Why don't you for example create options, like giving the player option to choose whether he wants to carry it covertly or by combating, thus affecting player's reward in the process.

Just a suggestion, keep up your good work.

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Fireman

 

Yay more sidemissions and they're not even that easy!

 

Blew myself up once, targets have a good amount of health (I wish they could be headshot/one hit killed by a sniper shot though, maybe you can make them take more damage from sniper rifles?).

 

Some grammatical errors but that's okay. It just works and it allows you to basically do an infinite amount of mini-missions (cause all Rockstars missions are basically kill these guys or that guy).

 

Great job!

 

The extra of having a contact in between hits is so much cooler than another mod I tried where it would just mark a target, this makes it feel much more realistic.

Thank you, sir. :)

 

About sniper, I wonder why i never thought of this. However, currently i'm working on it right now, at least make the target could get headshot'd along with code rewrite.

 

Grammatical problems, huh. I'm not native english speaker so it can't be helped unless someone offer help. I think dialogue affects much part of this mod, though.

 

Well, with much dialogue like that, overall it's like something between Rockstar's classic mission and oddjob sidemissions. :turn:

 

 

But headshots only by sniper rifles (if that's even possible) otherwise it becomes too easy! :p

 

I'll keep my eye on the grammatical errors, to be fair I only saw one, so that's not much.

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MKKJ

It is seriously a very good mod!

Why don't you for example create options, like giving the player option to choose whether he wants to carry it covertly or by combating, thus affecting player's reward in the process.

Just a suggestion, keep up your good work.

thanks a lot, man :D

 

 

But headshots only by sniper rifles (if that's even possible) otherwise it becomes too easy! :p

 

I'll keep my eye on the grammatical errors, to be fair I only saw one, so that's not much.

 

Yeah, i know. I planned to allow headshots with rifles, target in car or stay around 15-20 m from target

 

If you want to help with grammar, you could take a look at the *.fxt file with any text editor (like notepad)

The format written there shouldn't be much confusing. Then PM me for a discussion ;)

 

And, of course you don't have to if it's too much to do.

 

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MKKJ

UPDATE!

V3.0

 

- Now target can get headshot if:

> Shot by any rifle

> Shot while target in car

> Shot from around 20m away

- Add Mission Reward : Upon 50 Total Assasinations, any car you stole from target will turn invulnerable

> Target kill count stored in Player Stats > Crimes > Assasinations
- Minor grammar fix Thanks to Fireman for his time :D

 

 

EDIT

V3.1

-Fix assasination grand reward triggered at 35 instead of 50

-Fix target car won't turn invulnerable if target has been killed before player steal the car

-Code cleanup -- removes unnecessary comments and code lines

Edited by MKKJ

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astitva

Awesome.

This update makes it more interesting.

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Fireman

Nice, now I can snipe from the hills and actually kill the target, sweet.

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MKKJ

Awesome.

This update makes it more interesting.

 

Good luck with your killings ;)

 

 

Nice, now I can snipe from the hills and actually kill the target, sweet.

 

Wait, you can actually snipe from hills? damn. :blink:

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Fireman

 

Awesome.

This update makes it more interesting.

 

Good luck with your killings ;)

 

 

Nice, now I can snipe from the hills and actually kill the target, sweet.

 

Wait, you can actually snipe from hills? damn. :blink:

 

 

There was one target at the trucker compound and you could snipe over the fence to kill him. Not sure about other targets.

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MKKJ

UPDATE! Fixes, fixes

 

V3.7

-Reward changes. Now each kill gives bigger rewards
-Additional restart when agent is killed without player's consent

-Fix several issues where target in-car not responding whatsoever after bail out
-Adding "Simple mode" - alternate file with easier target and less reward.

-Removed instruction textbox after loading game

-Few code rewrite

Edited by MKKJ

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Fireman

One more fix; Assassinations is spelled with one s in the text, should be like this: Assassination.

 

Still great though.

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MKKJ

Oh wait, how i didn't notice it for the whole time...? :miranda:
I'll fix this when i found another thing to fix.

Kinda pointless giving another update only for minor spelling error

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thalilmythos

Jesus man this has come so far, congratulations dude, i am having a blast with this mod, but there is only one thing that puts me off, is that whenever you are chasing an objective and you put your car in front of it, it stops, whatsup with that? i want to have to chase the objective in case i miss the sniper shot i was aiming for you know? the trill of the chase and sh*t

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MKKJ

Jesus man this has come so far, congratulations dude, i am having a blast with this mod, but there is only one thing that puts me off, is that whenever you are chasing an objective and you put your car in front of it, it stops, whatsup with that? i want to have to chase the objective in case i miss the sniper shot i was aiming for you know? the trill of the chase and sh*t

Thanks dude, glad if you enjoyed it.

 

The issue is already in my to-do list for awhile ago. So far i managed to made the car speed up when attacked, but still stop if any car blocks its way.

Well, target's behaviour and response is always an issue for this mod for some reason.

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Fireman

Made this quick video, check out that last sniper shot, amazing!

 

 

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MKKJ

Made this quick video, check out that last sniper shot, amazing!

 

[le youtube vid here]

My god... my mod.... in HD! :blink:

Awesome, thanks a lot, dude!

Man, I wish i could mod the game like the way you did. My PC is just so potato that... nevermind.

 

That's one of nice way to play the game. And, that sniper shot... dang you actually snipe, man. :^:

It would be nice if you allow me to put this in video review section.

Edited by MKKJ

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Fireman

I missed 23 consecutive sniper shots on a target before that one though :p

 

My PC can't handle the game that well either and the game itself can't handle it, got crashes every few story missions, etc!

 

Sure you can use it if you want.

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MKKJ

UPDATE!

 

V4.0 Target and Reward update

-New reward system -- following Taxi Driver reward style It also means lesser reward money, though.
-Target in-car now speed up when attacked by player

-Now almost every kind of car model is used by target

-Few dialogue changes (English may still screwed but, well...)

 

Actually V3.7 changes was supposed to released along with V4.0 update (Hence the update name)
Well, just say since it took time and i'm just impotent impatient, i rushed to release it. (edit : a'ight, its lame, my bad)

Sorry for the inconsistent changes guys.

Edited by MKKJ

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astitva

Impotent?????

You mean helpless, right?

But please................, make yourself aware of this word 's other meaning and then only even think of writing it.

Nice updates, though.

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Fireman

Update is nice, however you shouldn't give all cars to people.

 

No hotring racers or bloodring bangers for example (Vehicle ID: 494, 502, 503, 504).

 

That's the only weird cars I've seen so far that seemed out of place, monsters trucks would also be rather weird to see on the street, unrealistic (vehicle ID: 444, 556, 557)

 

Also impotent :D

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MKKJ

Impotent?????

You mean helpless, right?

But please................, make yourself aware of this word 's other meaning and then only even think of writing it.

Nice updates, though.

Yeah, my bad. That was a joke, though. :)

No, not the 'helpless' one. Oh, wait you get what i mean...

 

Update is nice, however you shouldn't give all cars to people.

 

No hotring racers or bloodring bangers for example (Vehicle ID: 494, 502, 503, 504).

 

That's the only weird cars I've seen so far that seemed out of place, monsters trucks would also be rather weird to see on the street, unrealistic (vehicle ID: 444, 556, 557)

 

Also impotent :D

Got it, i'll add the model id's to the black list.

If only those models kind of sorted out.

 

misspelling is quite dangerous, isn't it? ;)

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MKKJ

UPDATE! Well that was fast.

 

V4.2 Another routine fix after update

-Added more car model blacklist
-Changed target pedtype to 27 (MISSION4) instead of 15 (GANG9) to prevent conflicts with gang mods
-Minor car model selection fix There was a check AFTER car is spawned if the car model is wrong it will replaced with another car but the wrong model is not released

 

The main post also updated now. Under End Notes i put detailed stuff there.

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thalilmythos

WoW you'se a persisten mof*cker haha nice work brother, im glad you decided to keep modding, keep on going dawg

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