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4 hours ago, The Eddo said:

Happy birthday, Gangster Walk Fix!

 

In case if you were unfortunate enough to not know, today is the day when Gangster Walk Fix was first released last year. That's right, on the 15th of February in 2019!
Anyway, on the event of this honorable day, I've decided to make, announce and release a new update.
First of all, I would like to give many, MANY thanks to @Junior_Djjr. If it wasn't for his great assistance and cooperation, this modification might have never existed...

 

* Finally playtested the III version.
* If a pedestrian stops wielding a weapon that caused his or her walkstyle to change, the script will now obtain the pedestrian's default walkstyle and restore it.
* The modification now checks for the pedestrians' current walkstyle first before it applies any new ones.

 

* As a result, the scripts will apply the new walkstyle only once on each pedestrian instead of applying the same walkstyle to the same pedestrian over and over.
* Moreover, there is also quite much of a probability that the scripts will move onto other pedestrians due to this.
* Made overall minor improvements in all three scripts' codes and shortened them all quite a lot.

 

* The SA version of the script is now compatible with the US v1.00 EXE only.
* The entire ReadMe file has completely remade, redone, rebranded, reworked, and remastered.
* And what-not.

 

Well, why are you still here? What are you waiting for? The modification has been released! Go get the latest update from the OP!

Please,fix wanted star hus for GTA 3! Game crashed in begining.

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7 hours ago, ShadowM said:

Please,fix wanted star hus for GTA 3! Game crashed in begining.

I'm aware of the crash in Dynamic HUD Stars, but unfortunately, I failed to find a viable solution to fix it so I decided to remove it from the forums. Sorry about that.

 

P.S: Second page!

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No credit to jochuan, the inventor of the Gangster Sit Fix, blasphemy!

 

btw if I hadn't banned jochuan from my forum he probably would never have come here with your clever words, and our lives would be very different.

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  • YEE 1
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8 hours ago, Junior_Djjr said:

No credit to jochuan, the inventor of the Gangster Sit Fix, blasphemy!

Holy crap, almost forgot him! LOL.:p I should've added his name in too in the previous update when I was reaching for 10,000 bytes for the ReadMe. Oh, well, maybe I'll do it next time.

 

8 hours ago, Junior_Djjr said:

btw if I hadn't banned jochuan from my forum he probably would never have come here with your clever words, and our lives would be very different.

I guess so. I was going to name this modification "Pedestrian Walkstyle Fix" but then I noticed something, there are three words in the name, and the last word is "Fix". So from there, the new title of this modification emerged: Gangster Walk Fix.

 

Say, what are we going to do about added weapons? Any ideas?

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9 hours ago, The Eddo said:

Holy crap, almost forgot him! LOL.:p I should've added his name in too in the previous update when I was reaching for 10,000 bytes for the ReadMe. Oh, well, maybe I'll do it next time.

 

I guess so. I was going to name this modification "Pedestrian Walkstyle Fix" but then I noticed something, there are three words in the name, and the last word is "Fix". So from there, the new title of this modification emerged: Gangster Walk Fix.

 

Say, what are we going to do about added weapons? Any ideas?

Why you delete VC version script Wanted Star Hud ? His working very very good! 

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1 minute ago, ShadowM said:

Why you delete VC version script Wanted Star Hud ? His working very very good! 

I came to a realization every GTA game is awesome at it's own place, with it's own set of features, looks and feels. I advise you to NOT redistribute that mod because- Just don't do it.

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2 minutes ago, The Eddo said:

I came to a realization every GTA game is awesome at it's own place, with it's own set of features, looks and feels. I advise you to NOT redistribute that mod because- Just don't do it.

 

But the idea was good, and so was the script.

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2 minutes ago, ShadowM said:

 

But the idea was good, and so was the script.

Yeah, but I prefer having the vanilla HUD in every GTA game now. Anyway, this isn't the place to talk about that mod, and it's history now anyway.:)

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So will it ever be possible to make Lance sprint with M4 two handed in the mission "Rub Out"?

Also why did you removed Dynamic Hud Stars mod? It was very useful mod to make the Hud minimalist while keeping it the Hud original. 

Edited by AshGamer007
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47 minutes ago, Killerman29 said:

in gta vc peds carrying one handed weapon still using player anims, dunno why

Odd. I tested every single element of it and it worked fine. Sometimes, the animations are only applied when a pedestrian either moves, if stopped, or stops, if moving. This is a common game engine issue in III, VC and SA and I don't think it can be fixed.

 

21 minutes ago, AshGamer007 said:

So will it ever be possible to make Lance sprint with M4 two handed in the mission "Rub Out"?

Lance has one-handed movement animations because, for some reason, the pedestrians following the player have their movement animations forcibly changed to the one used by the player when wielding nothing. This is also a common game engine issue in III, VC and SA and I don't think this can be fixed as well.

 

24 minutes ago, AshGamer007 said:

Also why did you removed Dynamic Hud Stars mod? It was very useful mod to make the Hud minimalist while keeping it the Hud original. 

I kinda figured out that it would be good to have a unique wanted level stars' drawing system in each GTA game rather than all of them following a single formula.

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14 hours ago, The Eddo said:

Say, what are we going to do about added weapons? Any ideas?

Sanny Builder:

{$cleo}
0000:

while true
    wait 0
    if 0AB1: call_scm_func @IsCharHoldingTwoHandedWeapon 1 $PLAYER_ACTOR
    then
        0ACD: show_text_highpriority "TRUE" time 10
    end
end

/*
    Return true if char is holding any weapon with two handed anim group id - By Junior_Djjr
    Use: 0AB1: call_scm_func @IsCharHoldingTwoHandedWeapon 1 $PLAYER_ACTOR
*/
:IsCharHoldingTwoHandedWeapon   
0470: 3@ = actor 0@ current_weapon
if 3@ > 0
then
    0A96: 1@ = actor 0@ struct
    1@ += 0x72C // skill
    0A8D: 2@ = read_memory 1@ size 4 virtual_protect 0
    0AA7: call_function_return 0x743C60 num_params 2 pop 2 2@ 3@ -> 1@
    1@ += 0x1C //AssocGroupId                                          
    0A8D: 1@ = read_memory 1@ size 4 virtual_protect false
    //0AD1: show_formatted_text_highpriority "anim group id is %i" time 10 1@
    if and      
    1@ >= 18    
    1@ <= 21
    then
        0485:  return_true
        0AB2: ret 0
    end
    if and      
    1@ >= 25    
    1@ <= 27
    then
        0485:  return_true
        0AB2: ret 0
    end
end
059A:  return_false
0AB2: ret 0

GTA3script:

SCRIPT_START
{
    LVAR_INT scplayer

    GET_PLAYER_CHAR 0 scplayer

    WHILE TRUE
        WAIT 0
        IF CLEO_CALL IsCharHoldingTwoHandedWeapon 0 scplayer
            PRINT_STRING_NOW "TRUE" 10
        ENDIF
    ENDWHILE
}
SCRIPT_END

{
    /*
        Return true if char is holding any weapon with two handed anim group id - By Junior_Djjr
        Use: 0AB1: call_scm_func @IsCharHoldingTwoHandedWeapon 1 $PLAYER_ACTOR
    */
    LVAR_INT char //In
    LVAR_INT curWeapon curSkill animGroupId p

    IsCharHoldingTwoHandedWeapon:
    GET_CURRENT_CHAR_WEAPON char curWeapon
    IF curWeapon > 0
        GET_PED_POINTER char p
        p += 0x72C // skill
        READ_MEMORY p 4 FALSE (curSkill)
        CALL_FUNCTION_RETURN 0x743C60 2 2 (curSkill curWeapon)(p)
        p += 0x1C //AssocGroupId  
        READ_MEMORY p 4 FALSE (animGroupId)
        //PRINT_FORMATTED_NOW "anim group id is %i" 10 (animGroupId)
        IF animGroupId >= 18
        AND animGroupId <= 21
            RETURN_TRUE
            CLEO_RETURN 0
        ENDIF
        IF animGroupId >= 25
        AND animGroupId <= 27
            RETURN_TRUE
            CLEO_RETURN 0
        ENDIF
    ENDIF
    RETURN_FALSE
    CLEO_RETURN 0
}

For now we don't need it for III and VC, so that is all.

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9 hours ago, Junior_Djjr said:

(the golden stuff)

For now we don't need it for III and VC, so that is all.

There's MVL for VC which allows adding new weapons, what about that? Also, we should future-proof this modification. Who knows when people might start being able to add custom weapons into III and VC?

Edited by The Eddo
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  • 8 months later...

LPsDX4u.gif

 

- Changed the mod's name from "Gangster Walk Fix" to "AI Weapon Walkstyles".
- Rewrote the ReadMe from scratch.
- Removed two unneeded bytes from the SA script.
- Changed all three scripts' label names from "WALKSTL" to "WALKSTY".

 

- Added a proper screenshot of every walkstyle, from each game.

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  • 3 weeks later...

Update time!

 

- Heavily butchered the sizes of all three scripts. Nothing is affected, however.

Edited by Staunton Assassin
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  • 2 months later...
  • 2 weeks later...

Here is a really retarded and purely coincidental 2nd anniversary update for AI Weapon Walkstyles:

 

- Replaced all those huge thirteen screenshots with one master screenshot to make the first page of the topic, especially the first post, a lot less hard to handle for your PC.
- Reduced a whole byte from all three mod scripts. Now the mod is fully compact just like the special Stories Sprinting-adapted edition of the mod.

 

OP updated. Have fun with it.

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  • 4 weeks later...

Well, here's a "real" update:

 

- Added an optional .INI file for enabling compatibility with my Stories Sprinting mod. So if you use that mod, use the option provided in the .INI file to bridge both mods together.

 

OP updated.

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  • 2 months later...

Update:

 

- Updated the mod's code to the most recent revision of Sanny Builder's syntax.
- Very minor code cleanup in the VC script. The code is now three lines shorter.
- Changed the "EnableStoriesSprintingCompatibility" option in "SA.AIWeaponWalkstyles.ini" to "StoriesSprintingCombo". You must replace your old .INI file with the new one to make the mod work right.
- The Fire Extinguisher now makes peds use the Chainsaw/Flamethrower/Minigun walkstyle if you have the latest release of Stories Sprinting installed.

 

- Added a new screenshot of the Chainsaw/Flamethrower/Minigun walkstyle working on a ped holding the Fire Extinguisher into the master screenshot.

 

OP updated.

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  • 4 weeks later...

The walking styles of the people who follow tommy in Vice city are like tommy's. is it possible to fix this? I'm not saying for this mod, it's a game bug.

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On 6/28/2021 at 5:43 PM, Cleoude said:

The walking styles of the people who follow tommy in Vice city are like tommy's. is it possible to fix this? I'm not saying for this mod, it's a game bug.

I know about that. In fact, I've been thinking of fixing it. If I (or someone else) can find out and pinpoint exactly what causes it, then yes.

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  • 2 weeks later...
On 7/9/2021 at 5:58 AM, nothasuke455 said:

(image)

Well, that bug is there because the game has hidden those characters' weapons and there isn't any viable way to check if a character's weapons are set to hidden or not, at least as far as I know. Let's hope I find some way to get around this one day...

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