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How to keep sea animals alive above water?



  • I'm trying to create a scene where I want to have dolphins above the water like giggly jumping :blush: 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?



  • @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.



  • @JohnFromGWN I know :sob: :sob: That's why I wanted to know how this can be possibly done without killing them :cry: :broken_heart: @a63nt-5m1th you there? Could you please help me with this thingy so the lovely giggly cuties can happily jump? :(



  • @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



  • @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 :(



  • @Aurora11 Don't you just hate selfish modders who won't share their "tricks"?



  • @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...



  • This post is deleted!


  • @JohnFromGWN So much :(((

    Maybe he moved the water tub and the shark together at the same time I don't know :thinking:



  • @Aurora11 Not sure but going to remove all the xml when i get a chance to find the solution..it involves the hot tubs



  • @Aurora11

    Slowly but surely, still haven't figured out the hot tub glitch. Seemingly it involves upside down hot tubs.

    alt text



  • @JohnFromGWN Oh. Now that's interesting :thinking: :thinking: Maybe the water being registered differently in the tubs compared to actual sea. Really weird though :thinking:



  • @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.



  • @Aurora11
    Hmmm? :thinking: 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.


  • MODERATOR

    Oh so that is you in that server, screens looked very nice btw



  • @a63nt-5m1th @Aurora11

    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.



  • @JohnFromGWN

    Posted a preliminary exploration video on water.xml, allows shark to be out of water.

    https://forums.gta5-mods.com/topic/37236/water-modifications



  • @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 :see_no_evil: :see_no_evil: :blush: :dolphin: Thank you so so so much for finding out how this is done lovely friend :see_no_evil: :rose: :cookie: :cookie:

    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 :blush: :yum:

    https://www.gta5-mods.com/tools/simple-water-editor-unknown-modder

    @a63nt-5m1th Thank you so much for coming to help :blush: :blush: 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 :yum: This also might work very well too :yum: :see_no_evil: :sunflower:


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