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Troubles with Cayo Perico Ped spawning.


LeeC22
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I managed to get the island spawning pretty quickly but have since spent around 3 days trying to get the peds to spawn with a 99% failure rate.

 

There only appears to be scenarios in the fields (based on what I see in Codewalker), the only scenario file I have been able to find is island_drug_fields.ymt, which seems to have all scenarios marked as only being available in online. I tried to fool it by changing the flag values to kBoth but that caused the game to crash.

 

The strange 1% that does appear, is the people in boats. If you walk around the island, they don't appear. If you fly around the island, they don't appear. If you drive around the island in a boat, they appear in large numbers at the top of the map.

 

I have tried searching for coordinate placement but nothing seems to match. I generally do this by recording a video when I am playing online, then looking for peds in an identifiable location, then placing a prop at that location in Codewalker and searching for the X-coordinate in the scripts. I can find most things this way but there seems to be no direct matches with several ped locations I have used.

 

I have tried searching for model name usage but only get a single hit on something like A_F_Y_Beach_02 in am_mp_peds.c

 

I am starting to think that the positions may be stored as offsets from another position, just to make them harder for modders to find.

 

Can anyone point me in the right direction? Is am_mp_peds where I should be concentrating my efforts or am I missing something completely obvious in another file?

Edited by LeeC22
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HeySlickThatsMe

island_drug_fields seems to be overwritten in some script, as in, some .ysc script seems to disable it on tick or something along these lines, which is why it doesn't work, you can fix this by finding "Heist_Island_Peds" and changing it to something else like 'Heist_Island_Peds_2"
Do note that you also have to edit sp_manifest.ymt to match this change aswell, then you can call SET_SCENARIO_GROUP_ENABLED with Heist_Island_Peds_2 as argument

am_mp_peds is for dancing peds and i guess guards

Edited by HeySlickThatsMe
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58 minutes ago, HeySlickThatsMe said:

island_drug_fields seems to be overwritten in some script, as in, some .ysc script seems to disable it on tick or something along these lines, which is why it doesn't work, you can fix this by finding "Heist_Island_Peds" and changing it to something else like 'Heist_Island_Peds_2"
Do note that you also have to edit sp_manifest.ymt to match this change aswell, then you can call SET_SCENARIO_GROUP_ENABLED with Heist_Island_Peds_2 as argument

am_mp_peds is for dancing peds and i guess guards

 

Hmmm, I am not very knowledgeable when it comes to the files for scenarios but I will see what I can find with the help of CW. Searching for "heist_island_peds" only seems to find it in the scripts though, which of course we can't edit.

 

My fallback plan is to try and write a scenario emulator, which would attempt to convert a scenario file like island_drug_fields into a state-managed animation driver. Probably a lot of work though and maybe a bit too ambitious.

 

Thanks for the info though, I will keep on looking.

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HeySlickThatsMe
1 hour ago, LeeC22 said:

 

Hmmm, I am not very knowledgeable when it comes to the files for scenarios but I will see what I can find with the help of CW. Searching for "heist_island_peds" only seems to find it in the scripts though, which of course we can't edit.

Heist_Island_Peds is inside island_drug_fields.ysc but probably has hash instead of proper name

Edited by HeySlickThatsMe
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50 minutes ago, HeySlickThatsMe said:

Heist_Island_Peds is inside island_drug_fields.ysc but probably has hash instead of proper name

 

Ah... I take it you mean island_drug_fields.ymt... I see the groupName now and yeah, it's a hash.

 

Interesting that Codewalker's hash generator is case-specific but I thought GTA hashes were all lower case by default. OpenIV generates the same hash for Heist_Island_Peds and heist_island_peds but CW generates different ones... never noticed that before, I will have to remember that.

 

Thanks again for the clarification.

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