[SCRIPT] [WIP] - Lively World
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Hey @Eddlm, just stumbled accross this beauty of a script and given it a go last night. Add so much more to the game already and its only in its early stages. I am looking forward to the street racers when you get them working how you want them.
Down the line do you think it would be possible to make preset tuned cars spawn basically in the same way as they do via drag meets/street races racers.xml to have specific cars spawning.I can make them spawn with a random preset from the DragMeets file, its in the plans. However the street racing system is planned to be very simple, without interactions from the player.
For a complex Street Racing system (like Drag Meets) I'd need to dedicate it its own script (which i might do), not implement it in Lively World.
Thanks for the coords!
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Keeping you guys updated, I'm now working on a Hunters scenario. Ideally, you'll find groups of hunters shooting at deers/boars/rabbits in the wilderness areas.
You will also see some vehicles carrying these trophies, right now I'm looking for suitable vehicles that can carry them.
I'm priorizing "simple" stuff over more complex scenarios to get more content going faster, but don't worry, I intend to code the complex situations too. Its way easier to spawn dead animals on a couple vehicles than script street races, for example.
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@Eddlm just asking if it's possible to make a Paparazzi on bikes chasing,taking photos of stars in a limo (or high end cars)scenario? There's animations for the paparazzi taking photos on the back seat of the bike from a mission of Franklin
Would add much immersion in a city like LA lol
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@Eddlm sick work bro!
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@eddlm man i love the script keep working on it by the way any chance we can get Bus driver mod would be appreciated also include bus passangers in this script awesome man keep it up 5/5
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Its a REALLY nice mod. I have a suggestion. Rockstar implemented Taco trucks into the game, but they serve no purpose. Could there be a way to create an event which taco trucks are used?
(Sorry for bad grammar)
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@Elope said in [SCRIPT] [WIP] - Lively World:
@Eddlm just asking if it's possible to make a Paparazzi on bikes chasing,taking photos of stars in a limo (or high end cars)scenario? There's animations for the paparazzi taking photos on the back seat of the bike from a mission of Franklin
Would add much immersion in a city like LA lolGive me the relevant scenarios and animation names and I'll do it.
@Eddlm sick work bro!
Thanks!
@eddlm man i love the script keep working on it by the way any chance we can get Bus driver mod would be appreciated also include bus passangers in this script awesome man keep it up 5/5
This doesn't even have anything to do with the script, dude. Ask these things in private.
Its a REALLY nice mod. I have a suggestion. Rockstar implemented Taco trucks into the game, but they serve no purpose. Could there be a way to create an event which taco trucks are used?
(Sorry for bad grammar)
There is a way, yes, but there are already scripts that give a purpose for taco trucks. I'll check if they do it properly, else I'll add it to this script.
Progress slow but steady, got this guy to roam around shooting at wild animals then checking on the trophy. Don't know how it will fare with LSPDFR though.
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@Eddlm I‘ll try to find it
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would it be possible to make it so npcs interact more with the rides at the theme park
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This mod is awesome and definitely something GTA5 needs to take away some of the artificiality of the gameworld.
One of the things that's been bugging me is the fact that peds don't really interact with the world on their own, instead it seems they get spawned in and then either walk around endlessly, stand in place, or play an idle animation like smoking.Aside from the cool special encounters like hunters I'd like to see more peds assigned to do small cycles of everyday action, like the ones you're already working on like entering cars or shops.
Others I'd suggest:
- Peds walking up to a soda machine and getting a drink, or walking up to a hotdog/taco stand and getting a snack
- Walking up to another ped and initiating conversation - at the moment it seems like they simply spawn in groups and conversations don't seem to happen organically
- Ped spawning on a car/bike, parking it and walking away (not sure if this exists already?)
- Larger amounts of people entering/exiting trains/subway
- More variety on the amount of people in cars - at the moment it seems like it's always one, or max 2 peds in a car and only cops/enemies occupy more seats. Would be interesting to see some peds carpooling.
- Simply walking up to a terrace/restaurant and sitting down
- Peds actually playing tennis at tennis courts, or doing other activities in places reserved for them, like golfing
- Peds walking up to the stationary binocular thingies and using them
- Peds actually swimming in their private pools - at the moment they just sunbathe or sit by the poolside. There could even be a cycle of sunbathing, then swimming, then going back to sunbathing.
Some other ideas for unique stuff:
- Packs of hostile feral dogs in Sandy shores/desert
- Rednecks shooting up a car wreck/targets at the Sandy shores area
- Peds driving waterscooters in the rivers/rapids
- Choppers landing/taking off from plain areas like the Grand senora desert. This could be tied to some other scenarios like drug deals.
Also if it's possible to involve the open interiors mod, seeing people interact with or move in and out of the interior areas would be pretty cool.
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would it be possible to make it so npcs interact more with the rides at the theme park
I don't know how to do that.
This mod is awesome and definitely something GTA5 needs to take away some of the artificiality of the gameworld.
One of the things that's been bugging me is the fact that peds don't really interact with the world on their own, instead it seems they get spawned in and then either walk around endlessly, stand in place, or play an idle animation like smoking.I'm doing what I can, but sadly I'm encountering a few obstacles. For example I can't make peds walk on the sidewalk, they always walk to their destination in a straight line. This prevents me from making them walk up to stuff and interact with it (they will end up jaywalking half the time).
- Peds walking up to a soda machine and getting a drink, or walking up to a hotdog/taco stand and getting a snack
Can be done, but I need the machines' model name and a fitting animation/scenario from the game.
- Walking up to another ped and initiating conversation - at the moment it seems like they simply spawn in groups and conversations don't seem to happen organically
There's a native that does that, I'll see if it works properly. But again, i've had problems with making peds "walk up to" stuff.
- Ped spawning on a car/bike, parking it and walking away (not sure if this exists already?)
I've only coded leaving peds. I don't know how to get suitable parking spaces, so I can't task peds to park.
Also, given the ped AI, I'm afraid they will smash into everything while trying to park. Making them just leave is easier, and safer. Usually.- Larger amounts of people entering/exiting trains/subway
I need to know how to get train/subway info first.
- More variety on the amount of people in cars - at the moment it seems like it's always one, or max 2 peds in a car and only cops/enemies occupy more seats. Would be interesting to see some peds carpooling.
Didn't think , you're right. I'll see what I can do.
- Simply walking up to a terrace/restaurant and sitting down
I've seen ambient peds walking to sofas and sitting down, so it can be done. I need to figure out how its done, though.
- Peds actually playing tennis at tennis courts, or doing other activities in places reserved for them, like golfing
Way more complex than it looks, tennis and stuff are entire gamemodes reserved for the players. Doubt I'll be able to code this.
- Peds walking up to the stationary binocular thingies and using them
If they do it ambiently I should be able to mimic it.
- Peds actually swimming in their private pools - at the moment they just sunbathe or sit by the poolside. There could even be a cycle of sunbathing, then swimming, then going back to sunbathing.
I'd need coords for these pools.
Some other ideas for unique stuff:
- Packs of hostile feral dogs in Sandy shores/desert
This is one of the scenarios that should be awfully easy to code, so consider it done.
- Rednecks shooting up a car wreck/targets at the Sandy shores area
I really like this idea!
- Peds driving waterscooters in the rivers/rapids
Never coded water-based stuff, I'll see if its possible.
- Choppers landing/taking off from plain areas like the Grand senora desert. This could be tied to some other scenarios like drug deals.
This is on my plans already, but didn't think about linking it to drug deals.
Also if it's possible to involve the open interiors mod, seeing people interact with or move in and out of the interior areas would be pretty cool.
Yes, but I'd need the coords for these areas, or a similar way to know where to tell peds to go.
Random screenshot. I'm fixing casual carjackers , firetrucks and ambulances, an update should be up soon.
I think you guys will like what I've done with the Hunter.
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- Peds walking up to a soda machine and getting a drink, or walking up to a hotdog/taco stand and getting a snack
Can be done, but I need the machines' model name and a fitting animation/scenario from the game.
Dunno about the animations but I'll see if I can track down the models names.
- Peds actually playing tennis at tennis courts, or doing other activities in places reserved for them, like golfing
Way more complex than it looks, tennis and stuff are entire gamemodes reserved for the players. Doubt I'll be able to code this.
Hmm. Maybe it could be simulated in a rudimentary fashion by spawning peds that simply play an animation cycle of playing the sport (idle animation + occasional timed hit?). There's one mission-related golfer in-game, and maybe the animations for tennis could be tracked down as well. It would be way better than the empty fields we have in vanilla.
- Peds actually swimming in their private pools - at the moment they just sunbathe or sit by the poolside. There could even be a cycle of sunbathing, then swimming, then going back to sunbathing.
I'd need coords for these pools.
I'll track some down.
Another thing that popped in my mind, that might actually work fairly easily based on the internal game logic would be to spawn an occasional fire in a non-city location. Like a wildfire in a forest area or a burning farmhouse. As far as I've observed, every fire prompts a fire truck to spawn and put it out. Like an expansion of the emergency vehicles you already have added.
Having the rare non-player related fire emergency unfold would be a cool little bit of emergent behavior.
A caveat with that one are the fire stats, in vanilla the fire doesn't really spread and dies out pretty fast so the player might not get to see it - this can be changed from the firefx.dat and I have it set to behave like in Far Cry 2 and 3 in my game.
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@Eddlm There's some gang sign animations, might be useful for the gang side of your mod.
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@LDNENG Shoot them my way, if you know the names.
v0.2.5 - The Hunter Update
Fixed
- Ambulances spawning with firefighters
- Firetrucks spawning without people hanging back
- Towtrucks spawning in offroad areas
- Events spawning in restricted areas, like the Army base or the Prison
Improved
- Entity persistence. Most spawned/affected entities will now persist longer, only dissapearing after the 300m mark.
- Debug blips. Events that have been cleared will have their blips' color changed to white, to reflect it.
- Debug blips now have correct names describing the event they belong to.
- The Towtruck spawner will try to grab an existing towtruck before spawning its own for the scenario.
- Drug deals will now end after a while, with each party leaving the area.
Added
- Support for a few Add-On Vehicles:
-Widebody Tempesta
-Banshee 900hybrid
-Gauntlet Hellhound
-E109-Blista Time Attack
-Drift Tampa V2 (both)
-Futo JTCC
First four will be injected into traffic, the other three will only be used for Racer/Benny's events.
This is because they don't fit into everyday's traffic.
However, I'd like to make that futo the protagonist of some kind offroad activities. Races, stuntshows, whatever I end up coding.
- The Hunter
The hunter is a lone NPC dressed in camouflage clothing, armed with a Sniper Rifle. It can be found in the desert, the Chilliad Mountain State Wilderness, Monte José, the Zancudo River, and Cassidy Creek. In other words, all wilderness areas I have found.
This guy will roam around the area looking for wild animals to shoot at.
There's a minigame involving him if you approach the guy.
- Animal Trophies
Aside for the Hunters themselves, some pickups can now carry dead animals in their backs.
Shots:
- Plans for next updates
Add variety to the drug/gun deals
Gang drive-by events
Car-repairing scenarios
Working Cop/Ambulance/Firetruck responses, with cops arresting criminals, paramedics reviving people and firefighters putting out fires.
RDE support
Offroad events
Street racing events
Hope you like it! I had a lot of fun coding the hunter.
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How about Police stopping NPC's and maybe Checking the license/Arresting them or maybe even Looking inside NPC Trunks?
and also ill find some good anims and stuffs for Pedestrians maybe you can use them
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Already enjoyed the first release and looking forward to playing the game with the updated version! You're doing great things Eddlm
now out of the first thread back in February I'll quote some of my ideas from back then
@ReNNie said in [Project?] A more lively GTA V world:
@EddlmSome great ideas there!
to add:
- protests by anti-globalist peds holding protest signs and all, in front of certain buildings with SWAT teams standing by just in case (random event for 3 or 4 set locations?);
- troops of wild dogs roaming at night (23:00 - 05:00) and attacking peds, when killed paramedics drop in to check and after that the coroner comes to collect;
- hunting parties in the woods hunting for and shooting at bucks, rabbits, whatever. Don't stand in their line-of-sight...;
- random stoplight streetraces in the middle of LS (during day/evening, controllable thru ini file which models /peds and what neighbourhoods? Eg sportcars do this in the mory wealthy areas and lowriders in other parts);
- those streetcorner vendors from IV sitting roadside selling shitty portraits and city sights;
- volleybal matches ft. girl peds in tiny bikinies on the beach;
- peds fishing at the pier;
- peds washing cars / bikes / bicycles in front of their homes;
- garbage dump trucks that actually gather garbage;
- more bums in alleys warming themselves by an oildrum fire;
- stormdrains and highway overhangs ft. bums hanging out /w signs "will work for food";
- groups of mexicans waiting to be picked up by a truck to work in construction;
...
... seems the hunting party is 'checked'
two new ideas that won't be easy too to script?
- a group of parapenters/paragliders coming down by air from Mt Chiliad;
- a random ped driving a sportscar into a gasstation/gaspump and blowing it up;
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00146 amb@code_human_in_car_mp_actions@gang_sign_a@bodhi@rds@base idle_a 3200
00147 amb@code_human_in_car_mp_actions@gang_sign_a@bodhi@rps@base enter 566
00148 amb@code_human_in_car_mp_actions@gang_sign_a@low@ds@base enter 466
00149 amb@code_human_in_car_mp_actions@gang_sign_a@low@ps@base idle_a 3200
00150 amb@code_human_in_car_mp_actions@gang_sign_a@std@ds@base enter 566
00151 amb@code_human_in_car_mp_actions@gang_sign_a@std@ps@base idle_a 3200
00152 amb@code_human_in_car_mp_actions@gang_sign_a@std@rds@base idle_a 3200
00153 amb@code_human_in_car_mp_actions@gang_sign_a@std@rps@base idle_a 3200
00154 amb@code_human_in_car_mp_actions@gang_sign_b@low@ds@base enter 433
00155 amb@code_human_in_car_mp_actions@gang_sign_b@low@ps@base idle_a 1966
00156 amb@code_human_in_car_mp_actions@gang_sign_b@std@ds@base idle_a 1966
00157 amb@code_human_in_car_mp_actions@gang_sign_b@std@ps@base enter 433
00158 amb@code_human_in_car_mp_actions@gang_sign_b@std@rds@base enter 433
00159 amb@code_human_in_car_mp_actions@gang_sign_b@std@rps@base enter 433
13693 mp_player_int_uppergang_sign_a mp_player_int_gang_sign_a 1866
13694 mp_player_int_uppergang_sign_a mp_player_int_gang_sign_a_enter 666
13695 mp_player_int_uppergang_sign_a mp_player_int_gang_sign_a_exit 666
13696 mp_player_int_uppergang_sign_b mp_player_int_gang_sign_b 1866
13697 mp_player_int_uppergang_sign_b mp_player_int_gang_sign_b_enter 666
13698 mp_player_int_uppergang_sign_b mp_player_int_gang_sign_b_exit 900
29293 amb@code_human_in_car_mp_actions@gang_sign_a@bodhi@rds@base enter 566
29294 amb@code_human_in_car_mp_actions@gang_sign_a@bodhi@rds@base exit 500
29295 amb@code_human_in_car_mp_actions@gang_sign_a@bodhi@rps@base idle_a 3200
29296 amb@code_human_in_car_mp_actions@gang_sign_a@bodhi@rps@base exit 566
29297 amb@code_human_in_car_mp_actions@gang_sign_a@low@ds@base idle_a 3200
29298 amb@code_human_in_car_mp_actions@gang_sign_a@low@ds@base exit 500
29299 amb@code_human_in_car_mp_actions@gang_sign_a@low@ps@base enter 566
29300 amb@code_human_in_car_mp_actions@gang_sign_a@low@ps@base exit 500
29301 amb@code_human_in_car_mp_actions@gang_sign_a@std@ds@base idle_a 3200
29302 amb@code_human_in_car_mp_actions@gang_sign_a@std@ds@base exit 500
29303 amb@code_human_in_car_mp_actions@gang_sign_a@std@ps@base enter 566
29304 amb@code_human_in_car_mp_actions@gang_sign_a@std@ps@base exit 500
29305 amb@code_human_in_car_mp_actions@gang_sign_a@std@rds@base enter 566
29306 amb@code_human_in_car_mp_actions@gang_sign_a@std@rds@base exit 500
29307 amb@code_human_in_car_mp_actions@gang_sign_a@std@rps@base enter 566
29308 amb@code_human_in_car_mp_actions@gang_sign_a@std@rps@base exit 500
29309 amb@code_human_in_car_mp_actions@gang_sign_b@low@ds@base idle_a 1966
29310 amb@code_human_in_car_mp_actions@gang_sign_b@low@ds@base exit 433
29311 amb@code_human_in_car_mp_actions@gang_sign_b@low@ps@base enter 433
29312 amb@code_human_in_car_mp_actions@gang_sign_b@low@ps@base exit 599
29313 amb@code_human_in_car_mp_actions@gang_sign_b@std@ds@base enter 433
29314 amb@code_human_in_car_mp_actions@gang_sign_b@std@ds@base exit 433
29315 amb@code_human_in_car_mp_actions@gang_sign_b@std@ps@base idle_a 1966
29316 amb@code_human_in_car_mp_actions@gang_sign_b@std@ps@base exit 599
29317 amb@code_human_in_car_mp_actions@gang_sign_b@std@rds@base idle_a 1966
29318 amb@code_human_in_car_mp_actions@gang_sign_b@std@rds@base exit 599
29319 amb@code_human_in_car_mp_actions@gang_sign_b@std@rps@base idle_a 1966
29320 amb@code_human_in_car_mp_actions@gang_sign_b@std@rps@base exit 599I found these for the gang signs.. another idea for the car jackers, it would be cool if they could rob cars stopped at red lights like go up to the car pull out a pistol/smg and jack the ride and drive off.. If police are near by a chase happens or something.
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Add hitmans, that would silently go to target (could be player), kill them and run away. And maybe phychos, that would shoot everyone.
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How about Police stopping NPC's and maybe Checking the license/Arresting them or maybe even Looking inside NPC Trunks?
Its one of the best things the script could have, but it also implies a fuckton of work. You're asking me to script the entire process of a cop lighting up a car, the car looking for a suitable place to stop, the cop parking behind then walking up to the driver, handle a 10-20 sec conversation, then make the cop walk back to his car and let both drive away.
And that is not including the trunk part. Or the arresting.
It will be done, but I don't know when. These features are very complex to code, mainly because I need to handle a lot of stuff and make the "choreography" work properly.
and also ill find some good anims and stuffs for Pedestrians maybe you can use them
Nice, would be thankfull.
I found these for the gang signs..
You guys really should use pastebin for these text dumps, its way cleaner.
another idea for the car jackers, it would be cool if they could rob cars stopped at red lights like go up to the car pull out a pistol/smg and jack the ride and drive off.. If police are near by a chase happens or something.
Might happen, when I revamp the carjacker event.
Add hitmans, that would silently go to target (could be player), kill them and run away. And maybe phychos, that would shoot everyone.
I'd prefer events that serve a purpose rather than gratuitous violence. Drunkards looking for a fight might be more fitting, for example. They might happen to have a gun with them, sometimes.
I've updated the list of supported add-ons in the mod's page description, it will be easier to maintain and for people to see.
I also updated the script on the main page and seems like its not giving problems to anyone (exceptions being unusual game setups), so I'll start working on the next update.Things it will feature:
- Car Repairing scenarios
- Better Racers
- Better Carjackers
Things it might feature
- Rednecks shooting wrecks
- Helicopters taking off/landing
- Boat scenarios (traffic)
- (Smart) Muggers, for both peds and player. Interactive.
Also, I might start making themed updates, that would feature multiple events with a common subject. It would help organise my work and people who want X specific theme in their game know when they should grab this.
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@Eddlm awesome script man adds some great realism into the game, im just having a little trouble adding the addon cars that i have, i read the info in the xml but i didnt quite get it, mainly where do i look for the names of the vehicles in their addon folders in order to get the script working with them. is it the same name i have to type into a trainer in order to spawn the car or something else?
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Here's a pastebin for the coordinates of the swimming pools, with the city area and size in the description.
All taken from the middle of the pool. Also I left out ones that are less than waist-deep (and I may have missed some, there are a lot of pools in Vinewood).
If you want to do something with the open interior areas I can get you the coordinates to those as well. A lot of them seem to be completely unpopulated atm.
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@Eddlm awesome script man adds some great realism into the game, im just having a little trouble adding the addon cars that i have, i read the info in the xml but i didnt quite get it, mainly where do i look for the names of the vehicles in their addon folders in order to get the script working with them. is it the same name i have to type into a trainer in order to spawn the car or something else?
Yeah, it's the spawn name. I should write a guide for adding vehicles.
Here's a pastebin for the coordinates of the swimming pools, with the city area and size in the description.
All taken from the middle of the pool. Also I left out ones that are less than waist-deep (and I may have missed some, there are a lot of pools in Vinewood).
Thanks, I'll get to work on them in the coming days.
If you want to do something with the open interior areas I can get you the coordinates to those as well. A lot of them seem to be completely unpopulated atm.
Not yet, I need to investigate how can I use these open interiors first. Its clear what I can do with pools, not so clear with more varied interior areas. That will be more complex to do.
I'm noticing a few people are having game crashing issues with The Hunter update (0.2.5); when the Hunter or animal trophies spawn, their game explodes. I'll dedicate some time to see if I can recreate the issue and address it.
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We're dumped into the second page! That's no good, let me update.
Three more ped-car interactions.
The Hunter now has either a dog to follow him or a car to dump the trophies, random each time.
Gang drive-by events are also implemented. They will only happen in areas like Davis, where gangs usually hang out. The gang that comes shooting depends on the area, for example, Families or Vagos can come to Davis, home of the Ballas.
I'm also optimizing the code to further avoid FPS decrease, and I'm still looking into the crash issues.
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Oh man, wonderful little details!
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@ikt yeah, they look very nice.
I'm running into a little issue though, as I'm confusing myself too much with the scenario spawner system.
This script needs way to regulate how frequently it spawns the events, as we don't want them to be too repetitive nor too difficult to find. I'm also trying to make it so certain events dont repeat themselves if the player hasn't left the area.
For example, even if the player is static for hours, events related to moving vehicles can be repeated over time, but static events like drug deals shouldnt.
Right now the script has 12 different events programmed, most of them with different sets of requirements so they are experienced in a natural fashion, without them feeling forced... and its starting to get hard to organize!
I'll probably dedicate some time to redesign the event spawn handler before releasing the update, shouldn't take long.