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whorse

[V|WIP] Melee Riot - Ambient Peds Rioting w/ fists (custom Provocateur

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whorse

Melee Riot on GTA5-mods.com

 

Hello everyone, I just made my first ASI mod after figuring out how to edit the Provocatuer.asi mod by Kokolaty in Visual Studio. If you guys have never heard of provocateur mod, it basically makes all the regular pedestrians in the game start fighting eachother (and you) with random guns. It is a fantastic and underrated mod and Kokolaty did an amazing job. Even the firefighters and paramedics come in doing drivebys, and most peds will not run for their lives. It works by building an array of nearby pedestrians and randomly forcing two of them to fight eachother for every iteration of the endless loop. Press the minus key on your numpad (default) to toggle the mod on and off, and change that key by editing the .ini file. Since Provocateur has not been updated since May 26th, I took to upon myself to make the changes I wanted to see in it, and created Melee Riot.

 

After testing it for a few hours I can say that, much like provocateur, this mod is a blast; and as far as I know, there are no other melee-based riot mods for GTA V (when I try to set it up with the config file for riotmode.asi by Trumple, the rioters just stand there idle with no guns). So I am sharing with you guys. I included the source code in the script.cpp file (the rest of the mod is built from Native Trainer).

What this mod does:

Once toggled, all pedestrians around the player will start fighting eachother with whatever weapons they already have (usually just their fists). Some pedestrians will be given melee weapons fight with. The rioting peds are completely fearless, and will keep rushing with just their bare hands, even after being shot multiple times. Pedestrians in cars will pull over and get out to join the rumble, or will ram other vehicles (much like when you make another driver angry in story mode). The on-foot rioters will only target the player if they detect that you are in combat-mode or if you get right in their faces, while drivers can also target and chase the player if you are driving a vehicle too close to them. If you have mods that increase your population of peds by large amounts, the mod may not catch all of them (it works using the game's default function to get nearby peds). Sometimes it takes a moment for peds to start rioting.

Features:

*Riot mode where peds are not given guns (in the normal version) and all rioters come from the ambient pedestrians already walking around
*Female peds will now be given melee weapons quite often, since they are so much weaker in-game than males. Male peds will be given melee weapons less often.
*Peds will not target the player unless they detect that the player is in combat.
*Many drivers on the road will try and ram the player's vehicle, or sometimes they will ram other drivers. Firefighters will almost always use their water cannon.
*If a ped already has a gun, they will use it. Rioting peds will not run from explosions or even from getting shot
*Peds that are running can become hostile again by you getting closer to them, given a little time.
*Enable/Disable message on-screen while the key is depressed
*Bodyguards (anyone who is a member of the player's group) and police are not affected by the mod
*Animals can be among the rioters
*Config file settings allow guns!


Installation:
Put the files in your game directory (with ScriptHookV installed) and press the minus key (default) to activate/deactivate the melee riot while the game is on.

Download:

MELEE RIOT V1.3 alpha

 

 

MELEE RIOT V1.2 BETA 2 (see first post on pg 2 for details on this version)

Melee Riot Ambient Peds Riot v1.1

 

New settings with v1.1 are noted with "***"

Version 1.1 has the following options in the meleeriot.ini config file, with new options marked with (***). You may ONLY change the values between the brackets. Please update your config file with each new update of the mod, or it may not work, as the text has to be exact. The options are:

Current config settings:

 

Hotkey = [0x6D] -- set this to a key value as described in the installation & usage section of this readme
Guns = [0] -- set this to [1] if you want all peds to be given guns from the list in the ini file
***Parachutes = [1] -- This option allows for peds who are over 10 distance units (one unit being about the height of a pedestrian) in the air to pull parachutes and glide to the location of their last opponent (or a random location, if they do not have a last opponent). Setting this number to anything higher than [1] will make the number be the minimum height required to use a parachute, so setting it to [15] means they must be 15 distance units high to use one. Try this with a gravity gun mod for best effect.
Peds sweat = [0] -- set this to [1] to have everyone become drenched in "sweat" after fighting for a bit. Set it to [2] for only women.
***No animals = [0] -- set this to [1] to completely remove ALL animals from the riot, and set it to [2] to remove cows along with the harmless ones normally removed at [0]
Target stacking = [0] -- set this to [1] to remove a restriction that prevents the same ped from being targeted simultaneously by multiple other peds
Tougher ped cars = [1] -- makes rioting drivers become more skilled, and their cars become stronger and faster
***Peds ignore player = [0] -- set this to [1] to make rioters all but ignore the player (up to a point). Set this to [2] if you want rioters to ignore the player, but for them to still to be able to target you using the "Drivers chase player" and "More peds target player" odds
Ped minimum armor = [0] -- set this to 100 or 200 to give peds a nice resistance to bullets (particularly when they have a gun themselves)
Ped minimum health = [0] -- set this to a higher number like [400] if you want rioters on PCP. This number never reduces a ped's default health
Remove common guns = [0] -- set this to [1] to remove all the common guns seen carried by pedestrians/police around the map, such as the pistol, the pump shotgun, the carbine, etc.
Old (random) targeting = [0] -- set this to [1] to make it so targets are only picked randomly, except for those fighting back against others who attack them. Tries to mimic the original targeting style of this mod, from earlier versions.
Riot radius around player = [9999] -- this number decides the maximum distance a potential rioter can be from the player. Beyond a certain range, it has no effect. When set to [9999], this factor is not even considered (which is how the mod used to be) I've read that the maximum distance a ped can be from the player is 55 to be considered "nearby," so this really should be set to [55] or just not measured at [9999]. I'm not sure if there is any performance penalty/benefit either way.
Peds regen health outside of combat = [0] -- Set this to [1] if you want peds to have a chance to regenerate their full health whenever they manage to escape combat for a moment
***Riot activity rate = 1/[1] -- Set this to [0] and all peds will ignore all combat commands, along with EVERYTHING else. These are the odds that a ped will listen to the script, so set to 1/[60] or something if you want odd fights here and there, but all the peds to completely ignore the player's shocking actions. Effects like parachuting peds and the flaming stun gun will still work
Target switching odds (1/X) = 1/[1] -- Move this number closer to 1 and the rioters will be more likely to change their target.
Male melee weapon odds (1/X) = 1/[26] -- These are the odds that male peds will be given melee weapons when guns are disabled.
Female melee weapon odds (1/X) = 1/[14] -- Same, but for females. Melee weapons are only given when not in combat or when entering a vehicle.
Peds trip when fleeing odds = 1/[1] -- Set this to [0] if you do not want fleeing peds to stumble and fall, or something like [5] if you want it to happen 1/5th of the time.
More peds target player odds (1/X) = 1/[0] -- Formerly "More peds target player" switch, now a ratio. Set this to 1/[1] if you want all peds to attack you, set it to 1/[5] if you want them to attack you 1/5th of the time.
More drivers chase player odds = 1/[5] -- This ratio determines how often other drivers will chase the player on the road when you drive near them
Peds leave vehicles faster odds = 1/[12] -- This ratio determines how likely a ped is to leave their vehicle while slowed down during a car-chase
Flaming stun gun (extinguish ped to restore) = [0] -- set this to [1] and peds who are shocked with the stun gun will catch fire and become invulnerable and unable to ragdoll, running around rioting like normal while burning. To kill them, first extinguish the fire.
Set player as cop (change playermodel to restore) = [0] -- Set this to [1] to be a cop, making dispatched police come as backup rather than as enemies.
Custom 'guns' weapons list: (50 weapons max, 5 per line) -- Put your own list of up to 50 weapons to be used when the "guns" option is enabled. Make sure to leave the list perfectly formatted, or it may not be accepted
Custom melee weapons list: (16 weapons max, 4 per line) -- This list is the pool of weapons given to male and female peds during normal melee-riot mode
The script does not have to be re-loaded to accept new settings from the config file. You must change your playermodel to reset the cop-setting, or restart the game. Idle cops (after you lose your wanted level) may possibly still cause FPS drop, so make sure you clear them all from the area and NEVER leave the area while the FPS is still lagging from their presence or it might persist until you re-load the game. I've read that cop-lag has been a common issue for everyone since the ill-gotten gains 2 patch.
Version 1.1 changelog
*Added "Riot activity rate" config option, which allows you to set how often peds will completely ignore the fight commands (and completely ignore everything going on around them)
*Added "parachutes" config option, which makes peds who are airborne pull parachutes and glide safely back to earth. Try it with a gravity gun mod to throw peds in the air, and watch them glide back to their opponents and resume fighting
*Changed "no animals" setting and "peds ignore player" settings to accept values of [2] as well as [1] and [0]
*Added some code to explicitly remove flying birds until I find out exactly what all their model hashes are
*Some other coding things that improve ped responsiveness
Version 1.0a changelog
*Fixed major scripthook-crashing glitch with the unbelievable failure that was version 1.0 (sorry guys)
*Made it so that peds are only assigned to the "cougar" group if it is guns mode or if they are fleeing and they pass a 1/5-odds check
*Made it so that civilain peds think cougars are not frightening enemies, so as to stop the mass panic events where distant peds start running from the "dangerous carnivores" in the streets
*if a civilian is attacked by a cougar-ped, the civilain becomes a cougar-ped, so that the civilian will no longer think of the cougar ped as a non-enemy
*Added a small config option to specify whther helicopter and plane pilots should bail out like all other vehicle drivers
*Added a small config option to specify whether cops should be added to the cougar group (since it makes them, the army, and SWAT all fight eachother)
Version 1.0 changelog
*Fixed a bug with peds always regenerating health
*Fixed a bug that made more peds flee than would in version 0.8
*Fixed it so birds, cats, rabbits and other animals without attacks (except cows) are excluded from the riot
*Added an entry in the config file to determine what weapons peds can get from the mod
*Added a config option to completely remove animals from the riot
*Renamed "sucker punches" to "target stacking" to better reflect what the option does
*Renamed "Less hostile peds" to "Peds ignore player" to better reflect what the option does
*New option: "More drivers chase player odds" determines how often cars will chase your vehicle if you drive near them
*New option: "Ped minimum armor", because even with 10,000 health a ped with a gun will still die from a couple bullets w/o armor
*Changed several options to odds-based, rather than just on/off
*Basically rewrote the entire script trying to fix the fleeing issue that started in 0.9
Version 0.9b changelog
*Fixed more peds target player and old targeting method broken config settings
*Added an option to specify whether peds trip when fleeing
*Added an option to set the maximum range from the player that a ped can be considered for rioting ("riot radius")
*Tweaked main targeting system, now 1/1 odds in the config file is probably the best choice; any higher and peds will stand around longer
*Added a config option to make it so the stun gun will set a ped on fire and make the rioter invincible and unable to ragdoll until the ped is extinguished (use a fire extinguisher or a firetruck)
Version 0.9a changelog
*completely revised the targeting system based on the one used to attract peds to other idle peds (introduced in 0.9), I'm very happy with the results
*Added a "sweat" option as requested by users. set it to [1] to have both men and women get drenched with sweat during a heated fight, or to [2] for only women.
*Tweaked some stuff with the "cougar" group being assigned to everyone
*Made all guns get removed with the config option, not just common ones (except for heavy weps)
Version 0.9 changelog
*Put all rioters in the "cougar" relationship group; now cops will attack SWAT and most group-relationships are ignored. Rioters are given very short visual range to prevent them from all attacking player on-sight.
*Added a targeting method that makes peds who stand around not fighting become primary targets for other peds (controllable via config setting "Target switching odds")
*Added six+ new config options (seven..? maybe)
*Much tweaking of base targeting system
*probably a lot more I'm forgetting to mention
Version 0.81a changelog
*Due to a problem with peds acting like pussies and running away, I rebuilt the script based on version 0.8, adding in the fixes for the FPS drop and the inputs for the config file. Sorry about that!
Version 0.81 changelog
*Seven new options in meleeriot.ini config file
*REALLY fixed the issue that caused FPS drop when your wanted level was high (I think.)
Version 0.8 changelog:
*Alternate non-melee version with guns!
*Peds regenerate health when not in combat and have a minimum of 150 health
*Animals will not go after the player all the time anymore
*Many more drivers will chase the player (but not many will drag you out of your car for nothing)
*Numerous tweaks to the rioter behavior and targeting system
*Fixed issue that caused FPS drop when your wanted level was high
*Peds will stand up from tables and get off the bus (sometimes)
Version 0.7a changelog:
*Alternate versions are back!
*Tweaked the targeting system so that the player is targeted by other drivers more often and so pedestrians who start combat with the player are not locked into it until death.
*Fixed the peds from going ragdoll in combat.
*At 4+ star wanted level, the mod disables due to crazy instability when there are a lot of cops around. Even with that, I strongly recommend that you just manually disable the mod if your wanted level goes over 3 stars, and use a trainer to "clear the area" if you experience FPS drop after wanted level.
*Peds in vehicles are more likely to leave their vehicles, and are more likely to be dragged out by people on foot.
*Aiming your gun at pedestrians does not make them chase you anymore. Aiming can also sometimes make peds who are chasing the player buzz off.
*Some melee weapons are now more common than others.
Version 0.7 changelog:
*Peds now sometimes switch targets on ~six second intervals (in addition to the normal 1 second intervals) to make them move around more often. This keeps them active in the fights and makes it so less people are standing around staring at their opponents. Once they are in a fight they will not listen to the script anymore anyway.
*Men are preferentially targeted, and women preferentially target women. Both will target the opposite sex if there are no same sex opponents or if they are randomly switched. This helps with an issue where males will not fight back against females sometimes.
*Enemies will not stick to the player if the player previously had damaged them
*Peds that are on fire and peds that are in "scenarios" (like those eating at tables) are no longer targeted
*Peds that are fleeing or sprinting will now trip and fall
*Drivers will stay in their vehicles for longer
*All animals behave like the mountain lion
*Complex targeting, more pairs of people fighting
*Peds drop weapons
Version 0.6 changelog:
*Animals can now riot as long as they have under 100 max health. This includes almost all animals except most birds and bunnies (some larger birds will still come down).
*Peds will now turn around and fight back against another ped who hits them (!!)
*Peds now target other peds that are further away, by default (unless they are injured, in a vehicle, or other odd scenarios).
*Toned down the overall amount of melee weapons around in the default version
*Six alternate versions

 

 

Old Versions: (all mega.co.nz)

Melee Riot Mod v1.0a

Melee Riot Mod v0.9

Melee Riot Mod v0.81a

Melee Riot Mod 0.7a

Melee Riot Mod 0.7

Melee Riot mod 0.6

Melee Riot mod 0.55

Melee Riot mod 0.4

Melee Riot Mod 0.3a
Melee Riot Mod 0.2

Melee Riot Mod 0.1

Older versions have the rioters fight other peds based on random chance. Also, only females got melee weapons given to them by the mod. Every car will be hostile to the player and will try and ram the player off the road for a fist fight. In version 0.1, some women would be given a flare gun. Version 0.55 was when the targeting really started to change, and lots of little rules got put in.

 

Here is the original provocateur mod by Kokolaty:
https://www.gta5-mods.com/scripts/provocateur-mod-kokolaty

 

Much of the credit goes to him. Hope you enjoy!

 

Screenshots:

 

25ppr1s.jpg2e2np21.jpg2ld7qk6.jpgslmzv5.jpg

 

 

Videos (from version 0.3a and earlier):

 

 

Edited by whorse
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vithepunisher

Can i just say wow just perfectly wow id give 100000000/10 if i could a very very well done 100% recommend this so fricken epic thanks so much whorse

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whorse

Can i just say wow just perfectly wow id give 100000000/10 if i could a very very well done 100% recommend this so fricken epic thanks so much whorse

Thank you!

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jimthebig8

Seems like an awesome mod.

I do suggest uploading it on GTA5-MODS.com , could gain more publicity this way.

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milicmods95

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whorse

Seems like an awesome mod.

I do suggest uploading it on GTA5-MODS.com , could gain more publicity this way.

I would, but I really would like to just rewrite the whole script.cpp file myself so I don't have to say "it's really Provocateur-mod-with-edits" every time. The only reason I even uploaded it here was because I was having such a good time when I was testing it out. I was fighting so many people that even with just fists and me using a gun, they would eventually overwhelm me; it was like an epic game of zombie survival or something. I had to share it with other people.

 

Also, the program code is kind of confusing and hard to read at the moment, so I want to clean that up. I want to fix the whole thing with the cops going after you when you haven't done anything (if a cop is near, you get two stars because they randomly decide to engage you). I found out that making the player a cop with the SET_PED_AS_COP(player, true) native function works very nicely for this. Since you are already fighting so many peds, I think it'd be better if the police helped you rather than attacked you. Ideally I would have it toggle on and off with the mod, but it seems like you cannot toggle it off without reloading the game. Anyone know if there is there any way to disable the player set as a cop after you've toggled it?

 

Also, I'd like to make it so that punching firefighters and paramedics does not instantly get you a star, since they will sometimes attack you. I saw a native function for setting peds to inform their respected allies of events, but not the other way around.

 

And I've managed to remove animals from the rioters, but do you guys actually want that? Or would you prefer the animals to behave as they do?

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whorse

I updated the mod so that animals should not be included among the rioters (they were only targeting the player anyway). Also, lots of peds were trying to get into melee fights with birds, but were unable to stomp on them, so they just would stand there staring at the bird. If I made it so animals could not be targeted, the human peds would keep glitching out as all their assigned targets were invalid (my incresed peds & traffic makes it so there are birds everywhere),

 

But more importantly, I made it so that the rioters will only engage the player if the player is in some form of combat mode (shooting, targeting, swinging a weapon etc). Driving into people and aiming your gun out the window causes peds to target you in your car. If you dont interfere, other drivers will flick eachother off and try to ram eachother off the road, but some will still randomly decide to try and ram you every now and again. I also revised and got rid of some unused things in the source code, recreating my own version of it.

Download version 0.3 here

EDIT: Get version 0.3a in the OP instead of 0.3; it is the same thing but with a few alternative versions of the mod included in the download.

Edited by whorse

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vithepunisher

I updated the mod so that animals should not be included among the rioters (they were only targeting the player anyway). But more importantly, I made it so that the rioters will only engage the player if the player is in some form of combat mode (shooting, targeting, swinging a weapon etc). I also revised and got rid of some unused things in the source code, recreating my own version of it.

Download version 0.3 here

Can you update the original old version i love the original random flaregun and animals it is just wow♥ everything is perfect! for example just do this but with the original

 

(I made it so that the rioters will only engage the player if the player is in some form of combat mode (shooting, targeting, swinging a weapon etc). I also revised and got rid of some unused things in the source code, recreating my own version of it.)

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whorse

 

I updated the mod so that animals should not be included among the rioters (they were only targeting the player anyway). But more importantly, I made it so that the rioters will only engage the player if the player is in some form of combat mode (shooting, targeting, swinging a weapon etc). I also revised and got rid of some unused things in the source code, recreating my own version of it.

Download version 0.3 here

Can you update the original old version i love the original random flaregun and animals it is just wow♥ everything is perfect! for example just do this but with the original

 

(I made it so that the rioters will only engage the player if the player is in some form of combat mode (shooting, targeting, swinging a weapon etc). I also revised and got rid of some unused things in the source code, recreating my own version of it.)

 

Yeah, I just added a re-compiled version that allows animals and flare guns. It is included as an alternative version with Melee Riot 0.3a

Edited by whorse
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vithepunisher

 

 

I updated the mod so that animals should not be included among the rioters (they were only targeting the player anyway). But more importantly, I made it so that the rioters will only engage the player if the player is in some form of combat mode (shooting, targeting, swinging a weapon etc). I also revised and got rid of some unused things in the source code, recreating my own version of it.

Download version 0.3 here

Can you update the original old version i love the original random flaregun and animals it is just wow♥ everything is perfect! for example just do this but with the original

 

(I made it so that the rioters will only engage the player if the player is in some form of combat mode (shooting, targeting, swinging a weapon etc). I also revised and got rid of some unused things in the source code, recreating my own version of it.)

 

Yeah, I just added a re-compiled version that allows animals and flare guns. It is included as an alternative version with Melee Riot 0.3a

 

Once again you surprise me with your epic awesomeness!! thank you so much dude♥ :D:cookie::cookie:

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vithepunisher

 

 

I updated the mod so that animals should not be included among the rioters (they were only targeting the player anyway). But more importantly, I made it so that the rioters will only engage the player if the player is in some form of combat mode (shooting, targeting, swinging a weapon etc). I also revised and got rid of some unused things in the source code, recreating my own version of it.

Download version 0.3 here

Can you update the original old version i love the original random flaregun and animals it is just wow♥ everything is perfect! for example just do this but with the original

 

(I made it so that the rioters will only engage the player if the player is in some form of combat mode (shooting, targeting, swinging a weapon etc). I also revised and got rid of some unused things in the source code, recreating my own version of it.)

 

Yeah, I just added a re-compiled version that allows animals and flare guns. It is included as an alternative version with Melee Riot 0.3a

 

I'm using that version but iv noticed not many people want to fight me or chase me down in there cars can you fix this please

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whorse

I just uploaded version 0.4

download

 

It changes the following things from 0.3:

*Revamped the AI of the rioting drivers so they behave more like their on-foot counterparts
*Rioting drivers now drive faster, more aggressively, more recklessly, and with more skill. They will try hard to ram eachother off the road.
*The mod no longer has any effect on police, player bodyguards, or animals
*Gave a higher chance for men to gain melee weapons
*Peds who are entering a vehicle have a higher chance of getting a weapon, to make it look like they are retrieving one from their car
*People will not stand around looking stupid as they get punched in the face so much

 

 

I'm using that version but iv noticed not many people want to fight me or chase me down in there cars can you fix this please

 

I dont know if I can fix that. It happens because all the people want to fight the birds/bunnies, but they cant hit them, and the birds cannot hit the humans either so they just sit there. People only wanted to fight you in version 0.1 because they were explicitly being told to target you (rather than targeting you if you are aggressive as in the new versions)

 

EDIT: Actually, I probably can fix that, but it will probably have to be if peds attack you unprovoked. It's kind of hard to get cars to chase you in the default version because its harder for them to register you being in combat, but you can usually just honk you horn and aim your gun and some cars will chase you. I just didnt want people being pulled from their cars when they didnt show any aggression. I tried to use the natives GET_TIME_SINCE_PLAYER_LAST_HIT_CAR/PED, but both of them just return "0" all the time.

Edited by whorse
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whorse

New Version 0.5

 

This version I spent a long time working on and testing the AI (thank god for ctrl+R). I made it so each rioter's target ped is based on the distance between them rather than random chance, specifically making them target other peds that are further away (if I have them target peds who are closest, the effect is exactly the same as random targeting).

 

Cars will spin all around chasing eachother, and if you get close enough to them and you are in a vehicle yourself, they will go fully hostile against you, as they would if you were in combat mode. The biggest change is the long-distance based targeting, which seems to greatly reduce the amount of peds who are in "stand-off" mode with another ped who is fighting, where they will not stop the stare-down even if they are repeatedly getting punched in the back of the head and getting back up.

 

I haven't had time to make any new alternate versions, but I may make some tomorrow or something.

 

I have learned a lot about C++ making this mod. This is the first "program" I've ever made for myself

 

EDIT I can tell now after testing 0.5 for a bit that most people are not going to like the new targeting system, as it seems to decrease the overall amount of fighting going on at any one time. I'm going to make it an alternate version and keep working on it until I can figure out how to make peds immediately change targets and fight back against the last ped who just hit them. The fighting in 0.5 does seem a little more realistic though, IMO, as people are doing a big variety of things rather than all just huddling into a crowd and hitting eachother in the back of the head. You also seem to see a lot more funny sh*t, like peds taunting another ped and then getting smashed by a car who is chasing another car, especially since peds are running all over the place with their targets being so far away.

I'll get an "normal" version of 0.5 up that uses the old random targeting soon, in the meantime just use version 0.4 if you want the old targeting

Edited by whorse
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whorse

Just updated to version 0.55, this is what v0.5 should have been. Also, I included three alternate versions that were requested (see the OP for details). To quickly switch between versions of the mod, you can add a blank text document to your GTA V folder and rename it to "ScriptHookV.dev" - this allows for you to turn ScriptHookV on and off by using Ctrl+R, and you can freely swap out the ASI mods while it is turned off.

Version 0.55

Edited by whorse

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vithepunisher

Just updated to version 0.55, this is what v0.5 should have been. Also, I included three alternate versions that were requested (see the OP for details). To quickly switch between versions of the mod, you can add a blank text document to your GTA V folder and rename it to "ScriptHookV.dev" - this allows for you to turn ScriptHookV on and off by using Ctrl+R, and you can freely swap out the ASI mods while it is turned off.

Version 0.55

@whorse It's not as good as the original i prefer the old one though because with this update not many pedestrians target me and everyone is givin a melee weapon i rather see them have an occasional melee weapon not all the time and to have an even fight targeting me and also other pedestrians :(

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whorse

 

Just updated to version 0.55, this is what v0.5 should have been. Also, I included three alternate versions that were requested (see the OP for details). To quickly switch between versions of the mod, you can add a blank text document to your GTA V folder and rename it to "ScriptHookV.dev" - this allows for you to turn ScriptHookV on and off by using Ctrl+R, and you can freely swap out the ASI mods while it is turned off.

Version 0.55

@whorse It's not as good as the original i prefer the old one though because with this update not many pedestrians target me and everyone is givin a melee weapon i rather see them have an occasional melee weapon not all the time and to have an even fight targeting me and also other pedestrians :(

 

Try redownloading the mod; this morning I accidentally uploaded a compiled version of 0.55 that had an "&&" where there shouldve been an "||", and it caused all the peds to ignore the player. I fixed in like an hour or two later. Females always had a lot of melee weapons because sometimes it takes them like 8 stabs to kill a man who can kill them in one punch. I made males have more melee weapons by request of some comments on GTA5 mods (I can tone it down if it's too much), and there are generally a lot more males about fighting, so you do notice that a lot more

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vithepunisher

 

 

Just updated to version 0.55, this is what v0.5 should have been. Also, I included three alternate versions that were requested (see the OP for details). To quickly switch between versions of the mod, you can add a blank text document to your GTA V folder and rename it to "ScriptHookV.dev" - this allows for you to turn ScriptHookV on and off by using Ctrl+R, and you can freely swap out the ASI mods while it is turned off.

Version 0.55

@whorse It's not as good as the original i prefer the old one though because with this update not many pedestrians target me and everyone is givin a melee weapon i rather see them have an occasional melee weapon not all the time and to have an even fight targeting me and also other pedestrians :(

 

Try redownloading the mod; this morning I accidentally uploaded a compiled version of 0.55 that had an "&&" where there shouldve been an "||", and it caused all the peds to ignore the player. I fixed in like an hour or two later. Females always had a lot of melee weapons because sometimes it takes them like 8 stabs to kill a man who can kill them in one punch. I made males have more melee weapons by request of some comments on GTA5 mods (I can tone it down if it's too much), and there are generally a lot more males about fighting, so you do notice that a lot more

 

Could you do an alternate version where males have less weapons like your very first upload that was perfect♥

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whorse

I just uploaded a new version 0.6 that fixes a lot of problems with the AI, including making peds fight back against other peds who hit them (unless they are staring them down, then they have to wait til they reach the breaking point before they fight). It also allows for larger animals, and reduces the amount of melee weapons floating around. There are six alternate versions (I gotta learn how to make an INI config file...). See the OP for more info

Melee Riot version 0.6

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vithepunisher

I just uploaded a new version 0.6 that fixes a lot of problems with the AI, including making peds fight back against other peds who hit them (unless they are staring them down, then they have to wait til they reach the breaking point before they fight). It also allows for larger animals, and reduces the amount of melee weapons floating around. There are six alternate versions (I gotta learn how to make an INI config file...). See the OP for more info

Melee Riot version 0.6

Tested it 10/10 perfect a very very well done dude i love it :D only needs the flare gun and mad women with occasional melee weapons hehehe :D

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whorse

I just uploaded version 0.7 and I am very happy with it. Please try it out and leave feedback. I'll add alt version or maybe even a config file with the next update

Edited by whorse

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whorse

MeleeRiot Melee Only Riot Mode version 0.7a (REUPLOADED with fixed wanted lvl glitch)

 

Version 0.7a changelog:
*Alternate versions are back!
*Tweaked the targeting system so that the player is targeted by other drivers more often and so pedestrians who start combat with the player are not locked into it until death.
*Fixed the peds from going ragdoll in combat.
*At 4+ star wanted level, the mod disables due to crazy instability when there are a million cops around. Even with that, I strongly recommend that you just manually disable the mod if your wanted level goes over 3 stars.
*Peds in vehicles are more likely to leave their vehicles, and are more likely to be dragged out by people on foot.
*Aiming your gun at pedestrians does not make them chase you anymore. Aiming can also sometimes make peds who are chasing the player buzz off.
*Some melee weapons are now more common than others.
Animals dont attack was supposed to remove animals completely, but somehow they are still target-able by the humans, and I dont really have time to find out why atm.
Edited by whorse

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whorse

New version 0.8, now with a guns alt version and an alt version that raises rioter's health to zombie-like levels! Numerous targeting and AI tweaks to the main version

 

I would recommend using it with an increased traffic mod. All the main ones are broken at the moment, but Fan of Saints on GTA5-mods updated all of Lupin's More Pedestrians and Traffic configs to work again, here:

https://www.gta5-mods.com/misc/more-pedestrians-and-traffic#comment-86597

Edited by whorse

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whorse

Melee Riot v0.81 - laggy

 

I added seven new options to the config file, and I'm pretty sure I actually got rid of the wanted level frame-rate glitch this time. The options in meleeriot.ini are:

 

Hotkey = [0x6D] -- set this to a key value as described in the installation & usage section of this readme
Peds get guns = [0] -- set this to [1] if you want all peds to be given guns
Ped minimum health = [150] -- set this to a higher number like [400] if you want rioters on PCP
More peds target player = [0] -- Set this to [1] if you want more peds being spontaneously hostile to the player
Peds leave vehicles faster = [0] -- Set this to [1] if you want peds to leave their vehicles faster
Male melee weapon odds (1/X) = 1/[9] -- These are the odds that male peds will be given melee weapons when guns are disabled.
Female melee weapon odds (1/X) = 1/[2] -- Same, but for females. Melee weapons are only given when not in combat or when entering a vehicle.
Set player as cop (change playermodel to restore) = [0] -- Set this to [1] to be a cop, making dispatched police come as backup rather than as enemies.
Edited by whorse

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whorse

Just uploaded version 0.9, with six new config options! Actually, there is a seventh one to make women drenched in water after fighting for a bit, called "sweaty women" (lol). You have to manually add that one in, like

Sweaty women = [1]

right above "Peds get guns = [x]" in the meleeriot.ini config file

 

any feedback would be appreciated!!

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FixingG00D

This looks cool, but any chance you could add an .ini option for "All peds leave player alone" - 0 or 1, like the original mod?

 

Most users will like being attacked but i prefer to be in the middle of the action as an observer.

 

It would be excellent to be able to determine / limit specifc weapon pairs i.e 1) fists & knifes, 2) fists and glass bottles, etc

 

Respect for carrying on what was a very promising mod.

Edited by FixingG00D

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whorse

This looks cool, but any chance you could add an .ini option for "All peds leave player alone" - 0 or 1, like the original mod?

 

Most users will like being attacked but i prefer to be in the middle of the action as an observer.

 

It would be excellent to be able to determine / limit specifc weapon pairs i.e 1) fists & knifes, 2) fists and glass bottles, etc

 

Respect for carrying on what was a very promising mod.

Yes, that is what the "less hostile peds" option already does. I do not know how to make the peds ignore the player's aggressive actions entirely, though. For example, if you point a gun at them, they will probably become hostile no matter what the script tells them to do, because that's just a default gameplay mechanic. But the "less hostile peds" option makes it so they ignore you if you do basically everything but shoot at them. In the normal edition and the old editions, they will not attack you unless you get very close to them or you go into combat mode anyway, so maybe you have "more peds target player" enabled? I mightve accidentally left it set at [1] in version 0.9's INI file. But yeah, "less hostile peds" makes the peds regard you in the same way they did in provocateur (where there are no circumstances that make them target you). In new versions the peds are more hostile because they are part of the cougar relationship group, but they have very short range vision if they are unarmed. Really though you can just turn on "peds ignore player" in a trainer and they will buzz off after a second

 

As for customizing the weapons, I dont know how to take strings of weapons names from an INI file and use them for a weapons array, but I will try to figure that out before 1.0

 

also, I just uploaded version 0.9b, which fixes some stuff from 0.9a and adds 4 new config settings

Edited by whorse
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whorse

I cannot for the life of me get rid of these stupid f*cking birds from the pool of rioters. I can remove all animals, but I just want to get rid of the ones that cannot attack. I tried scanning peds for all their model hashes (didnt work), checking if they were in the air (didnt work), checking of they were not on foot (didnt work), checking if they had under 200 god damn max health (like 20% still flew down)... Finally I just made it so any animal has to be at most 50 distance units from the player or they cannot riot, that is the only thing that sort-of works

 

EDIT: yeah I just turned myself into a cormorant and looked at my max health and it's 200. What. Also, they're taller than some dogs that can pounce, so you cant single them out by their height. Finally, I just found out that you had to say get hash "A_C_Cormorant" and "A_C_Cormorant+Hi" and not "a_c_cormorant" to be able to separate them by their model. All the model hashes provided on the internet seemed to be wrong, too.

 

Also, I finally found out how my mod fetches pedestrians exactly:

http://gtaforums.com/topic/789788-function-args-to-pedget-ped-nearby-peds/?p=1067386687

Edited by whorse

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whorse

I again updated, this time its version 1.1

 

This time, I added parachutes, some options for removing animals, some options for peds ignoring the player, and a new option called "Riot activity rate" for the odds of peds just totally ignoring the script (they still are subject to the passive things, like becoming fearless/oblivious or tripping when fleeing, as well as the effects of the stun gun or parachute mini-mods. Even if set to 1/[0], a ped might still very rarely attack another ped.

 

But yeah, the parachutes. This was interesting to try and amazing to see it actually work. It really should be its own mod, but I'm just gonna bundle it with the riot since they both use the same method to access nearby pedestrians. Most of my testing with it was done using 10REL05's amazing gravity gun mod. You can change the gun's x, y and z force-values in an INI file while the game is minimized, much like with my mod. Setting the Z axis force to be higher than X and Y makes peds rocket into the air, and they will almost always parachute towards another living target or the player (sometimes they pick a random spot within 100 distance units in any direction).

3af95b-GTA5%202015-07-27%2016-15-39.jpg

Right now, a ped's parachute "thrust" is boosted based on how shallow the angle is from the ped to its target, and the height of the target ped from the ground is subtracted from the target ped's z-axis coordinate, so as to never make the parachutist target a location that is not on the ground. Parachutists are immune to fall damage until they have fallen out of their parachutes and A.) are over 3.5 distance units high (Franklin is about 1.08 units tall), -- B.) have landed and stood up, or C.) if they pass a random check (so the likelihood increases exponentially with time). If anyone knows if/how you can use AI::TASK_PARACHUTE on a pedestrian and have him follow a moving target, let me know, because I try it and it just makes them skydive

Edited by whorse

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