How to keep sea animals alive above water?
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I'm trying to create a scene where I want to have dolphins above the water like giggly jumping
but even when I make them Invincible at Menyoo, they are dying after a few seconds I move them above water
Any idea how to keep them alive?
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@Aurora11 Scuba tanks are out of the question? Just kidding. You'll need @a63nt-5m1th for that one.
P.S. You know they are endangered right? So stop killing them.
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@JohnFromGWN I know
That's why I wanted to know how this can be possibly done without killing them
@a63nt-5m1th you there? Could you please help me with this thingy so the lovely giggly cuties can happily jump?
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@Aurora11
There is a function, but I have no idea if it works for air. It's designed for other forms of damage. It has a drown proof and interestingly, they would "drown in air".ENTITY::SET_ENTITY_PROOFS
void SET_ENTITY_PROOFS(Entity entity, BOOL bulletProof, BOOL fireProof, BOOL explosionProof, BOOL collisionProof, BOOL meleeProof, BOOL p6, BOOL p7, BOOL drownProof) // 0xFAEE099C6F890BB8 0x7E9EAB66 b323
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@JohnFromGWN Not sure how can I write scripts though
There is a mod with not dying shark https://www.gta5-mods.com/maps/vigilante-s-bunker-menyoo
Though I didn't try moving the shark outside the tank but author says he did something in Menyoo to prevent him dying. Not sure how
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@Aurora11 Don't you just hate selfish modders who won't share their "tricks"?
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@Aurora11 This mod is just an xml file. I'll take a look. The answer is there, perhaps in the task sequence, perhaps other ped options. But the mod page comments talk about a hot tub thing too. I don't use or want open interiors so ill need to create a collision platform to view this when i have time. But im clearly seeing the shark in water...
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This post is deleted!
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@JohnFromGWN So much
((
Maybe he moved the water tub and the shark together at the same time I don't know
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@Aurora11 Not sure but going to remove all the xml when i get a chance to find the solution..it involves the hot tubs
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Slowly but surely, still haven't figured out the hot tub glitch. Seemingly it involves upside down hot tubs.
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@JohnFromGWN Oh. Now that's interesting
Maybe the water being registered differently in the tubs compared to actual sea. Really weird though
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@Aurora11 Ok, by looking at his xml I figured out how it was done.
However i'm not sure if that will help you with your dolphins. The trick in this mod is to use a whole bunch of upside down hot tubs. They create a water field that the shark or player can swim in. The shark is tasked with Go Position to swim around. I was not aware of this water effect and don't really find it of any value other than as for an indoor shark tank.
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@Aurora11
Hmmm?Not sure what defines the difference between a land & sea creature. Might be tied to their nav capabilities, maybe. Knowing Rockstar tho, they might have just flagged the creatures with the specific capability/ies they wanted them to have (see 'Dogphin' below).
These are all the files in the game that reference 'dolphin' in one way or another:
CodeWalker Search Results for "Dolphin" [File path], [Byte offset] mods\common.rpf\data\pedbounds.xml, 21876 mods\common.rpf\data\ai\ambientpedmodelsets.meta, 175958 mods\common.rpf\data\ai\ambientpedmodelsets.meta, 176026 mods\common.rpf\data\ai\scenarios.meta, 793180 mods\common.rpf\data\ai\scenarios.meta, 793247 mods\common.rpf\data\anim\pose_databases\nm_blend_out_sets.meta, 122582 mods\common.rpf\data\anim\pose_databases\nm_blend_out_sets.meta, 122868 mods\common.rpf\data\anim\pose_databases\nm_blend_out_sets.meta, 123875 mods\common.rpf\data\anim\pose_databases\nm_blend_out_sets.meta, 124881 mods\x64a.rpf\data\peds.ymt, 18269 mods\x64b.rpf\data\lang\american_rel.rpf\animlau.gxt2, 91189 mods\x64b.rpf\data\lang\american_rel.rpf\animlau.gxt2, 102949 mods\x64b.rpf\data\lang\american_rel.rpf\animlau.gxt2, 135261 mods\x64b.rpf\data\lang\american_rel.rpf\animlau.gxt2, 155927 mods\x64b.rpf\data\lang\american_rel.rpf\animlau.gxt2, 158021 mods\x64b.rpf\data\lang\american_rel.rpf\animlau.gxt2, 189967 mods\x64b.rpf\data\lang\american_rel.rpf\animlau.gxt2, 200785 mods\x64b.rpf\data\lang\american_rel.rpf\animlau.gxt2, 205366 mods\x64b.rpf\data\lang\american_rel.rpf\animlau.gxt2, 211318 mods\x64b.rpf\data\lang\american_rel.rpf\animlau.gxt2, 211913 mods\x64b.rpf\data\lang\american_rel.rpf\animlau.gxt2, 227141 mods\x64b.rpf\data\lang\american_rel.rpf\animlau.gxt2, 230438 mods\x64b.rpf\data\lang\american_rel.rpf\ext2au.gxt2, 2650 mods\x64e.rpf\models\cdimages\componentpeds_a_c.rpf\a_c_dolphin.ydd, 235619 mods\x64e.rpf\models\cdimages\componentpeds_a_c.rpf\a_c_dolphin.ydd, 235635 mods\x64e.rpf\models\cdimages\componentpeds_a_c.rpf\a_c_dolphin.ydd, 235683 mods\x64e.rpf\models\cdimages\componentpeds_a_c.rpf\a_c_dolphin.yft, 27849 mods\x64h.rpf\levels\gta5\interiors\v_int_61.rpf\v_61_lng_mesh_props.ydr, 18537 mods\x64w.rpf\dlcpacks\mpbeach\dlc.rpf\x64\data\lang\americandlc.rpf\global.gxt2, 3217 mods\update\update.rpf\common\data\ai\ambientpedmodelsets.meta, 194241 mods\update\update.rpf\common\data\ai\ambientpedmodelsets.meta, 194309 mods\update\update.rpf\common\data\ai\scenarios.meta, 1130741 mods\update\update.rpf\common\data\ai\scenarios.meta, 1130808 mods\update\update.rpf\common\data\anim\pose_databases\nm_blend_out_sets.meta, 122689 mods\update\update.rpf\common\data\anim\pose_databases\nm_blend_out_sets.meta, 122975 mods\update\update.rpf\common\data\anim\pose_databases\nm_blend_out_sets.meta, 123988 mods\update\update.rpf\common\data\anim\pose_databases\nm_blend_out_sets.meta, 125000 mods\update\update.rpf\x64\audio\config\game.dat151.rel, 498568 mods\update\update.rpf\x64\audio\config\game.dat151.rel, 498629 mods\update\update.rpf\x64\audio\config\sounds.dat54.rel, 2011821 mods\update\update.rpf\x64\audio\config\speech2.dat4.rel, 278867 mods\update\update.rpf\x64\audio\config\speech2.dat4.rel, 281657 mods\update\update.rpf\x64\data\peds.ymt, 2158567 mods\update\update.rpf\x64\data\peds.ymt, 2158652 mods\update\update.rpf\x64\data\peds.ymt, 2158928 mods\update\update.rpf\x64\data\peds.ymt, 2159618 mods\update\update.rpf\x64\data\peds.ymt, 2159988 mods\update\update.rpf\x64\data\peds.ymt, 2160793 mods\update\update.rpf\x64\data\peds.ymt, 2160899 mods\update\update.rpf\x64\data\peds.ymt, 2161656 mods\update\update.rpf\x64\data\peds.ymt, 2192945 mods\update\update.rpf\x64\data\lang\american_rel.rpf\animlau.gxt2, 91189 mods\update\update.rpf\x64\data\lang\american_rel.rpf\animlau.gxt2, 102949 mods\update\update.rpf\x64\data\lang\american_rel.rpf\animlau.gxt2, 135261 mods\update\update.rpf\x64\data\lang\american_rel.rpf\animlau.gxt2, 155929 mods\update\update.rpf\x64\data\lang\american_rel.rpf\animlau.gxt2, 158023 mods\update\update.rpf\x64\data\lang\american_rel.rpf\animlau.gxt2, 189969 mods\update\update.rpf\x64\data\lang\american_rel.rpf\animlau.gxt2, 200786 mods\update\update.rpf\x64\data\lang\american_rel.rpf\animlau.gxt2, 205367 mods\update\update.rpf\x64\data\lang\american_rel.rpf\animlau.gxt2, 211319 mods\update\update.rpf\x64\data\lang\american_rel.rpf\animlau.gxt2, 211914 mods\update\update.rpf\x64\data\lang\american_rel.rpf\animlau.gxt2, 227138 mods\update\update.rpf\x64\data\lang\american_rel.rpf\animlau.gxt2, 230435 mods\update\update.rpf\x64\data\lang\american_rel.rpf\ext2au.gxt2, 2650 mods\update\update.rpf\x64\levels\gta5\script\script_rel.rpf\animal_controller.ysc, 30622 mods\update\update.rpf\x64\levels\gta5\script\script_rel.rpf\animal_controller.ysc, 30630 mods\update\update.rpf\x64\levels\gta5\script\script_rel.rpf\animal_controller.ysc, 30638 mods\update\update.rpf\x64\levels\gta5\script\script_rel.rpf\director_mode.ysc, 1118578 mods\update\update.rpf\x64\levels\gta5\script\script_rel.rpf\director_mode.ysc, 1118586 mods\update\update.rpf\x64\levels\gta5\script\script_rel.rpf\director_mode.ysc, 1118594 mods\update\update.rpf\x64\levels\gta5\script\script_rel.rpf\freemode.ysc, 5910149 mods\update\update.rpf\x64\levels\gta5\script\script_rel.rpf\freemode.ysc, 5912513 mods\update\update.rpf\x64\levels\gta5\script\script_rel.rpf\freemode.ysc, 5912521 mods\x64\audio\audio_rel.rpf\config\game.dat151.rel, 495432 mods\x64\audio\audio_rel.rpf\config\game.dat151.rel, 495493 mods\x64\audio\audio_rel.rpf\config\sounds.dat54.rel, 1943600 mods\x64\audio\audio_rel.rpf\config\speech2.dat4.rel, 278865 mods\x64\audio\audio_rel.rpf\config\speech2.dat4.rel, 281655
Interestingly, in 'animal_controller.ysc' script, looks like taking peyote attracts animals toward you.
peds.ymt:
<Item> <Name>A_C_Dolphin</Name> <PropsName>null</PropsName> <ClipDictionaryName>CREATURES@DOLPHIN@MOVE</ClipDictionaryName> <BlendShapeFileName>null</BlendShapeFileName> <ExpressionSetName/> <ExpressionDictionaryName>null</ExpressionDictionaryName> <ExpressionName>null</ExpressionName> <Pedtype>Animal</Pedtype> <MovementClipSet>DOLPHIN</MovementClipSet> <MovementClipSets/> <StrafeClipSet>MOVE_PED_STRAFING</StrafeClipSet> <MovementToStrafeClipSet>MOVE_PED_TO_STRAFE</MovementToStrafeClipSet> <InjuredStrafeClipSet>MOVE_STRAFE_INJURED</InjuredStrafeClipSet> <FullBodyDamageClipSet>DAM_KO</FullBodyDamageClipSet> <AdditiveDamageClipSet>DAM_AD</AdditiveDamageClipSet> <DefaultGestureClipSet>ANIM_GROUP_GESTURE_M_GENERIC</DefaultGestureClipSet> <FacialClipsetGroupName>CLIP_SET_ID_INVALID</FacialClipsetGroupName> <DefaultVisemeClipSet>ANIM_GROUP_VISEMES_M_LO</DefaultVisemeClipSet> <SidestepClipSet>CLIP_SET_ID_INVALID</SidestepClipSet> <PoseMatcherName>Dolphin</PoseMatcherName> <PoseMatcherProneName>null</PoseMatcherProneName> <GetupSetHash>null</GetupSetHash> <CreatureMetadataName>null</CreatureMetadataName> <DecisionMakerName>Fish</DecisionMakerName> <MotionTaskDataSetName>Fish</MotionTaskDataSetName> <DefaultTaskDataSetName>Animal</DefaultTaskDataSetName> <PedCapsuleName>Dolphin</PedCapsuleName> <PedLayoutName/> <PedComponentSetName>Animal</PedComponentSetName> <PedComponentClothName/> <PedIKSettingsName>NO_IK</PedIKSettingsName> <TaskDataName>LargeFish</TaskDataName> <IsStreamedGfx value="false"/> <AmbulanceShouldRespondTo value="false"/> <CanRideBikeWithNoHelmet value="false"/> <CanSpawnInCar value="true"/> <IsHeadBlendPed value="false"/> <bOnlyBulkyItemVariations value="false"/> <RelationshipGroup>Hen</RelationshipGroup> <NavCapabilitiesName>SURFACE_SKIMMER</NavCapabilitiesName> <!-- what happens if this is changed to 'flight_capable', flying dolphins? Maybe try 'STANDARD_PED'/'STANDARD_QUADRUPED'/'SIMPLE' etc also--> <PerceptionInfo>LARGE_FISH_PERCEPTION</PerceptionInfo> <DefaultBrawlingStyle>BS_ANIMAL</DefaultBrawlingStyle> <DefaultUnarmedWeapon>WEAPON_ANIMAL</DefaultUnarmedWeapon> <Personality>Dolphin</Personality> <CombatInfo>SCARED_ANIMAL_IN_WATER</CombatInfo> <VfxInfoName>VFXPEDINFO_DOLPHIN_GENERIC</VfxInfoName> <AmbientClipsForFlee>FLEE</AmbientClipsForFlee> <Radio1>RADIO_GENRE_COUNTRY</Radio1> <Radio2>RADIO_GENRE_COUNTRY</Radio2> <FUpOffset value="0.00000000"/> <RUpOffset value="0.00000000"/> <FFrontOffset value="0.00000000"/> <RFrontOffset value="0.14700000"/> <MinActivationImpulse value="20.00000000"/> <Stubble value="0.00000000"/> <HDDist value="3.00000000"/> <TargetingThreatModifier value="1.00000000"/> <KilledPerceptionRangeModifer value="-1.00000000"/> <Sexiness/> <Age value="0"/> <MaxPassengersInCar value="0"/> <ExternallyDrivenDOFs/> <PedVoiceGroup>VOICE_PLY_CR</PedVoiceGroup> <AnimalAudioObject>ANIMAL_PARAMS_DOLPHIN</AnimalAudioObject> <AbilityType>SAT_NONE</AbilityType> <ThermalBehaviour>TB_DEAD</ThermalBehaviour> <SuperlodType>SLOD_NULL</SuperlodType> <ScenarioPopStreamingSlot>SCENARIO_POP_STREAMING_NORMAL</ScenarioPopStreamingSlot> <DefaultSpawningPreference>DSP_AQUATIC</DefaultSpawningPreference> <DefaultRemoveRangeMultiplier value="1.00000000"/> <AllowCloseSpawning value="false"/> </Item>
pedbounds.xml:
<Item type="CFishCapsuleInfo"> <Name>DOLPHIN</Name> <Mass value="500.000000" /> <GroundInstanceDamage value="1.000000" /> <GroundToRootOffset value="0.450000" /> <ProbeRadius value="0.150000" /> <ProbeYOffset value="0.000000" /> <MaxNormalZForFlatten value="-1.000000" /> <MinNormalZForFlatten value="1.000000" /> <MaxNormalZForFlatten_Movable value="0.500000" /> <MinHeightForFlatten value="0.000000" /> <MinHeightForFlattenInteriorOffset value="-0.050000" /> <RagdollType>RD_CUSTOM</RagdollType> <FlattenCollisionNormals value="false" /> <UsesRagdollReactionIfShoved value="false" /> <DiesOnEnteringRagdoll value="true" /> <!-- maybe try 'false', sea creatures all use 'true' anyway, maybe they auto-ragdoll die when leave water etc --> <Radius value="0.420000" /> <Length value="3.200000" /> <ZOffset value="0.130000" /> <YOffset value="-0.550000" /> </Item>
pedpersonality.ymt:
<Item> <PersonalityName>Dolphin</PersonalityName> <DefaultWeaponLoadout>LOADOUT_ANIMAL</DefaultWeaponLoadout> <Bravery>Animal</Bravery> <AgitatedPersonality>NONE</AgitatedPersonality> <Criminality>Law_Abiding</Criminality> <AgitationTriggers>Animal</AgitationTriggers> <HealthConfigHash>SHARK</HealthConfigHash> <!-- Dolphin uses 'Shark' health config in 'pedhealth.meta' anyway --> <WeaponAnimations> <Item>default</Item> </WeaponAnimations> <AmbientAudio>default</AmbientAudio> <WitnessPersonality>Animal</WitnessPersonality> <Agility> <Flags/> <MovementCostModifier value="1.00000000"/> </Agility> <IsMale value="true"/> <IsHuman value="false"/> <ShouldRewardMoneyOnDeath value="false"/> <IsGang value="false"/> <IsSecurity value="false"/> <IsWeird value="false"/> <IsDangerousAnimal value="false"/> <CausesRumbleWhenCollidesWithPlayer value="true"/> <AllowSlowCruisingWithMusic value="false"/> <AllowRoadCrossHurryOnLightChange value="true"/> <VehicleTypes/> <AttackStrengthMin value="1.00000000"/> <AttackStrengthMax value="1.00000000"/> <StaminaEfficiency value="1.00000000"/> <ArmourEfficiency value="1.00000000"/> <HealthRegenEfficiency value="1.00000000"/> <ExplosiveDamageMod value="1.00000000"/> <HandGunDamageMod value="1.00000000"/> <RifleDamageMod value="1.00000000"/> <SmgDamageMod value="1.00000000"/> <PopulationFleeMod value="1.00000000"/> <HotwireRate value="1.00000000"/> <MotivationMin value="0"/> <MotivationMax value="10"/> <DrivingAbilityMin value="0"/> <DrivingAbilityMax value="10"/> <DrivingAggressivenessMin value="0"/> <DrivingAggressivenessMax value="10"/> <Affluence>AFF_POOR</Affluence> <TechSavvy>TS_LOW</TechSavvy> <MovementModes/> <WeaponAnimsFPSIdle>FirstPerson</WeaponAnimsFPSIdle> <WeaponAnimsFPSRNG>FirstPersonRNG</WeaponAnimsFPSRNG> <WeaponAnimsFPSLT>FirstPersonAiming</WeaponAnimsFPSLT> <WeaponAnimsFPSScope>FirstPersonScope</WeaponAnimsFPSScope> </Item>
pedhealth.meta:
<Item> <Name>Shark</Name> <DefaultHealth value="200.000000" /> <DefaultArmour value="0.000000" /> <FatiguedHealthThreshold value="150.000000" /> <InjuredHealthThreshold value="100.000000" /> <DyingHealthThreshold value="100.000000" /> <HurtHealthThreshold value="150.000000" /> <DogTakedownThreshold value="150.000000" /> <MeleeCardinalFatalAttackCheck value="false" /> </Item>
The 'Dogphin':
I'm wondering what happens if you take, for example, the retriever dog, set it to use the dolphin model & give it fish movement etc, but leave pretty much everything else the same. Something like that might work. If Rockstar flagged animals with specific capabilities, using another animal name would be pretty much the only way to circumvent that & gain it's attributes etc.
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Oh so that is you in that server, screens looked very nice btw
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The guy who exploited the inverted hot tub glitch mentioned not having to use water.xml?
@Aurora11 If you're doing this for a one-time scene, you can use an infinite number of hot tub props, make them invisible as i did in the video, and then task your shark to swim. Actually, the only reason the shark (or dolphin) is tasked is to keep it in bounds (in water). Once out of bounds, it's certain death.
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Posted a preliminary exploration video on water.xml, allows shark to be out of water.
https://forums.gta5-mods.com/topic/37236/water-modifications
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@JohnFromGWN Oh. So to keep them moving is inverted hot tub glitch. Yeah I can like spawn a few hottubs for it actually. Trying to make a scene where I'm driving a boat and cute happy dolphins jumping alongside of me
Thank you so so so much for finding out how this is done lovely friend
Also yeah, playing with water quads creating amazing results. There is also this mod you can check as well, might help you with setting the waterquad levels in your water.xml
https://www.gta5-mods.com/tools/simple-water-editor-unknown-modder
@a63nt-5m1th Thank you so much for coming to help
That one is also a great idea. I will try to create a dolphin as addon peds and define her as doggie in the meta but will set the animation to have dolphin animations
This also might work very well too