@iRideIndependent I also agree. But it doesn't surprise me in the slightest, that's how I expected online to work. Any new released vehicle must be better than the last so people buy it.
Kuruma > Insurgent > Ruiner 2000 > APC
@iRideIndependent I also agree. But it doesn't surprise me in the slightest, that's how I expected online to work. Any new released vehicle must be better than the last so people buy it.
Kuruma > Insurgent > Ruiner 2000 > APC
Well, a simple way to set it up would be setting a hunger variable to 100, then substracting X each Y seconds.
Then you would have the base hunger, you would then just need to increase the variable's value when you eat.
Voilá
I've been thinking about scripting something like this for a long time, happy to see someone actually doing it!
And I'm liking the feature list.
What issues do you have with the Addons, do they crash your game, prevent it from loading...?
These tampas look like Menyoo mods
But I'm interested in the APC and Halftrack. The bunkers may be interesting too
Fixed
Improved
LivelyWorld.iniAdded
LivelyWorld.xml and add them to the blacklist.I've defined a few vehicles to make sure it works, so you'll find all kinds of vehicles in your game now. Be sure to finetune, add or remove whatever you like in the LivelyWorld.xml file.
Before releasing it to the main site, I'd like to set up some sort of guide for configuring the traffic replacer & traffic injector, but meanwhile you guys can enjoy it.
I don't have plans for the next update yet, as I should park this project for a week or so to focus on other, more important things. But I guess it should tackle mainly the pedestrians, as this one has tackled mainly the vehicles.
@Stryfaar said in [SCRIPT] [WIP] - Lively World:
@Eddlm Thought so lel. It happens irl so why not here
This mod here has found decent animations, as well as for pooping.
Can you add people using umbrellas on rainy weather too?
I could.
@ShakeZone I've set up a list of planned events in the first post. You'll see some of your suggestions are there, even if worded diferently.
That list contains all the events I currently plan on including, anything not in that list just means i'm not sure i'll include it, but I still might.
I'm giving the final touches to the custom traffic spawner, its still pretty basic but is enough for people to enjoy it. When that's done I'll update.
So you'll be able to eat it anywhere instead of just onsite? Nice!
@ikt said in [SCRIPT] [WIP] - Lively World:
@Eddlm
The redneck area would be a good place for these events to happen
Right, they'd fit there better.
I did notice cars and peds spawning on the middle of the road btw, which can be immersion breaking sometimes. I'm aware a native for putting cars and peds on the correct sidewalks/lanes doesn't exist yet, though this getting fixed would be neat.
I do think there's a native to get that placement right, but I need to do some research.
Meanwhile i'm still working on making stuff spawn out of view but still make it likely that the player stumbles into it, its a hard contradiction to try and make work!
@Stryfaar Not at all, its just gross and doesn't add anything but disgusting sights while playing.
But seems like a good few people want that, for wathever reason. I'll probably include it if I find the correct animations.
@Remix I'm working on improving that system, don't worry it won't be like that for long.
@LDNENG said in [SCRIPT] [WIP] - Lively World:
@Eddlm I have come across something weird, not sure if you are aware of this but female gang members from ballas and families are spawning in downtown vinewood in cars similar to a popcycle edit and i know they spawn because they are red blips on my map because of my relationships file. When i removed the mod and drove around for about half an hour they didnt appear and when i put the mod back in they appear.
Only female? Also, you talk about it like its a bug, what's wrong with ballas and families driving normal cars around?
Its probably the car replacer/spawner, because it creates random drivers from the current pool of peds.
@Reyser given how badly the AI drives, that would stop half the traffic in the area
I have similar plans, but first I want to implement a simpler system, where the ped just gets out, does something fitting then resumes driving, or "calls" the police or tow, without them actually coming yet.
You see, for all these police-related stuff, I actually want to wait untill I have a working emergency response framework that can take care of that stuff.
@ikt said in [SCRIPT] [WIP] - Lively World:
Hmmmm. What about public transport? I see a lot of buses but most time they just drive randomly. It'd be neat if they actually dropped off/unloaded passengers and new passengers board randomly near/at a bus stop.
You'd need a big list of coordinates of this though.
I have a script about it, but it works for the player. Multiple sets of stops where buses cycle through.
And yeah that would be the main issue. I might try to do something regardless.
Another issue is handling the bus arriving at the bus stop, as IRL buses actually park at the stops, not just stop in the middle of the road. That part is proving to be tricky, as the buses have a big turning radius and thus the AI doesn't handle them well.
@Eddlm I was trying to shorten my words to save space on thread but now I know that's not what you meant so I'll be more proper but your english is probably better than mine I didn't pass ninth grade..in the south. Anyways some ideas:
- Riots- I don't mean riot mode where everyone's fighting, and I'm not asking you to burn down LS. I'm thinking more like
-Small protest. *Getting broken up by LSPD. *Peds attacking vehicles. *Throwing objects. *Flipped cars in street. *Small fires(molotov)
Which leads me to->- Vandalism- *Generic hoodlums smashing a parked vehicle at night. *Mobsters bombing a car.
*Gangs extorting businesses-For instance; *They argue with/threaten clerk, *Then start smashing place, *Then attack him.
@kinghippo2000 this is an excellent idea. could have protester crowds marching down streets in road wide mobs
I appreciate the suggestions, but you guys are -like most people- focusing too much on violence.
With Lively World, I mainly aim to exploit the game's features (specially underused ones) to make playing it a richer experience.
Examples:
First and foremost, taking an underused feature and bringing it to the spotlight is what I want to do.
Implementing new content (Protests, LSPD activity, rabid dogs, street performers, etc) is less important for me. I may implement some of that stuff if it's easy to implement and doesn't take too much of my time (rabid dogs will be easy), but if it does, it will probably not be done, for now.
There's also the issue of complexity. Some of your suggestions imply a lot of code to be handled properly. I can't just spawn a bunch of peds holding protest banners and a few cops at a random street, I'd need to figure a way to cut traffic there, so it doesn't run over the protesters. I'd need to make the cops actually disperse the protests, otherwise it isn't lively at all.
I'd also need to manually set up different sets of coordinates for it to work, as it involves multiple peds+vehicles(cops) and therebefore they need to spawn in the right places, and look proper. The cop's relative positions to the protesters needs to be right, protesters need to be facing down the street, not a random angle, etc. That, or a LOT of code magic to calculate it properly.
And that's a lot of hours of work.
Compare the latest feature, trailers with random vehicles in it. It took an hour to do, because how simple the concept is.
I just needed to find trucks without a trailer, spawn one behind them, then spawn a vehicle on top, and attach it.
Then I forget about the whole thing and let it despawn when the game deems fit.
Much simpler, adds to the game (brings unused features into the light), doesn't melt my brain trying to handle multiple entities and their role in the event...
If you want to know what will make it into the script, just ask yourself these questions:
The more "yes" 's you get, the more unlikely it is.
@Reyser No, its not, sadly. I've tried to spawn them and try to keep them over the trailer via their own physics but they fall off, so now its attached to the trailer, welded, basically.

This will greatly enhance highway traffic.
Next update should contain that, bugfixes and some sort of traffic spawner for helicopter, planes and boats.
Got another idea - Random crimes
Planned.
And maybe something like Parties?
For example lowrider meet where people are dancing in their cars or some sort of Night racing (Similiar to yours Drag meets) or even normal parties like Dancing Pedestrians or something like this
Also planned but much harder to code and handle. If it happens, it will be near/past 1.0.
if anyone could tell me how to add a spoiler text i would appreciate id like to respect eddims attempt to keep this thread consolidated an so i can write neater
If you're writing and not quoting, I don't mind long posts. Its the repeated text that I don't like, wastes space.
What you could do is to properly space your text, like i'm going to do below. Makes it easier to understand and read.
@Eddlm A suggestion for your drugdeal events if ur talking small scale
- Might not need to blacklist as you could have one guy posted up making consecutive hand-to-hands or walking down the street dealing as he goes where animations could just be mistaken for friendly gestures as in real life.
The drug dealer is static, handling a guy walking around then stopping and setting up a deal would be real tedious, and not neccesary. I'm aiming for credibility, but not realism nor simulation.
- So many relationship.dats making for constant wild drivebys but maybe for once they stop the car then shoot,peel out/hop out and do walkup
I've added a driveby event already. The guys don't step out of the car, though. They simply drive up to the target (could be you), stop, shoot from the car, then flee the scene.
- Police rodney kingin' the shit outta gangs/previously mentioned drug dealer.
Planned, too.
- Bar fights/shootings(no way balla/fam could ever share strip club peacefully)
Not planned, for now.
Also, English is not my first language and you're giving me a hard time trying to understand half the stuff youre saying. Take that into account.
Fixed
Improved
Added
@ikt I have a single timer that, every few seconds, checks for all nonimportant events , AKA scenarios, and fires all which meet the requirements. These scenarios are then added to a blacklist, while they're in there, they can't launch.
The blacklist removes a single scenario from itself every minute.
I've now redesigned the system though. The blacklist is gone, replaced with a set of timers that serve as cooldown for each scenario.
The new system selects a random scenario randomly and tries to launch it every few seconds, instead of trying to launch them all. This spreads out the scearios very nicely, and makes zone-specific scenarios more unpredictable, as they don't spawn the moment the player steps in the zone now.
I plan on doing the same for Events, that is, important scenarios like the Hunter or Drug deals.
I'd like to make it so static events (Drug Deals for now) are blacklisted forever until the player travels far enough from the current area, to avoid them repeating. I'll probably just give them enormous timers so either a) the player has time to move around, or b) the next drug deal is so separated from the first that they seem unrelated, and therebefore more fitting.
@Eddlm Great progress! First screenshots kind of funny because the ninef engine is in the back and the front is the trunk but its all good, the drivers that are racing im sure your aware of this but they do end up crashing a lot of the time.
Both true, the first is fixable but I'm not going to bother right now (lets handwave it saying LS Citizens are that stupid), and the GTA AI, that one is not fixable, sadly. I can make them overtake more carefully and see it it fixes the problem.
speaking of the drivers will there be a way to edit and modify the race cars that spawn like how we can add cars to the drag meets script you made? I want a jdm look myself.
Its possible, but not planned for now. I'd like to improve their behavior before allowing customization like that.
Marked out some areas of the map where the street gang peds actually have weapons..
blue is marabunta, the rest im sure you know
Thanks. I already have mapped the Ballas, Families and Vagos, but not Marabunta Grande.
@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.
Saw the post but forgot to reply
Via script, it is possible to spawn any kind of dog, have them roam around (even in packs) and attack anyone on sight. Its likely that I'll implement that into Lively World.
However you're describing a more complex behavior, like stalking and trying to be out of sight. I haven't really noticed that behavior, so I don't know how to configure them so they act like that. I can script it myself, though.
The simpler version is going to be in LivelyWorld for sure, the stalking, well, we will see.