Quantcast
Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
    1. Welcome to GTAForums!

    1. Red Dead Redemption 2

      1. PC
      2. Gameplay
      3. Missions
      4. Help & Support
    2. Red Dead Online

      1. Gameplay
      2. Find Lobbies & Outlaws
      3. Help & Support
      4. Frontier Pursuits
    1. Crews & Posses

      1. Recruitment
    2. Events

    1. GTA Online

      1. Diamond Casino & Resort
      2. DLC
      3. Find Lobbies & Players
      4. Guides & Strategies
      5. Vehicles
      6. Content Creator
      7. Help & Support
    2. Grand Theft Auto Series

    3. GTA 6

    4. GTA V

      1. PC
      2. Guides & Strategies
      3. Help & Support
    5. GTA IV

      1. Episodes from Liberty City
      2. Multiplayer
      3. Guides & Strategies
      4. Help & Support
      5. GTA IV Mods
    6. GTA Chinatown Wars

    7. GTA Vice City Stories

    8. GTA Liberty City Stories

    9. GTA San Andreas

      1. Guides & Strategies
      2. Help & Support
      3. GTA SA Mods
    10. GTA Vice City

      1. Guides & Strategies
      2. Help & Support
      3. GTA VC Mods
    11. GTA III

      1. Guides & Strategies
      2. Help & Support
      3. GTA III Mods
    12. Top Down Games

      1. GTA Advance
      2. GTA 2
      3. GTA
    13. Wiki

      1. Merchandising
    1. GTA Modding

      1. GTA V
      2. GTA IV
      3. GTA III, VC & SA
      4. Tutorials
    2. Mod Showroom

      1. Scripts & Plugins
      2. Maps
      3. Total Conversions
      4. Vehicles
      5. Textures
      6. Characters
      7. Tools
      8. Other
      9. Workshop
    3. Featured Mods

      1. DYOM
      2. OpenIV
      3. GTA: Underground
      4. GTA: Liberty City
      5. GTA: State of Liberty
    1. Red Dead Redemption

    2. Rockstar Games

    1. Off-Topic

      1. General Chat
      2. Gaming
      3. Technology
      4. Programming
      5. Movies & TV
      6. Music
      7. Sports
      8. Vehicles
    2. Expression

      1. Graphics / Visual Arts
      2. GFX Requests & Tutorials
      3. Writers' Discussion
      4. Debates & Discussion
    1. News

    2. Forum Support

    3. Site Suggestions

The Eddo

Gangster Walk Fix

Recommended Posts

The Eddo

-----------------
Gangster Walk Fix
by The Eddo
-----------------

 

About:

 

"After eighteen, seventeen, and fifteen years of walking like a gangster with a rocket launcher in one hand, it was time to hold it properly." - MALE01

 

Up until now, in the modding history of GTAForums... you saw Gangster Sit Fix... you saw Gangster SWAT Fix... but ever saw Gangster Walk Fix? Well, now here it is!
It always kinda bugged me how the peds don't use the proper walkstyles that are used by the player when holding certain weapons, it is so "inconsistent".
So, with a little help from my man Junior_Djjr at MixMods.com.br, I've formulated a rather sticky little fix for the one-handed "gangster" style of walking with large weapons.

 

This plugin changes the peds' walkstyles accordingly to match the one used by the player when wielding the appropriate weapons.
At first, I made it for SA only. But then I decided to be generous and went ahead to port it to other games too.
So, not only this modification is available for SA, but it's also available for VC and III!

 

Screenshots:

 

They say pictures are worth more than a thousand words, so here you go:

 

ID3fLV9.png

 

4ILhhBt.png

 

Features:

 

You shouldn't ever really need to read this. But, uh- whatever.

 

* Support for III, VC and SA. But there is a separate script for each version.
* SA version exclusively has compatibility with all EXE versions, due to no memory addresses involved.
* Compatible with any modifications that modify the animation groups.

 

* Works on all SCM-created and internal EXE code-created peds.
* Faithful replication of the player's walkstyles, including "1armed" and "BBBat" walkstyles.
* Almost completely bug-free.

 

Known Issues:

 

"Oh, no! It has some flaws!" - LOL, relax.

 

Due to the way the opcodes work, the walkstyles might not be applied on some of the peds sometimes. But the walkstyles will apply on all peds, eventually.
In the VC (and probably III) version, peds that follow the player strangely have their walkstyles auto-changed to the "player" walkstyle (game bug).

Once a ped's walkstyle is set, it won't change. But theoretically, it might change if the same ped's weapon is changed to another one that also causes the walkstyle to change.

 

Any peds caught by the plugin are not released from the memory after applying walkstyles, because it was causing the peds created by other scripts to walk away.
The III version is completely untested because I don't have III. But it should work, judging by the way I've coded it.
A Dazz joypad is of no use here.

 

Installation:

 

This section contains everything you need to know about this mod's installation (duh).

 

---- For III: ----

 

1. Download and install the Ultimate ASI Loader from github.com/ThirteenAG/Ultimate-ASI-Loader/releases.
2. Download and install CLEO for III from cleo.li.
3. Put the provided "CLEO" folder, the one located inside the "For III" folder, into your III directory.

 

---- For VC: ----

 

1. Download and install the Ultimate ASI Loader from github.com/ThirteenAG/Ultimate-ASI-Loader/releases.
2. Download and install CLEO for VC from cleo.li.
3. Put the provided "CLEO" folder, the one located inside the "For VC" folder, into your VC directory.

 

---- For SA: ----

 

1. Download and install Silent's ASI Loader from gtagarage.com/mods/show.php?id=21709 or the Ultimate ASI Loader from github.com/ThirteenAG/Ultimate-ASI-Loader/releases.
2. Download and install CLEO for SA from cleo.li.
3. Put the provided "CLEO" folder, the one located inside the "For SA" folder, into your SA directory.

 

Installation Notes:

 

Make sure to put each provided "CLEO" folder with all it's contents still in it.

 

To install CLEO, put the III.CLEO.asi/VC.CLEO.asi/CLEO.asi and the "CLEo" folder that comes with into your III/VC/SA directory, CLEO requires an ASI loader to run.
To install the Ultimate ASI Loader, put the dinput8.dll that comes with it into your III/VC/SA directory. Silent's ASI Loader already comes with proper instructions.
One important thing to remember is that Silent's ASI Loader only works for SA, while the Ultimate ASI Loader works for almost any game.

 

Credits:

 

Finally, the "Cookie Dedication" time!

 

"Continuous pedestrian check" code snippet - @Junior_Djjr
"Animgrp_iii.dat" reference - @The Hero
Camera position memory addresses for VC - @spaceeinstein

 

Camera position memory addresses for III - @ThirteenAG
Author of Gangster Sit Fix and original "inventor" of the "Gangster Fix" series - @Silent
Author of Gangster SWAT Fix - @Reyks

 

The rest of the mod - @The Eddo

 

GET

 

Non-button download link (in case if the GET button doesn't work): http://s000.tinyupload.com/index.php?file_id=95465543821739724689

Edited by The Eddo

Share this post


Link to post
Share on other sites
thalilmythos

Great mod man

Share this post


Link to post
Share on other sites
SlingShot753

I loved it! It was something that I've been waiting for a long time. Amazing work!

Share this post


Link to post
Share on other sites
reCAPTCHA

Archive is corrupt(?)

Share this post


Link to post
Share on other sites
The Eddo
11 minutes ago, reCAPTCHA said:

Archive is corrupt(?)

Hmm, the mod is working flawlessly on my end. Try downloading again.

Edited by The Eddo

Share this post


Link to post
Share on other sites
Junior_Djjr

Finally someone did it...

 

Just a little problem: The mod doesn't recognize added weapons without replacing because it uses IDs. The most correct way is to check the animation set for that weapon, but I don't have any snippet here (you will need to use some memory stuffs).

Share this post


Link to post
Share on other sites
The Eddo
15 hours ago, Junior_Djjr said:

Finally someone did it...

 

Just a little problem: The mod doesn't recognize added weapons without replacing because it uses IDs. The most correct way is to check the animation set for that weapon, but I don't have any snippet here (you will need to use some memory stuffs).

Thank you, Junior. I really appreciate you commenting on this mod, it's a real pleasure:).

 

The added weapons? Hmm. Well, I don't know anything about memory hacking except for applying values to memory addresses. But I guess we can work together to find out.

 

And wow, I just can't believe that one of my mods actually made it to MixMods! Thank you so much for your cooperation, my friend.

 

P.S: Can you make a screenshot of the mod being tested on III? I don't have III and I really doubt if it actually works there.

Share this post


Link to post
Share on other sites
Junior_Djjr
7 hours ago, The Eddo said:

And wow, I just can't believe that one of my mods actually made it to MixMods! Thank you so much for your cooperation, my friend.

Thanks :)

 

7 hours ago, The Eddo said:

P.S: Can you make a screenshot of the mod being tested on III? I don't have III and I really doubt if it actually works there.

Hm, It isn't working.

I tested a lot of IDs (until they walk backwards, lol) and using "2" they walk like this:

0.jpg

Looks nice, I didn't find the player-like animation.

Using your "4" they walk like gangs I think.

Edited by Junior_Djjr

Share this post


Link to post
Share on other sites
The Eddo
19 hours ago, Junior_Djjr said:

Hm, It isn't working.

I tested a lot of IDs (until they walk backwards, lol) and using "2" they walk like this:

0.jpg

Looks nice, I didn't find the player-like animation.

Using your "4" they walk like gangs I think.

Strange, I had set the right walkstyle IDs. Maybe, perhaps a video would help me understand it better:).

Share this post


Link to post
Share on other sites
Junior_Djjr
5 hours ago, The Eddo said:

Maybe, perhaps a video would help me understand it better

The animation of this image?
Anyway, if this ID is wrong the others are too, for some reason the list you consulted is wrong. With a quick search I found no other list.

Share this post


Link to post
Share on other sites
The Eddo

@Junior_Djjr: So, it seems that I broke something when I counted the animation groups in "animgrp_iii.dat" to "consider" the correct walkstyle IDs for the III version.
As a consequence, Gangster Walk Fix gets it's first (minor) update!:

 

* Fixed the wrong walkstyle IDs that were being used in the III version, hopefully.

Share this post


Link to post
Share on other sites
The Eddo
Posted (edited)

So here's another update! I've totally fixed the III version's animation group IDs now. OP is updated, so go get it!

 

@Junior_Djjr: You haven't updated my mod over at MixMods, please update it.

Edited by The Eddo

Share this post


Link to post
Share on other sites
The Eddo

"Ah, shoot. Here we go again..." - CJ

 

So, after finally getting around to working on this mod again, here's a rather major update for Gangster Walk Fix! Go and grab the new version from the OP now!

 

* Camera position coordinates are now used instead of the player position coordinates when the three scripts check for peds (because we SEE the peds, y'know?).
* Any dead peds are now ignored by the scripts, which means that the walkstyles won't be applied on the dead peds and the script is more likely to apply walkstyles on living peds.
* SA version's thread name changed from "WALKSTYL" to "WALKSTL" to match III and VC versions and prevent any possible issues.

 

* VC and SA versions now use the opcode 02D8 to check for weapons like in the III version.
* All three scripts now check for weapons and set walkstyles in the same order in which the walkstyles are internally defined in III, VC and SA.
* VC version is now slightly more compact.

 

The next version will feature support for added weapons, new idle stance for the Molotov, "1armed" walkstyle support for SA and a lot more! Stay tuned.

Share this post


Link to post
Share on other sites
Wakka387

at first there was the Gangster Sit Fix

 

now there is a new fix in town. The Gangster Walk Fix!

Share this post


Link to post
Share on other sites
firedihm

Waiting for Gangster Run Fix that would make peds compatible with "Running with heavy weapons" mod

Share this post


Link to post
Share on other sites
The Eddo
19 minutes ago, firedihm said:

Waiting for Gangster Run Fix that would make peds compatible with "Running with heavy weapons" mod

Gangster Run Fix was accidentally created and auto-integrated into Gangster Walk Fix during this mod's crafting, don't worry.

Share this post


Link to post
Share on other sites
The Eddo

Okay, this here is that latest update for Gangster Walk Fix!

 

* III and VC versions lose "all-EXE-friendliness".
* III and VC versions now really use camera coordinates to check for peds (the previous update was released early).
* Increased the ped-checking radius to check for peds in the entire map.

 

The "new idle stance for the SA Molotov" idea got flopped and the added weapons support was requiring WAY TOO MANY variables. So now, I suppose that this is the final update...

Share this post


Link to post
Share on other sites
AshGamer007
Posted (edited)
1 hour ago, The Eddo said:

* III and VC versions lose "all-EXE-friendliness".

Wait does it mean it will only work on v1.0?

Edited by PiashGamer007

Share this post


Link to post
Share on other sites
The Eddo
1 hour ago, PiashGamer007 said:

Wait does it mean it will only work on v1.0?

Yes. And besides, why would you want any other EXE than US v1.00 for III and VC anyway? Most of the modding researches and finds in this great modding community were done using the US v1.00 EXEs:).

Share this post


Link to post
Share on other sites
AshGamer007
Posted (edited)
10 minutes ago, The Eddo said:

Yes. And besides, why would you want any other EXE than US v1.00 for III and VC anyway? Most of the modding researches and finds in this great modding community were done using the US v1.00 EXEs:).

I was just asking.Anyway in the beginning of mission rub out Lance Vance can be seen sprinting with M4 in one hand can you fix it?

Edited by PiashGamer007

Share this post


Link to post
Share on other sites
The Eddo
Posted (edited)
2 minutes ago, PiashGamer007 said:

I was just asking.Anyway in the beginning of mission rub out Lance Vance can be seen sprinting with M4 in one hand can you fix it?

That's a bug in the game's core, unfortunately. It seems rather extremely difficult to fix.

Edited by The Eddo

Share this post


Link to post
Share on other sites
Irsis
Posted (edited)

After pedestrian run out of ammo/change into knife or fist, the holding-weapon animation still stay.

Edited by Irsis

Share this post


Link to post
Share on other sites
The Eddo
8 hours ago, Irsis said:

After pedestrian run out of ammo/change into knife or fist, the holding-weapon animation still stay.

This bug can (probably) be fixed but the problem is that it would affect other peds' walkstyles too. What this mod intends to do is to make peds use two-handed walkstyles only when wielding the appropriate two-handed weapons, so they still use their default walkstyles when wielding one-handed weapons.

Share this post


Link to post
Share on other sites
thalilmythos

A "fix" could be giving them an animation based on their pedtype, but that leaves out "oldamales" "fatmales" and "oldladys"
Despite that it could work.

Share this post


Link to post
Share on other sites
The Eddo

I do have an idea, but I have doubts if it'll actually work. The idea is that when a ped loses a weapon that caused his/her walkstyle to change, the ped's old walkstyle is restored (whichever it was). But this would require somewhat really clever memory-editing stuff, which makes me want to look up to Junior_Djjr for it.

Share this post


Link to post
Share on other sites
Junior_Djjr
Posted (edited)

GTA SA:

{$cleo}
0000:

while true
    wait 0
    0AB5: store_closest_entities $PLAYER_ACTOR vehicle_to [email protected] ped_to [email protected]
    if [email protected] > 0
    then
        0665: get_char_model [email protected] store_to [email protected]
        0AA7: call_function_return 0x00403DA0 num_params 1 pop 1 [email protected] store_to [email protected]
        [email protected] += 0x24 //CPedModelInfo.m_nAnimType
        0A8D: [email protected] = read_memory [email protected] size 4 vp false
        0AD1: print_formatted_now "model %d is %d" time 1 [email protected] [email protected]
    end
end

 

GTA VC:

Instead of 0x00403DA0, is 0x00591AA0

Instead of 0x24, is 0x30

edit: 0AB5: doesn't exist in VC, but, well...

 

GTA III:

{$cleo}
0000:

while true
    wait 0
    0A8D: [email protected] = read_memory 0x6FAD2C size 4 virtual_protect 1
    0A8D: [email protected] = read_memory 0x6FAD30 size 4 virtual_protect 1
    0A8D: [email protected] = read_memory 0x6FAD34 size 4 virtual_protect 1
    if 0AE1: [email protected] = random_actor_near_point [email protected] [email protected] [email protected] in_radius 5.0 find_next 0 pass_deads 0 // find just one near
    then
        0A96: [email protected] = actor [email protected] struct
        [email protected] += 0x5C //CEntity.m_nModelIndex
        0A8D: [email protected] = read_memory [email protected] size 2 virtual_protect 0
        0A8D: [email protected] = read_memory 0x004010E3 size 4 vp true //CModelInfo::ms_modelInfoPtrs[]
        0085: [email protected] = [email protected]
        [email protected] *= 4
        0058: [email protected] += [email protected]     
        0A8D: [email protected] = read_memory [email protected] size 4 vp false
        [email protected] += 0x34 //CPedModelInfo.m_nAnimType
        0A8D: [email protected] = read_memory [email protected] size 4 vp false
        0AD1: print_formatted_now "model %d is %d" time 1 [email protected] [email protected]
    end
end

 

Edited by Junior_Djjr

Share this post


Link to post
Share on other sites
The Eddo
25 minutes ago, Junior_Djjr said:

(insert really helpful code here)

Oooh, that seems really helpful! Thank you so much, Junior.:^::cookie: Gangster Walk Fix shall continue! But what about the support for added weapons? Can you help me out with that? I tried to add the added weapons support like this:

[RocketLauncher] ; Weapons defined under this section will use the "rocket launcher" walkstyle.
FirstCustomWeaponID=70
LastCustomWeaponID=71

[2Armed] ; Weapons defined under this section will use the "two-handed weapon" walkstyle.
FirstCustomWeaponID=72
LastCustomWeaponID=73

[BBBat] ; Weapons defined under this section will use the "baseball bat" walkstyle.
FirstCustomWeaponID=74
LastCustomWeaponID=75

[CSaw] ; Weapons defined under this section will use the "chainsaw" walkstyle.
FirstCustomWeaponID=76
LastCustomWeaponID=77

[1Armed] ; Weapons defined under this section will use the "one-handed weapon" walkstyle.
FirstCustomWeaponID=78
LastCustomWeaponID=79

But when I realized it's requiring to many local variables, I kind-of failed at it. What I'm thinking about is some SilentPatch-like INI file where you just enter the weapon IDs (one per line) under the appropriate "RocketLauncher", "2Armed" etc. sections and you're good to go.

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


  • 1 User Currently Viewing
    0 members, 0 Anonymous, 1 Guest

×
×
  • Create New...

Important Information

By using GTAForums.com, you agree to our Terms of Use and Privacy Policy.