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DYOM Skips [DYOM Addon]


MiranDMC

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DYOM Skips 1.0

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GTA DYOM Addon Skips 1.0
This addon for GTA San Andreas DYOM 8.1 modification. (Design Your Own Mission)
Authors: Miran and Toriality
Thanks to Rathard for testing


Installation:
You need GTA San Andreas
CLEO 4.4.1 or later installed
DYOM mod installed
Copy files DYOM_Skips.cs and DYOM_Skips.ini to [GAME_FOLDER]\cleo\
Modify settings in DYOM_Skips.ini if necessary.
Press Ctrl+i during DYOM mission gameplay. New text should be visible on screen (only during certain objective types like 'go to checkpoint' or 'kill the person')

 

Example mission:
The pack contains example funny "canonical classic DYOM" style mission using features provided by this addon.
To see it, copy DYOM1.dat to [My documments]\GTA San Andreas User Files\ and use Load Mission in DYOM to play it.


Addon created as 'transparent':
It is optional and meant to not alert gameplay or mission files in way to make them not compatible for a player without this addon installed.
Optional, safe and revertible.


Features for players:

Trip Skip:
Feature similar to one in original game.
The mission designer can mark a checkpoint to be skippable by starting objective text with ~skip~ (or +skip+ using the in game editor).
The prefix will not be displayed during mission play, even for players without this addon installed.
If the player passed this objective ever in the past (passed the mission, or failed it AFTER the checkpoint objective) then Trip Skip will be available.
Conditions needed to trip skip feature occur:

  • Checkpoint objective text starts with ~skip~ prefix
  • Player already passed this objective in the past (logged in file in mission's SD directory)
  • Target checkpoint is placed in over world (interior 0)
  • Player is in over world
  • Player to target distance is greater than 20 meters
  • Player is in a vehicle

If conditions are meet, 'Trip Skip' info box and graphic will be displayed on screen.
Skip can be activated using Y button (Conversation Yes button).
If activated, the screen fades to black and the player with vehicle is teleported to the checkpoint position.
Screen text "Later that day..." is displayed.
Target player orientation will be the same as checkpoint objective direction.
Not all checkpoint types has direction property editable in editors, but this can be walked around: create a racing style checkpoint with arrow and set the desired facing direction.
Then edit the checkpoint objective and change its type to the desired shape. Direction data will be kept. Same trick works in my GTA DYOM Editor application.

 

Phone calls:
Added sounds to player's mobile phone: ringing and call skip button beep.
Ability to skip phone calls with keyboard button.

Skip is not available if player never heard the certain call before. This is logged for each mission in its SD folder.
The same keyboard button as in the original game is used for skipping the calls. By default, Enter and F key.

 

Cutscenes:
Improved cutscene skipping.
Space bar has to be pressed during the cutscene, not before. This fixes the problem of accidental skipping when the player holds the space bar for handbrake or sprinting while a cutscene starts.
A single space bar press skips a whole cutscene. In original DYOM objectives like Weather, Time Of Day etc. are splitting cutscenes into parts where each have to be skipped separately.
Cutscene texts are now visible during the whole duration of the cutscene, not just for the first 5 seconds.
Cutscene texts are not flashing during skipping.
Unlocked ability to exit to main menu during cutscenes.

 

Objective info:
Displays help information about current objective on screen.
Can be activated with Ctrl+i key combination. Can be configured in Dyom_Skips.ini file to be: disabled, enabled, or active by default.
Depending on current objective type, text will show:

  • Distance to checkpoint, pickup, vehicle to enter
  • Distance and HP (Health Points) of target actor/vehicle
  • Member count and total HP of members to in 'kill whole gang' objective
  • Distance and objective action (touch/damage/shoot/photograph) for 'object' objective

For other objective types, text is not visible (Cutscenes, Timeouts etc.)


Features for mission designers:

Non skippable cutscenes:
If cutscene text starts with ~noskip~ (or +noskip+ when using in game editor) then this cutscene can not be skipped using space bar key.
Please note, the cutscene will be still skippable for players without DYOM_Skips addon installed!


Debug skips:
FEATURE DISABLED BY DEFAULT! Go to DYOM_Skips.ini file to activate it.
Use keyboard key combination Ctrl+N (Conversation No key) to show/hide Debug Skips dialog.
It presents information similar to Objective Info feature, but more detailed and for every objective type:

  • Same as in Objective Info
  • Cutscene time (useful for cutscenes fine-tuning)
  • Time for Timeout, Countdown etc. objectives

Keyboard keys (active when Debug skips dialog is visible)
Y - skip (pass) current objective. Depending on objective it will: Teleport player to checkpoint, kill target actor/gang, destroy target vehicle, skip timeouts and cutscenes etc.
Tilda(~) - slow down game time when key is hold. Slow motion for debugging fast actions / cutscenes etc.
Tab - speed up game time. Drive faster, fast-forward cutscenes etc.
N - cancel. Hide Debug Skips dialog.


By Miran
The "Trip Skip" addon idea, initial coding and research: Toriality

 

Edited by MiranDMC
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Amazing work Miran! I'm waiting for more great addons like this one

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Phone calls can be skipped in DYOM#...

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46 minutes ago, Game Bag said:

Phone calls can be skipped in DYOM#...

Yes, but it is implemented differently.

 

Both DYOM# and ZeroRaxo's Phone Call Skip are speeding up game time. You can see minutes fly by on game clock and player moves faster during skipping. Also consecutive phone call texts flashes on the screen.

Edited by MiranDMC
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  • 2 weeks later...

Great Addon, it really makes the gameplay more comfortable for the players.

 

I wonder if there is a way to make the "fade" not blink when in the middle of a cinematic there are targets like "weather", "player teleport", or "change time".

Here is an example of what I mean:

spacer.png

 

 

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This is a common issue with DYOM mod, every objective takes ~300ms to load, creating these fades when you teleport or initiate a cutscene between other objectives that are supposed to take 0 seconds.

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On 4/4/2023 at 2:41 AM, VanBross said:

Great Addon, it really makes the gameplay more comfortable for the players.

 

I wonder if there is a way to make the "fade" not blink when in the middle of a cinematic there are targets like "weather", "player teleport", or "change time".

Here is an example of what I mean:

spacer.png

 

 

Shame it's not a cutscene, or else designers could've easily used "Skip Fade" on weather and stuff like that.

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  • 2 weeks later...
  • 6 months later...
  • 3 weeks later...
On 3/23/2023 at 12:45 AM, MiranDMC said:

Yes, but it is implemented differently.

 

Both DYOM# and ZeroRaxo's Phone Call Skip are speeding up game time. You can see minutes fly by on game clock and player moves faster during skipping. Also consecutive phone call texts flashes on the screen.

Hello MiranDMC

i already tried Addon DYOM which was made by you, its very amazing

Could you please help me do this feature ADD On for DYOM

i really love DYOM, but i want more than 50 vehicles in My Mission so i want to change number of Add cars in Mission from 50 to more than 99, or something like that.

Could you please  help me? thanks so much

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It is not that trivial to do as just hacking some value in code. Lower your expectations and spawn less vehicles in single mission. I doubt game will work well with that amount anyway.

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20 hours ago, MiranDMC said:

It is not that trivial to do as just hacking some value in code. Lower your expectations and spawn less vehicles in single mission. I doubt game will work well with that amount anyway.

I know its not as easy as saying, it really need to put your skill potential and try hard

but to be honest, i really hope u help to make that addon feature which increase the number of spawn vehicle and number of actor as well. It would be great

me and some other people looking forward for your helping my dearest

i could tell you some other commen about this idea. We do need this addon

  

22 hours ago, Yasa - said:

Yes, that'd be wholesome. A DYOM add-on that allows for more than 50 vehicles, such as up to 99 vehicles and exceeding the 100 objective limit, would vastly improve the gameplay experience. With a larger selection of vehicles to choose from and over 100 objectives to choose, players can create more diverse and immersive missions without having to split the mission into two parts. It would also add an extra layer of excitement and challenge for players, undoubtedly benefit DYOM users, and have a significant impact on mission design skills.

Hope you help us, my grateful thanks to my bestie

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  • 2 weeks later...
On 12/13/2023 at 2:42 PM, truong55555 said:

I know its not as easy as saying, it really need to put your skill potential and try hard

but to be honest, i really hope u help to make that addon feature which increase the number of spawn vehicle and number of actor as well. It would be great

me and some other people looking forward for your helping my dearest

i could tell you some other commen about this idea. We do need this addon

  

Hope you help us, my grateful thanks to my bestie


I know Miran and he'll absolutely ignore your request, you'd have better luck asking someone else.

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