@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.
@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.