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DYOM IX (Modification for DYOM)


Halter
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 dyomixnewall.png

 

______________________________________________________________________________________________________________________________________

Original authors: Dutchy3010, PatrickW

Modification from: Halter/brassiere, darkmorgan

Testers: Arkian, M316, Robert17

Limit Adjuster: fastman92

Reworked Skins: _F_

_____________________________________________________________________________________________________________________________________

Download 5.5

______________________________________________________________________________________________________________________

What's new stuff?

- 295 New Animations

- 73 New Pickups

- 65536 Weathers are now available

- 215 New Objects

- 42 New Skins

- Gravity, Enabling/Disabling HUD and Shaking Camera for Objectives

- 7 New Groups of Actors with new behaviors to other groups

- Characteristics, Fight Style, and Weapon Skill for Player

- Fixed RC-Vehicles

- Fixed Trains

- 32 New Interiors in Tools

- Two Guns, Spook-o-meter, Invisibility and Weapon Droppable function, Rappel Down, Uninterrupted by Shots, Walk Style and Fight Style for Actors

- Turret feature, Fail if Too Fast feature, Fail if Damaged feauture, Nitro, hydraulics, opening components of the car(hood, doors, trunk), Siren, Must be in Checkpoint, Magnet for Helicopters, 78 new colors for Vehicles

- Gravity, Hide Peds/Traffic in Settings

- Lift Object in Objective-Objects

- Colors, Zoom In/Out, Focus and Fast Motion, New Shaking Types for Cutscenes

- More settings for Cars/Actors health

- A lot of bug fixes

___________________________________________________________________________________

F.A.Q.

Spoiler
  • What is DYOM IX?

- This is a modification of DYOM 8.1 that has been approved by the original creators. Many different features and improvements have already been added to it.

 

  • How do I install DYOM IX?

1. Open the archive with DYOM IX with any archiver (for example WinRar)
2. Extract DYOM folder to My Documents / Documents
3. Extract the GTA San Andreas folder to the game folder with a replacement
4. Recommended, but not required to download gtasa.exe v1.0

 

  • How do I start DYOM IX?

- Enter the game, select "new game", select "Design Your Own Mission IX"

 

  • Is DYOM IX compatible with DYOM 8.1?

- Yes. You can run missions and storylines from 8.1 in DYOM IX, but the other way around is not possible.

 

  • Will my present missions in IX be launched in the future?

- Yes. Starting with version 3.0, support for all future ones begins. Therefore, you can safely do missions on 3.0+ versions. You will be able to run them and everything will be fine.

 

  • I have crashes, how to fix it?

- If DYOM crashes at startup, then most likely you do not have the CLEO library installed, or it is too old. Or, in addition to Limit Adjuster, you also have some Adjuster plugin installed. Unfortunately, the presence of other Adjuster plugins will cause crashes, therefore, please install only Limit Adjuster from the archive.

 

  • If crashes still occur?

- Try to install everything from scratch except the GTA San Andreas User Files folder, for this, download CLEO 4.4.0, then install Limit Adjuster. In "ini" file in the limit adjuster file, necessarily write down these numbers indicated in the pictures, while removing the # at the beginning.

 

222.png

 

3333.png

 

44.png

 

Screenshots

Spoiler

spacer.png

 

 

spacer.png

 

 

spacer.png

 

 

spacer.png

 

 

1.jpg

 

v1.0 improvements:

Spoiler
  • Added new health settings for the actor, now you can make him immortal, as well as set such values as: 1, 25, 50, 5000, 10000, 25000 ♥️
  • Added new health settings for transport, now you can make it immortal, as well as set such values as: 5000, 10000, 25000 🥰
  • Added 10 new pickups 🫕
  • When choosing pickups, the number is now shown
  • Added 170 new animations 🎥
  • When choosing an animation, you can now inspect it (freezing is disabled)
  • When choosing the color of the vehicle, the number is now shown
  • When choosing a weather, a number is now shown
  • Now you can select all available weather in the game, which is now 65536 🌌
  • When choosing a weather, you can now inspect it (disabled freezing)

 

v1.2 improvements:

Spoiler
  • Now you can simultaneously save and load up to 12 missions (Previously, you could only have 8. Now there can be dyom9.dat, dyom10.dat, dyom11.dat, dyom12.dat)
  • Fixed a critical bug: when choosing effects, the game immediately crashed

 

v2.0 improvements:

Spoiler
  • As it turned out in previous versions, the limit on the project code was not removed. Now it's removed and everything should work better.
  • Now for the mission Cars you can open one of its parts (hood, trunk, doors). 🚘
  • Now the peds don't talk to the player
  • Disabled notifications about player statistics
  • Now Cars can be equipped with hydraulics 🏎️
  • Music is turned off in interiors
  • Removed music on crash (that's from limit adjuster)
  • Added 46 new animations 📼
  • Now, upon successful completion of the mission, the following will not be displayed: "Respect +"
  • Added 63 new pickups 🎽
  • Cars can now be supplied with nitro ⚡
  • Added 5 new groups for Actors. Each of them differs in its attitude towards certain groups, or behavior in general (less evil, attack only when triggered, etc) 🎭
  • Removed height limit
  • Added +31 new interiors and view locations in tools 🌠

 

v2.1 improvements:

Spoiler
  • Fixed a bug when the audio code moved out and an extra CDE prefix appeared. Now the audio codes work fine, although only sounds so far
  • Actors can now be given two guns 🔫
  • Fixed a bug with incorrect display of the mission author
  • Actors can now be made invisible ✨
  • Replaced some animations with more appropriate ones 

 

v3.0 improvements:

Spoiler
  • Starting with version 3.0, support for all future ones begins. That is, you can run missions made on 3.0 in a hypothetical 4.0 or 5.0
  • It is no longer possible to create storylines using IX missions due to their large size
  • Now the Actors can be equipped with a Spook-o-meter. Too close to the Actor, the Mission will Fail. 🚸
  • Now the Player can be given such characteristics as muscle, fat, stamina, driving level, lung capacity, etc.  👨‍💼
  • Added a new group of Enemies - Cowardly Enemy. 👀
  • Now in the settings, you can immediately hide peds or vehicles without resorting to using the Objectives 👻
  • Actors can now have Weapon Droppable function 🔪
  • Now the Camera can be set to the Zoom function. You can zoom in and out 📷
  • Disabled cheats in missions
  • The Tools now have a Mission Statistics function. You can see the number of pickups, actors, goals, etc.
  • Added 215 new models for objects 🧱
  • Now the Player can be given a certain fight styles (If you have DYOM #, then this may cause problems) 🥋
  • Removed firefighters and medics during the mission
  • Now the Player can be given the skill of a certain weapon (for example, for two weapons, walking while shooting, etc.) ⚔️
  • In the settings, you can now change the Gravity for the Mission. You can make it heavy (everything will be heavy), or easy (the player jumps high, vehicles levitate) 🛸
  • Now, when killing an Actor who should have survived, in addition to "Mission Failed", an additional inscription will appear below, explaining the reason for the failure
  • The player now has endless running
  • Now, when destroying a Vehicle that was supposed to survive, in addition to "Mission Failed", an additional inscription will appear below, explaining the reason for the failure
  • Now the Camera can be equipped with the Fast Motion function. ⏱️
  • Now, during the creation of missions, the Player jumps high, this feature will help you quickly get to any places
  • Added a new universal group - Police. The actor will behave like a cop (he holds a pistol with both hands, can arrest, attacks in front of the stars). ⭐

 

Bugofixes -

  • Restored compatibility with version 8.1, now missions are launched
  • Restored storyline compatibility from 8.1. Now they can be run on IX
  • Improved work of all processes
  • Restored am.mp3 system, now Audiocode works as it was before.
  • Fixed a bug when the game crashed when exporting the text to dyomtemp.txt.
  • Fixed a bug when a group of Enemy4 was saved as an Enemy5.
  • Fixed a bug when the first color of the vehicle was selected, the number was not displayed
  • Fixed incorrect display of case of letters.
  • Fixed a bug when teleporting the Player to the Car, when Driveby was placed incorrectly

 

v3.1 improvements:

Spoiler
  • Added 18 new skins 🕺
  • Fixed crashes when selecting objects
  • Fixed a bug when it was impossible to make the Vehicle undying
  • Fixed a bug when it was impossible to select interiors coming after 153
  • Added new settings for Zoom: stay in focus, Zoom up to 25%, etc. 📽️
  • Keyboard cheats returned
  • Added the ability to disable or enable SuperJump in Tools 🤾‍♂️

 

v4.0 improvements:

Spoiler
  • Added Vehicle Turret feature. The player attaches to the Vehicle and fires the weapon they were holding.🚘 
  • Added 76 new Animations🎬
  • Added a new function for the Camera. Now you can just put White, Black or Red color 🍨
  • Fixed a bug when Slow Time for Cutscenes didn't work 🔧

 

v4.1 improvements:

Spoiler
  • Fixed if the vehicle used as the turret is destroyed, the mission will fail and the player will be turned off from the turret 🥍
  • Fixed fading at the beginning of the Cutscene 
  • Added 78 new colors for Vehicles🌌
  • Added a new feature for Vehicles. You can choose, if the car is damaged, the mission will fail or it will explode 💣
  • Fixed publication of Missions
  • Added a delay when scrolling Actors to prevent crashes
  • Added function to change Actor's Walk Style 🏃‍♂️
  • Reduced the size of dyom.dat files by 4 times
  • Added a new function for Vehicles-Objectives, if you exceed the speed bar, the mission will fail or it will explode 🧨
  • Fixed Smooth and Linear functions for Cutscene
  • Added function to change Actor's Fight Style 🥊
  • Now Vehicles will never burn up after flipping over ❄️
  • Train spawn now changes with traffic "Ped/Traffic Behaviour" settings
  • Added a new function for the Vehicle, now it can be made immovable 🚧

 

v5.0 improvements:

Spoiler
  • Added a new feature for Actors "Uninterrupted From Shot", just like in Big Smoke's last mission 💪
  • Added a feature to Objectives, now you can disable or enable HUD (with radar) 🧭
  • The RC-vehicle system has been fixed, now the control is remote and the Player is not visible, he is in another part of the map🏎️
  • Added a feature that the Actor can go down the rope when spawned, the Actor needs to spawn at a height (with "No Animation") 🪜
  • Fixed a bug when opening parts of the Vehicle, the turret mode did not work
  • Added a feature to Objectives, now you can change Gravity without Settings
  • Fixed creating Trains. Also, they can now go at a certain speed without routepoints and without Actors by a special setting 🚇
  • Added a feature to Objectives, now you can disable or enable player camera shaking🥏

 

v5.2 improvements:

Spoiler
  • Fixed Ped Spawning. Ghetto for ghetto people, city for urban, expensive and cheap cars
  • Added 3 new types of camera shaking in Cutscene 📹
  • Added a feature for Vehicles so that it must be in the checkpoint, and not the Player 🏁
  • Added the feature to attach a magnet to helicopters 🧲
  • Trains no longer float in the air after setting
  • Added a feature for Actors so that he must be in the checkpoint, and not the Player 🚹
  • Added a feature for Vehicles, now you can turn on the siren 🚔
  • Fixed some cutscene bugs
  • Air traffic now changes with Ped/Traffic settings and Objective
  • Added 27 new skins for Actors (Added custom cutscene.img to put there reworked and stable skins) 👨‍👩‍👧‍👦

 

v5.5 improvements (latest):

Spoiler
  • Freeze disabled when setting time
  • Added a feature in Settings to make all objects liftable (Press Enter to lift any object near Player) 🛂
  • Added a feature in Objective-Objects to lift exact Object 🧱
  • Fixed 150 Health bar bug
  • Deleted Must be in Checkpoint feature for Actors due to big bugs
  • Added Angel Pine Trailer in Tools Interiors
  • Added 3 new Animations

 

Edited by Halter
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Tbh i think there is no point in making a new thread, well maybe cos u cant edit it cos it is made by morgan but u can ask a mod to do that for u, trust me the mods are usually responsive in that regard.

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Toriality

Since you are accepting suggestions I'd like to point out the most important features DYOM needs right now.

 

What DYOM lacks is efficiency. Most things you do is repetition and repetition has a price: the limits. I will explain better while presenting the suggestions.

 

Multiple animaations:

I think it's a unanimity in DYOM community that this is the most wanted feature designers wish to have. Currently, every new animation we would like to an actor to make we need to hide the actor and add a new one. What is the price of this? Adding an actor makes you closer to the 100 actors limit. With multiple animations, this problem would be solved.

 

Camera rework

This one might seem confusing but it is really simple. Think about the process we have to go through when making a smooth or linear cutscene:

  • We add an 0 second static camera
  • Then we can add a linear or smooth camera move

This is literally one objective wasted in a situation we have a 100 objective limit. If we want many smooth cameras the price we are going to pay is huge.

 

How to fix that? Instead of having the static/smooth/linear camera options, that could be reworked for a single option. Let's call this option "Camera routing". It is like walking/running/driving routepoints for actors.  This feature might be a bit tricky to implement because, unlike actors routepoints, in camera we must have the option to change the speed and the text in every added route, so, it is something to think on how to implement this. But I think that would be groundbreaking for DYOM.

 

Bugfix: DYOMTemp

2021's most wanted feature award winner. I personally don't care much about this, but since most designers want, that's something to check out.

 

Spoiler

Now, a personal suggestion.

 

Add a camera tilt possibility.

 

We see camera titls in most films, this is called dutch camera angle.

What-is-Dutch-Angle.jpg

 

Edited by Toriality
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The John David

Gladly this thing heated up! 👍 But it's strange to create a topic like this again that was officially been pinned already on this community.

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Super Shizuku

New features:

- Enemy 3, 4, and as many more as possible as gang options for actors .

- Kill All Enemy Gangs objective.

- Enemy actor(s) that is set Must Survive will be excluded from enemies that must be killed in a Kill All Enemy Gangs objective.

- Ally actor(s) will attack random law enforcements from wanted level if they attack Player first.

- Attack if Provoked option for Neutral and Enemy actors.

- Super Slow (just like the Rifa van driver from original GTA SA mission "Outrider" and Maximum Vehicle Performance for actor drive behavior.

- Freeze Daytime option (Similar to how NIGHTPROWLER cheat works but not only for midnight) for Time of Day from Settings and Set Time from Special Environment Objective.

- Holding chest with right hand due to gun shot wound while barely standing still animation.

- Holding chest with left hand due to gun shot wound while barely standing still animation.

- Crying by holding tears from both eyes with both hands animation.

- Laughing by holding stomach with both hands animation.

- Laughing by touching forehead with right hand and touching left hip with left hand and vise versa animations.

- Evil laugh pose animation.

- Possibility to set route into patrol room for actors.

- Aim + Walk and Aim + Run animations.

- Akimbo pose with both arms animation. 

- Akimbo pose with either arm animation.

- Untouchable (Similar to how Tenpenny's Fire Truck from original GTA SA mission "End of the Line" can't be destroyed nor rammed) option for a vehicle.

- Immovable option for a vehicle.

- Ped/Vehicle Behavior for Settings feature.

 

I'm not sure if this has been fixed but, 150 player health bug fixed.

 

I also want time limit feature to return for checkpoint objective.

Edited by Super Shizuku
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Posted (edited)

Nice suggestions man, I will think about some of them! But you have some suggestions about ideas that have already implemented in the editor

 

Quote

- Ally actor(s) will attack random law enforcements from wanted level if they attack Player first

 

It was already in. Check out Actor Group - Angry Friends, they attack firemen and police.

 

Quote

- Ped/Vehicle behavior for Settings feature.

This is also in the ix, so check out settings :)

 

Quote

- Enemy 3, 4, and as many more as possible as gang options for actors .

There are already 5 maybe gangs, so i think its too much

 

About your animations suggestions, so you need to know that GTA San Andreas has limited animations, so we didn't create our own we just searched and putted them into the editor, we've already added so many animations and maybe all of possible and working animations.

Edited by Halter
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ideas for news features:

-abillity to use multiple animations for one actor

-abillity to choose animations from cutscenes for actors

 

 

 

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Horus Publishing

Lots of suggestions, let us think bout' something easy to implement

 

- Ability to change Health Bar name (when we set the name to the Kill Actor objective) to show like: Smoke's Health, or CAR HEALTH or whatever. Here's the opcode reference for that if you would need it:

03C4: set_status_text $8000 type 1 GXT 'RM4_39' // global_variable // Smoke's Health

09EE: set_status_text_stay_on_screen 1 * this one is important in order for it to even show

- Ability to Glue actors / player onto a moving vehicle - this way he doesn't fall from boats, etc. We also have some opcode references there that you can use for it, for actor:

070A: AS_actor $ACTOR_RYDER attach_to_object [email protected]([email protected],10i) offset 0.0 0.3 0.0 on_bone 6 16 perform_animation "CATCH_BOX" IFP_file "BOX" time 0 (from mission: Catalyst)

09A0: actor $PLAYER_ACTOR attach_object [email protected] with_offset 0.0 0.0 0.0 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time -1

- Maybe some functions that you can use on Race Missions (checkpoint counter, lap counter) - saw some racing missions on DYOM lately (credit: John Mooth) would love to see this aswell

 

Y'all want to suggest Multiple Animations, think how it was done is LDYOM (it took lot of work + separate nodes system in order to work) -  it might be hard, so basically idk about these ones if they'll be made - but hopefully let's be optimistic.

 

Edited by Horus Publishing
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Horus Publishing

And btw, we were suprised to see that for Gluing an actor in a mission (talking about Catalyst) they first did probably an transparent object (or they made that Train part where Ryder stays move or another possibility is they attached it to Freight Train that was moving) and glued Ryder onto it otherwise it wouldn't work, or we just missed code for it while reviewing it privately, hopefully you can do it normal way or smth.

 

LAST ONE:

- Ability to attach objects with "Magnet" feature (usable in Cargobob, seen in few missions - heist one and Cesar one where we got cars from a ship in SF), opcode references:

0788: enable_heli [email protected] magnet 1

08A5: set_car [email protected] attractive_to_magnet 0
0916: set_object [email protected] attractive_to_magnet 0
0789: set_heli [email protected] release_stuff_from_magnet

 

Edited by Horus Publishing
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Super Shizuku

Deleted.

Edited by Light Syde Riandy
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bobby69

-Add abillity to controle mini cart in a van like supply lines

-Add abillity like (dont damage the car in the mission 555 we tip) or (dont drive too fast )

-Add shaking camera in driving

 

 

Edited by bobby69
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Super Shizuku

Deleted.

Edited by Light Syde Riandy
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RedBaronFromTheUG

- Make trams and trains work properly like normal vehicles in dyom.

- Expand upon Storyline and add cool features used in SA's standard storyline (phone calls between missions, side missions, collectibles, houses, etc...).

- Fix Scroll Actor crash, make the actors unload after scrolling through the actors as to not overload the memory and cause the crash (which is probably what's causing the crash for lots of people).

Edited by RedBaronFromTheUG
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Toriality
4 hours ago, Light Syde Riandy said:

Deleted.

Dunno why u deleted, those were good suggestions mate

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Super Shizuku

Perhaps last ones:

- Add hidden vehicle colors for vehicle color selection (i.e.: Dark purple, medium pink, medium green, and etc...) 

- Add Variant Selection option if the chosen vehicle has more than one variants.

- Add Ammo Limit option for Player feature and Teleport from Special Player Objective.

- A Random tram in San Fierro will stop if it is obstructed by vehicles and/or actors.

- Ped/Vehicle Behavior from Special Environment Objective and Settings also affects random trains and trams throughout the entire San Andreas state.

Edited by Light Syde Riandy
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Super Shizuku
6 minutes ago, Toriality said:

Dunno why u deleted, those were good suggestions mate

I just suddenly had more ideas and afraid that Halter won't read all posts in this topic.

Edited by Light Syde Riandy
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Toriality

wallpost ahead:

Spoiler


Quote

-Add abillity like (dont damage the car in the mission 555 we tip) or (dont drive too fast )

This one is awesome!

 

Quote

- Fix Scroll Actor crash, make the actors unload after scrolling through the actors as to not overload the memory and cause the crash (which is probably what's causing the crash for lots of people).

 

Oh this one is important to remember, @Halter. it is a DYOM IX bug.

 

Quote

- Make trams and trains work properly like normal vehicles in dyom.

Good one too. I don't know if OG DYOM developers didn't develop this feature because they couldn't find a way to or if they forgot/didnt care about it that much. Maybe Halter can ask @SKIC about how he did implement this on his LDYOM mod.

Quote

- Add hidden vehicle colors for vehicle color selection (i.e.: Dark purple, medium pink, medium green, etc...) and

You can do this using DYOM# addon, but it would be cool to have it implemented in DYOM IX too.

 

Quote

- Add Model Selection option if the chosen vehicle has more than one model.

I didn't understand this one, could you explain?

 

Quote

I just suddenly had more ideas and afraid that Halter won't read all posts in this topic.

Ohh I see

 

Edited by Toriality
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Super Shizuku
4 hours ago, Toriality said:

I didn't understand this one, could you explain?

If you browse for Cheetah car once and then browse for it again after browsing for another vehicle, the mod will sometimes show a variant of Cheetah with only one wing mirror instead of default two wing mirrors. 

Edited by Light Syde Riandy
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16 hours ago, Horus Publishing said:

Lots of suggestions, let us think bout' something easy to implement

 

- Ability to change Health Bar name (when we set the name to the Kill Actor objective) to show like: Smoke's Health, or CAR HEALTH or whatever. Here's the opcode reference for that if you would need it:

03C4: set_status_text $8000 type 1 GXT 'RM4_39' // global_variable // Smoke's Health

09EE: set_status_text_stay_on_screen 1 * this one is important in order for it to even show

- Ability to Glue actors / player onto a moving vehicle - this way he doesn't fall from boats, etc. We also have some opcode references there that you can use for it, for actor:

070A: AS_actor $ACTOR_RYDER attach_to_object [email protected]([email protected],10i) offset 0.0 0.3 0.0 on_bone 6 16 perform_animation "CATCH_BOX" IFP_file "BOX" time 0 (from mission: Catalyst)

09A0: actor $PLAYER_ACTOR attach_object [email protected] with_offset 0.0 0.0 0.0 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time -1

- Maybe some functions that you can use on Race Missions (checkpoint counter, lap counter) - saw some racing missions on DYOM lately (credit: John Mooth) would love to see this aswell

 

Y'all want to suggest Multiple Animations, think how it was done is LDYOM (it took lot of work + separate nodes system in order to work) -  it might be hard, so basically idk about these ones if they'll be made - but hopefully let's be optimistic.

 

 

Good suggestions bro, I'll think what I can do. But what about health bar opcodes you need to know, that not all of opcodes work properly exactly in the place of code of original DYOM. So it is very important to be very smooth with these things. But anyways I will check out them

8 hours ago, Light Syde Riandy said:

- Add hidden vehicle colors for vehicle color selection (i.e.: Dark purple, medium pink, medium green, etc...) and

What do you mean about hidden colours? If you mean add more colors so to speak original creators already implemented every possible colour from the game, but actually tell me more what do you mean

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Super Shizuku
28 minutes ago, Halter said:

What do you mean about hidden colours? If you mean add more colors so to speak original creators already implemented every possible colour from the game, but actually tell me more what do you mean

https://team.sa-mp.com/wiki/Vehicle_Color_IDs.html

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Super Shizuku

As I expected, I forgot these:

- Add Group option for objects.

- Add Destroy All Objects of Group 1 objective.

- Add Destroy All Objects of All Groups objective.

- Default parked vehicles will not randomly spawn throughout the entire San Andreas state if Ped/Vehicle Behavior from Special Environment Objective or Settings is set into No Vehicle or No Ped/Vehicle.

- An actor will not occasionally have his head decapitated while he is being attacked by player using katana.

- Add Undo feature while setting up a route for an actor or driver.

- Extended description limit for Timeout from Special Environment Objective and Checkpoint just like an objective from original GTA SA mission "End of the Line" .

Edited by Super Shizuku
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bobby69

-Add abillity like (collect all 20 checkpoint in less than 3 minutes like in the mission Monster) or (collect all 4 bombs before time runs like in Explosive Situation

-Add abillity to stuck actor with the helicopter like in the helicopter scene in reuniting the families

-Add abillity like you cant enter this area with this weapons like in architectural espionage

-Add abillity to buy weapons and places

-Add abillity custome you car or bike like (make the bike easy to handle and fast) and car (bad at handling and heavy)

-Add abillity to throw coke to people like in the courier missions and the pizza missions in vice city

-Add abillity to make gang members join like in Los Sepulcros

-Add abillity to make gang hate after complete mission like in gta 3

 

 

the last one maybe is impossible

can you make mission like Cesar Vialpando and life's a beach ?

can you add cool features used in SA's standard storyline (phone calls between missions, side missions, collectibles, houses, etc...). this one will be AMAZING

 

 

Edited by bobby69
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Robert17
6 hours ago, Light Syde Riandy said:

As I expected, I forgot these:

- Add Gang option for objects.

- Add Destroy All Objects of Gang 1 objective.

- Add Destroy All Objects of all Gangs objective.

- One of all random vehicles throughout the entire San Andreas state that was used by player to go to a destination will disappear after Ped/Vehicle Behavior objective from Special Environment Objective that was set into No Vehicle or No Peds/ Vehicle resolves.

- Default parked vehicles will not randomly spawn throughout the entire San Andreas state if Ped/Vehicle Behavior from Special Environment Objective or Settings is set into No Vehicle or No Ped/Vehicle.

- An actor will not occasionally have his head decapitated while he is being attacked by player using katana.

- Add Undo feature while setting up a route for an actor or driver.

What is this "Gang" option?

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Toriality
2 minutes ago, Robert17 said:

What is this "Gang" option?

I was also wondering, but if it is what I think it is actually a very cool idea.

 

it's like asign objects to a group so you can have a objective like "Photograph all the weapons", "Destroy all the crates", that would be nice

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Super Shizuku
15 minutes ago, Toriality said:

If it is what I think it is actually a very cool idea.

 

it's like asign objects to a group so you can have a objective like "Photograph all the weapons", "Destroy all the crates", that would be nice

It is.

23 minutes ago, Robert17 said:

What is this "Gang" option?

Object group, just like actor group (i.e: neutral, enemy or ally).

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RedBaronFromTheUG

Another one:

 

Allow designers to add peds on top of vehicles by simply making the vehicles solid like the objects but not movable in design mode, and the function to attach both peds and objects on top of vehicles, and for objects add collision barriers for vehicles, like allow the "crate" object to move within the confines of set collision barrier and make it have health and diminish by each time it touches the wall of the pickup, for example.

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The John David

Small Ideas:

  • Add an ability setting for enemy peds to use cover systems (Wall Peek) thus crouch n' roll just like in the mission "Reuniting the Families" and "End of the Line".
  • Add one enemy group setting called "Relentless Enemy" which that enemy will continuously attack the player/ally without any further delay.
  • Give an ally/enemy ped ability to use other punching techniques such as "Kickboxing, Boxing, and Karate" than it's default gangster one.
  • Add an ability to align "Title Mission" to "Center" instead of default "Right".

Bug | Utilization:

  • While in Turret Mode? Some weapons do NOT aim properly to the crosshair when firing.
  • Make the DYOM IX harmonious to the Open Limit Adjuster instead of fastman92 limit adjuster since it's causing my game some random issues when designing longer missions or running the game longer.
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Super Shizuku

- Add Withstand Damage (Actor can still attack while taking damage at the same time just like Big Smoke from original GTA SA mission "End of the Line") option for enemy and neutral actor.

- If Weapon Drop option for an actor is set into Yes, player then can set the amount of ammo that dropped weapon will give if said weapon uses clip and round.

Edited by Super Shizuku
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