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Irsis

(SA) Real peds remake

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Irsis
Posted (edited)

REAL PEDS REMAKE

by Irsis

 

One of my old edit. Originally created by dim1988, then edited by Junior_Djjr(but removed, because of bugfest) and then hopefully the last person, me.

This mod makes random ped around CJ become less boring. they will perform random animation like smoking, calling or get drunk

 

- Now instead of creating actor, the script will catch random actor around player.

- Same ped cant perform the anim twice

- Unlike the older version, now mod wont start on mission, wanted level >0, actor's task of killing player(you dont want your enemy start doing animation when fighting you right?), when on some animation(hands up, cower, lay back etc), or when in rain(to make it compatible with hard rain mod)

 

gallery10.jpg

 

Optional:

Inside my folder, i include a mod that make random ped bring bag or reading newspaper on a bench. Move that folder into your modloader folder if you want.

 

gallery16.jpg

 

Credits:

- dim1988 (Original author)

- Junior_Djjr (Remake version and ped struct script)

 

DOWNLOAD

Edited by Irsis

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Davve95

That's awesome. I have been looking for something like this 

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MatthewFarrell

Crash after loading the game. Tried on modded and on a clean game.

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Irsis
46 minutes ago, MatthewFarrell said:

Crash after loading the game. Tried on modded and on a clean game.

Did you install 'lively peds' too?

If yes, and if you dont have Limit adjuster installed, it might be you hit the limit of added object in the game.

If not, real peds might have a conflict with your other mods..

Its just a simple script, check peds around player -> if they exist -> continue -> if not -> return. I dont see a reason that this will crash on clean game, unless there are other mods that also meddling with random peds and worst, if they use remove references opcode. But i already anticipate the latter.

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MatthewFarrell
Posted (edited)

Nvm. Crash happened when I changed model IDs. Can you add an ini file for choosing IDs? Also I found a bug - cellphone doesn't appear if the ped has a bag. 

 

Edited by MatthewFarrell

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Irsis
4 hours ago, MatthewFarrell said:

Nvm. Crash happened when I changed model IDs. Can you add an ini file for choosing IDs? Also I found a bug - cellphone doesn't appear if the ped has a bag. 

 

I dont know about ini file. Maybe in the future.

I believe this game limit only 1 object attached(including weapon) to actor. So its either bag or real ped's object that appear(if the script chose the same ped). There are 2 solutions on my mind right now.

1. I have to combine real peds and lively peds into one script so i can control which ped receiving bag or phone. Which is tiresome, im too lazy to do it

2. I need to check if random actor is attached to object or not, which unfortunately i still dont know how to do it.

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Junior_Djjr
Posted (edited)

You are using 0AE1: wrongly, this will cause incompatibilities if using other mod that is also made this mistake. You have seen my message showing how to use it, but I don't know if you already have considered it or not, so I'm repeating here.

But also, you can't use wait inside the 0AE1: loop, this is a global opcode, not for each script, that is, if two mods are running this list at the same time, each one will take a ped, causing confusion and malfunction. This is simpler to solve because just don't use wait, load the model instantly with 038B: instead of using model available condition. You are loading just a few models, PCs today can load the model without causing any lag spike. But if you want to use wait inside peds loop, use this very ugly version.

Also, 30 meters is too near, and prefer camera position, not player position.

Edited by Junior_Djjr

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Irsis
2 hours ago, Junior_Djjr said:

You are using 0AE1: wrongly, this will cause incompatibilities if using other mod that is also made this mistake. You have seen my message showing how to use it, but I don't know if you already have considered it or not, so I'm repeating here.

But also, you can't use wait inside the 0AE1: loop, this is a global opcode, not for each script, that is, if two mods are running this list at the same time, each one will take a ped, causing confusion and malfunction. This is simpler to solve because just don't use wait, load the model instantly with 038B: instead of using model available condition. You are loading just a few models, PCs today can load the model without causing any lag spike. But if you want to use wait inside peds loop, use this very ugly version.

Also, 30 meters is too near, and prefer camera position, not player position.

Noted! Thanks.

I'll update it when i have free time

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Junior_Djjr

It's appearing bags in CJ.

0000.jpg

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Irsis
6 minutes ago, Junior_Djjr said:

It's appearing bags in CJ.

0000.jpg

Yeah sometimes i have that too after teleporting/after get out of interior.

I wonder what causing that? I clearly limit only to certain pedtype to hold bag(4 and 5 to be exact). Do you have any idea?

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Junior_Djjr

I was just stopped testing some weapons. Also while driving.

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Irsis

My guess is, there is ped on cj's exact position and vanished for whatever reason and leave the bag hanging in the air(eventhough i destroy that object after ped vanished?)

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Irsis
Posted (edited)

UPDATE:

*General

- Thanks to cleo global vars, real peds and lively peds no longer choose the same ped, thus avoiding script confusion and keeps objects like bag/phone/bottle/ciggarete from disappearing. (thanks to In45do)

- Radius of both script is Increased

*Lively peds

- Bag no longer appear on Cj's body when driving or onfoot. (like i said earlier, random ped spawn near Cj then vanished(this happen so fast). so i increase the wait times)

 

OP Link updated

 

To Junior about 0AE1, i cant seem to make it work when i use 'find_next 0 until find_next 1' loop?

About wait inside 0AE1, i have to use it or the game will crash

Edited by Irsis

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