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DYOM IX (Modification for DYOM)


Halter
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1 hour ago, The John David said:

Add one enemy group setting called "Relentless Enemy" which that enemy will continuously attack the player/ally without any further delay.

But you can just select "Attack Player" behaviour so enemies will always attack player no matter what.

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Toriality
Spoiler

 

 

 

16 hours ago, RedBaronFromTheUG said:

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.

This one is good. I would also like to add a similar one:

Make the added actors still execute the animations after they get added, that would make posing objects into actor's hands for cutscenes easier, for example.

 

Quote
  • Add one enemy group setting called "Relentless Enemy" which that enemy will continuously attack the player/ally without any further delay.

I think that 1/2 seconds delay is something related to the game engine.

 

Quote
  • Add an ability to align "Title Mission" to "Center" instead of default "Right".

Another game engine issue. But you can "fix" it by adding spaces in the end of your title

 

Spoiler

xBFqxuS.png

 

Quote
  • 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.

Id love to see that, specially since many total conversion modifications use OLA, so theorically making a OLA version of DYOM IX will make it work in gta sa total conversions mods.

 

Quote

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

Good one.

 

Edited by Toriality
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2 hours ago, The John David said:

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.

Unfortunately OLA hasn't limit scm code breaking which is very important thing. Without this thing ix literally isn't working.

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Horus Publishing
3 hours ago, The John David said:

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.

 

That's a must.

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ForgeGMP

The Storyline can work, but is needed to do manually, i tested

maybe can be something to do for make the storyline work again with DYOMIX

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BobAyman

I suggest adding this to Mission designing:

  • The ability to name actors so the game identify these actors with this name. Therefore if the actor was your friend and you moved away from them, the game tells you "You left [the actor's name] behind!" or if they were your enemy and you spooked him after the spook-o-meter reached maximum, the game tells you "You spooked [the actor's name] OR INSTEAD give the ability to the designer to write the mission failed text if a specific actor got spooked or killed and they were "Must Survive" or a certain objective that didn't get completed as intented (Like Timelimit objective for example).
  • The ability to add help messages like the first message that appears in the game that tells you to move Carl with WASD etc... Before/after any objective.
  • The option to add subtitles to the sound files that the designer put in the mission. And adding it any time in the mission (like after objective X is finished the subtitle appears then another subtitle appear etc.. but BEFORE COMPLETING THE FOLLOWING OBJECTIVE AFTER so the final result will be having like 3 subtitles between objective 9 and 10 (for example).
  • The option to put a warning message like "Get back to this area" if the player left a specific radius of the map.

I suggest adding this to Storyline designing:

  • The support of DYOM IX mission for Storylines and increasing the number limit of the missions you can put in one Storyline.
  • The ability to add phonecalls between missions that you as player can get at a specific time.
  • Functionality to the pickups like save pickup saves the player's progress in a menu like the OG game for DYOM missions. And the buy property pickup to actually buy properties with certain amount of money.. etc..
  • The option to give the mission trigger a specific time to start the mission at and the option to make the mission marker invisible and bigger for side missions like if you entered the forest for example then a mission starts or if you entered a parked vehicle in a specific area in the map (which is another suggestion), a mission starts etc..
  • Gang wars when not in a mission and the option to turn gang wars on or off after a certain mission.
  • The option of putting certain missions under a category. These missions will be available together and the player can play them in any order but after completing all of them, Another mission well be available. It's kinda like what it is in Catalina's 4 robberies missions.
  • (speaking of Catalina's missions) The ability to choose from some missions inside one mission like in the mission "First Date" you can do any of the 4 robberies missions inside this mission (I hope I explained it well 😅)

I want to say that I don't know about any possibility of any of the suggestion I gave to be added. I'm just suggesting because these are things I wanted to be in DYOM for a long time. These are just ideas.

The mod is awesome and I can't wait to see its future updates.

Keep up, Halter ❤️💪🏻

Edited by BobAyman
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@darkmorgan i know you are getting poop ton of questions, but is there a limitation with turret mode for positions?

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The John David
12 hours ago, Halter said:

But you can just select "Attack Player" behaviour so enemies will always attack player no matter what.

It does quite the same thing the "Attack Player" did. But here, making them more aggressive means they'll keep attacking you or the ally without any pause until they are dead, or they'll keep firing their gun until they reload.

 

12 hours ago, Toriality said:

Another game engine issue. But you can "fix" it by adding spaces in the end of your title

I already did that before, but sadly it didn't work. Normally depends on the monitor of the resolution nor the game resolution itself and even the length of the text will be written. But hope it will be added just in case for small scale feature. It's alright if the developer didn't want to.

 

12 hours ago, Halter said:

Unfortunately OLA hasn't limit scm code breaking which is very important thing. Without this thing ix literally isn't working.

I guess you're right? I'm not a SCM coder or something, but this is just only my hunch about this utilization, so knowing your opinion makes it plausible enough on me.

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Super Shizuku

- One of all random vehicles throughout the entire San Andreas state or objective vehicle 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.

- All three types of actors and random pedestrians will not randomly come over to recently dead actors and will not cower when a gun is fired.

- Add Group option for Vehicle and objective vehicle.

- Add Destroy All Vehicles of Group 1 and Destroy All Vehicles of All Groups Objective.

- Add Use One Specific Frame, Animate Specific Frames Once, Loop, and Loop Specific Frames options for the chosen animation if said animation has multiple frames. (Ex: Animation No. 6, 7, 9, etc...) 

- Add "Freeze Current State of Gameplay and Daytime" option for Timeout and Cutscene from Special Environment Objective.

- Add Unstable Camera (A little unstable and/or filtered camera during gameplay just like in the original GTA VCS mission "Purple Haze") option for Special Environment Objective.

- Add Static Camera, Top-Down Camera, and Normal Camera options for Special Environment Objective.

- Add Must Mint option for Vehicle and objective vehicle.

- Add Gravity, Movable, Hit Points, and Indestructible options for Object and objective object.

Edited by Super Shizuku
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Super Shizuku
57 minutes ago, Leon Luther said:

1# What the hell does that supposed to mean? explain in a more simple fashion.

It is so that player can't exploit gunfight using vehicles from the streets, parking lot, and objective vehicle that the player used to go the place where the gunfight takes place.

57 minutes ago, Leon Luther said:

3#Group option for objective vehicle? Explain more this doesn't exactly give anything to add.

It's like how the designer can set gang for an actor (i.e: enemy, ally, neutral).

Edited by Super Shizuku
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Super Shizuku
22 hours ago, Leon Luther said:

4#what's the point really

Rather than unnecessarily wasting actors just in case the designer may need a few more later on before reaching its limit i.e: 100.

22 hours ago, Leon Luther said:

9# What is that 'Mint' option for vehicles?

If the vehicle(s) has that option activated and said vehicle(s) is suddenly damaged at anytime during gameplay, the mission will fail.

Edited by Super Shizuku
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I found a bug. in the tourrel mode, the player does not receive damage and does not die when the transport explodes

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12 hours ago, Super Shizuku said:

Add Use One Specific Frame, Animate Specific Frames Once, Loop, and Loop Specific Frames options for the chosen animation if said animation has multiple frames. (Ex: Animation No. 6, 7, 9, etc...) 

Your suggestions actually all pretty good, but this suggestion needs a lot of code. You need to know that DYOM lives on the edge, so nobody knows when will be that "end of possible functions". So I don't see possibilities to multiple animations or this thing cause it will take a lot of code and DYOM will crash a lot. If someone really wants multiple animations, go try LDYOM, good thing.

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Super Shizuku

- Replace Lock Vehicle option with Inaccessible so that other than vehicles with doors, all non door vehicles will also be affected.

- Add "Theft Proof After This Vehicle is Occupied by at Least 1 Actor" option for Vehicle and objective vehicle.

- Add Group option for Pickup.

- Add Collect All Pickups of Group 1 and Collect All Pickups of All Groups Objective.

Edited by Super Shizuku
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Tzigans

I only want to suggest one thing
 -The ability to turn on/off the enex markers in a mission

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Toriality

I think every suggestion is valid and people should be suggesting anything, it makes the thread alive and sometimes great idea comes.

 

The only problem I'm seeing in the majority of the suggestion is because we're suggesting Halter to do mini .cs scripts and put it into IX project. It is not worth implementing a feature 0,01% of the designers gonna use. And more options leads to more menus and more menus lead to less agility during design.

 

If many suggestions are related on things addons and cleo files could theorically do... well.. why not implement this thing?

 

May sound odd, specially for more advanced designers since they often use modloader. But let's imagine how easier it would be to load a mission pack without having to worry about going to the modloader menu and activate/deactivate/restart game/active/etc every mission or chapter of the mp? Advanced designer, try to remember how many times a guy complained your MP isn't working because he put his modloader files into Documents, data or they activate all the folders at once and CJ turn white.

 

Note: I think this feature should be implementing not only accepting .cs files but allowing any gtasa replacements just like modloader do, but I dont know if it is viable, maybe @HzanRsxa2959 could give us a little hand here!

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HzanRsxa2959
24 minutes ago, Toriality said:

If many suggestions are related on things addons and cleo files could theorically do... well.. why not implement this thing?

Thanks for the support!

 

25 minutes ago, Toriality said:

Note: I think this feature should be implementing not only accepting .cs files but allowing any gtasa replacements just like modloader do, but I dont know if it is viable, maybe @HzanRsxa2959 could give us a little hand here!

I'll be honest: Mod Loader is a beast created by one of the best programmers of this community. While I do wish that I could create a Mod Loader of my own, or even modify the given source code, I still have much to learn beforehand- and I don't know how long that will take.

In the meantime, I definitely want support for loading of CLEO's custom scripts from missions' directory because although it doesn't make the possibilities endless, it surely increases them by a fair amount.

 

@Halter The post that is mentioned here was a hasty write-up, with a glaring lack of foresight. If you are interested, say so- and I will post a more complete write-up.

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unfortunately, this version has critical bug. moving cutscenes don't work anymore.

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Horus Publishing
3 hours ago, SIZZZ said:

unfortunately, this version has critical bug. moving cutscenes don't work anymore.

 

Linear and Smooth cutscenes? 😕

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Robert17
9 hours ago, SIZZZ said:

unfortunately, this version has critical bug. moving cutscenes don't work anymore.

Halter is aware of this bug, it will be fixed in the next version that's gonna come soon, especially that one bug where cutscene fade effect doesn't work.

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Posted (edited)

spacer.png

💫Greetings to all designers. In this new update, many bug fixes and several new features for Actors and Vehicles💫

 

The first thing I wanted to talk about was the new features for Vehicles. Now Vehicles has three new features. Also 78 new colors were added.

 

spacer.png

Speed feature for Vehicle-Objectives, now when you turn it on there is a bar that measures the speed and if you exceed it, the mission will fail or you can choose the option to have the vehicle explode

 

spacer.png

Two other new features for vehicles Fail if Damaged, that is, if the vehicle is damaged, then either the mission will be failed or vehicle will explode. And the second function is to make vehicle immovable

 

spacer.png

For Actors, a Fight Style change function was added. With some fight style, the Actor beats stronger than the usual

 

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Another function has been added to change the Actor's Walk Style

 

Other important bug fixes such as the publication of missions and functions for Cutscenes. Update the version, you can link from the first page. All other information in Changelog, thanks to all for support and suggestions

 

Edited by Halter
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Horus Publishing

Discovered a strange bug. When you do Teleport to Car objective, and enable the new "Can't Damage Car" feature, it will not work. It bugged out. It happened when player was in another car and it succesfully warped player to another car (that you set in "Teleport to Car" objective) you couldn't drive it, or control it and mission failed screen popped up. I can link u up the broken mission if you want to test it out, we wanted to record New Features video and this happened :D 

Edited by Horus Publishing
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Horus Publishing

@Halter This happens when you'll do that 🤣 https://streamable.com/a4xjhc

 

If you have that bug guys, simple solution ever is to not warp the player by "Teleport to Car" objective, instead do a checkpoint objective "Get in to the car" and when placing a car just select "Can't damage car" - and it works :) 

Edited by Horus Publishing
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Horus Publishing

Showcase video (CAR UPDATES ONLY)

 

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Kailojado haddines

Features for DYOM IX 4.2:

-Put changing names in the health bar

-Hide the player while at the RC Vehicles

-Put Objects at the car (attach it)

-Keep the animation when ramming neutral and pointing at them (Well remove the hands up) 

Anddddd thats what you need for 4.2!!!!!

 

 

 

 

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Horus Publishing
27 minutes ago, Kailojado haddines said:

Features for DYOM IX 4.2:

-Put changing names in the health bar

-Hide the player while at the RC Vehicles

-Put Objects at the car (attach it)

-Keep the animation when ramming neutral and pointing at them (Well remove the hands up) 

Anddddd thats what you need for 4.2!!!!!

 

 

 

 

 

What i would want more is to port that god damn SA.VC.III Limit Adjuster if possible. I don't like Fastman, can cause many crashes.

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Kailojado haddines
30 minutes ago, Horus Publishing said:

 

What i would want more is to port that god damn SA.VC.III Limit Adjuster if possible. I don't like Fastman, can cause many crashes.

What can cause crashes?

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Kailojado haddines

When you and darkmorgan gonna make it work for others without this mod?  (maybe you don't know)

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