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V1 (Doomsday Heist) (Hotfix)
By nkjellman
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V1 (Doomsday Heist) (Hotfix)
By nkjellman
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1.0 [FINAL]
By nkjellman
@Jeggybread Sorta. There's no function to really do that, but you'll just be checking if the ymap is loaded.
Here's some sample code that'll help.
Our script has a Player Location ID value we're using, but other scripts can just go off the ymaps.
Shops: This uses the player location id check instead of the ymap, but it'll show how we're cleaning up the blips at least.
https://github.com/WorldTravelTeam/ASI/blob/main/WorldTravel/src/Shops.cpp
This function we are blocking the NPC spawning, however we are using ymaps. It needs to use them as other mods or Rockstar's scripts may toggle the ymaps. This would kind of represent how your mod would handle things since another script is handling loading LC.
https://github.com/WorldTravelTeam/ASI/blob/main/WorldTravel/src/LevelSwitch.cpp#L861
A third function you may find useful is this one. It is designed to check if you're near by an area. You can use this one to detect if the players in proximity to one of the dealers. This way you'll know when to spawn and despawn the dealer NPC. It's a good way to keep the NPC pool's count down so the game will still be able to naturally spawn lots of ambient NPCs, and you won't break story missions by filling up the pools.
https://github.com/WorldTravelTeam/ASI/blob/main/WorldTravel/src/Entrances.cpp#L37
Nice to see people making stuff for our mod.
One tip. Rather than choosing what map the mod looks for, you should check what ymap is enabled instead, and implement cleanup functions. This way your script will be smart enough to detect when the map is switched and you'll have the drug dealing system working in both cities.
In our scripts, to ensure compatibility with the MP map and SP map, I check if "cs5_lod" is enabled for LS, and "manhat06_slod" for LC. If your script detects the ymap getting turned on, then it'll process the locations for that ymap, and if it detects it being disabled, then it'll clean up any blips or assets spawned in (which I recommend only having assets spawned in when you're near by the area).
@Mauluskus Apparently so.
Pretty neat mod. I definitely want to check it out.
I do have two questions though.
1. Since I wanna combine this with other mods, I'm only interested in installing files which are affecting the core gameplay mechanics, and not the variety and car spawn stuff. Mixing the data in the other files is more work than I'm willing to put in. For just the handling alone, do I only need to replace the handling.meta and materials.meta?
2. Any chance you could support this vehicle pack? With this one, and the support of the IV Pack you already have, it should complete all of the vehicles we have in the HD universe. https://www.gta5-mods.com/vehicles/liberty-city-vehicle-ped-pack-fdlc-lcpd-and-more-add-on-liveries
It's nice to see a fan made expansion to GTS. Nice job. :D
So it seems that the script is working since the menu is popping up, but how do I prevent DSX from overriding what the mod is doing? It seems that the adaptive triggers and lights are being controlled by the DSX profile.
Hmm. GTA Online has had a lot of map changes that technically should exist in 2013. This old mod may come in handy. :D
This looks interesting.
We could have a more advanced vehicle modification system for performance parts with this, rather than the dumbed down one GTA has. You could do a whole bunch of engine mods like in Forza, as well as tuning.
@cp702 I know. The illusion only works since they're windowless for the vehicle interiors.
If the yacht one could be spawned dynamically via memory editing, it'd mean that we could make those yachts drivable, and still have a MLO interior. Interior wouldn't move, and the yacht exterior would need to be static when you're inside.
@SkylineGTRFreak Looks pretty neat.
As for interiors, it's a shame that there isn't a way you can spawn an MLO instance dynamically. It'd be a cool way to make the yachts be drivable, and when you enter it with a script, it'll spawn the interior at the position/orientation of the yacht. But if the submarine from the Doomsday Heist were made drivable, I'd make a script for it so you can enter the interior at the hatch, walk to the bridge, and enter a marker to drive it. It'd sorta mimic the Terabyte, MOC, and Avenger in GTA Online.