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Raider's Requests



  • Hey all, wish I could script even close to as good as some of you can. Here's some script drafts I wrote up not too long ago, with relevant natives I found that could come in handy with making some of them actually happen. Feel free to take whatever, I doubt I'll ever be able to make them happen on my own. Maybe one of you could:

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    Name:
    Deadly Convertibles

    Description:
    As seen in the Mafia series, when a vehicle with a convertible roof that is lowered is flipped and simultaneously crashed, the player is killed due to being crushed.

    Notable script natives for use:

    • GET_CONVERTIBLE_ROOF_STATE(Vehicle vehicle) // F8C397922FC03F41 1B09714D

    • IS_VEHICLE_A_CONVERTIBLE(Vehicle vehicle, BOOL p1) // 52F357A30698BCCE 6EF54490

    • HAS_ENTITY_COLLIDED_WITH_ANYTHING(Entity entity) // 8BAD02F0368D9E14 662A2F41

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    Name:
    Immersive Bandaging

    Description:
    Another simple script that, on a button-press, plays a fade-to-black effect momentarily before returning to normal gameplay, but with the player character's torso clothing component replaced with a custom makeshift-bandaged version that could be created for use. Further script activation would replace their leg clothing component, head prop, etc until a max limit is reached (4 heals per life). Each time a bandaged clothing component is applied to the player, +25 health or so should be rewarded as well.

    Notable script natives for use:

    • SET_PED_COMPONENT_VARIATION(Ped ped, int componentId, int drawableId, int textureId, int paletteId) // 262B14F48D29DE80 D4F7B05C

    • SET_PED_PROP_INDEX(Ped ped, int componentId, int drawableId, int TextureId, BOOL attach) // 93376B65A266EB5F 0829F2E2

    • IS_PED_INJURED(Ped ped) // 84A2DD9AC37C35C1 2530A087

    • SET_ENTITY_HEALTH(Entity entity, int health) // 6B76DC1F3AE6E6A3 FBCD1831

    Other notes:
    Custom skins would need to be created for this, not a big issue. I could do that part easily.

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    Name:
    The First On-Scene

    Description:
    In real life, most people don't drive apathetically around car accidents after they unfolded before them; instead, they get out of their cars and help those who might be possibly injured. This script should make the AI more realistic by making most nearby pedestrians exit their vehicles/stop what they're doing and approach the player to see if they're okay after them being involved in a motor accident.

    Notable script natives for use:

    • TASK_GO_TO_ENTITY(Entity entity, Entity target, int duration, float distance, float speed, float p5, int p6) // 6A071245EB0D1882 374827C2

    • GET_PED_NEARBY_PEDS(Ped ped, int *sizeAndPeds, int ignore) // 23F8F5FC7E8C4A6B 4D3325F4

    • HAS_ENTITY_COLLIDED_WITH_ANYTHING(Entity entity) // 8BAD02F0368D9E14 662A2F41

    Other notes:
    Nothing too crazy here, just a simple GO_TO AI task for nearby peds after car accidents.

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    Name:
    Catch a Smoke

    Description:
    Seen in the old WWII espionage game The Saboteur, instead of jumping through a dizzying amount of trainer menus to play a simple idle animation, after 10 seconds of player inactivity, prompt a scenario for a cigarette to be lit up and if the player begins controlling at any time, fluidly stop the animation but keep the cigarette around as an attached object on their character's lips for a few minutes until it is "smoked" fully and flicked away (flicking animations optional).

    Notable script natives for use:

    • REQUEST_PTFX_ASSET() // 944955FB2A3935C8 2C649263

    • ATTACH_ENTITY_TO_ENTITY(Entity entity1, Entity entity2, int boneIndex, float xPos, float yPos, float zPos, float xRot, float yRot, float zRot, BOOL p9, BOOL useSoftPinning, BOOL collision, BOOL p12, int vertexIndex, BOOL fixedRot) // 6B9BBD38AB0796DF EC024237

    • TASK_START_SCENARIO_IN_PLACE(Ped ped, char *scenarioName, int unkDelay, BOOL playEnterAnim) // 142A02425FF02BD9 E50D6DDE

    Other notes:
    Important here is that unlike a simple scenario animation toggle mod (that hundreds of exist already), what would be cool about this instead is the ability to continue smoking the cigarette like a badass while proceeding with normal gameplay actions like shooting and fistfighting as it's attached to the player's lips instead of the usual scenario-based method that locks any type of movement until the smoking animation is cancelled.

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    Name:
    Boombox

    Description:
    Lets you place down a radio entity that will locally play a radio station of your choice. Bonus points if it can be carried on a shoulder as well.

    Notable script natives for use:

    • SET_EMITTER_RADIO_STATION(char *emitterName, char *radioStation) // ACF57305B12AF907 87431585

    • PLAY_STREAM_FROM_OBJECT(Object object) // EBAA9B64D76356FD C5266BF7

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    Name:
    Bad Manners

    Description:
    As seen in the retro GTA games for the original Playstation, a simple script that on a button-press would allow the player to fart and burp, offending nearby pedestrians and police. Further functionalities could include spitting, urinating and vomiting for ultimate hooliganisms.

    Notable script natives for use:

    • REQUEST_PTFX_ASSET() // 944955FB2A3935C8 2C649263

    • PLAY_SOUND_FROM_ENTITY(int soundId, char *audioName, Entity entity, char *audioRef, BOOL p4, Any p5) // E65F427EB70AB1ED 95AE00F8

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    Name:
    Gambling

    Description:
    Any type of gambling, be it simple number algorithms thrown around with a "YOU WIN!" probability on the end or whatever elaborate Texas Hold'Em or Blackjack formula you can draw up. Players should be able to perhaps find certain areas in the ghetto with games going on or create their own with nearby peds as they see fit.

    Notable script natives for use:
    Not too sure about this one, as it would probably be made mainly with program-based instances and such using probabilities, chances and all that jazz.

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    Thanks for considering. Add me on Steam if you'd wanna talk about any or just go crazy. Your call


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