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Thread: GANG-WAR minigame ( script examples )
  

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  1. #131  
    ribonucleic's Avatar
    ribonucleic is online now Moderator & Developer
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    Quote Originally Posted by HuN View Post
    thats it !!! ... ( ped handle , relationship , ped group ) its used to set single character relations toward ped groups.

    example:
    SET_CHAR_RELATIONSHIP(ptype, 5, 0);
    here .... created gang ped ( ptype ) hate player group.

    thanks, i'm putting together a ped spawner (gta iv only) to see what i can make peds do, i think it would be cool to have your own little gang follow you and help you get rid of the police, and i don't know if a player side gang has been included in your gang war scripts yet but that would be cool coz then it would be gang against gang..

    something else i'm going to try is giving a car to every four members and try and make it so that if they crash into something thats not indestructable like a lamp post or another car then that thing just gets smashed out of the way, would be interesting to see what happens if they crash into each other, i can only imagine that they'd bounce off each other lol
    Last edited by ribonucleic; 08-20-2012 at 01:25 PM.
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  2. #132  
    HuN's Avatar
    HuN
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    Quote Originally Posted by ribonucleic View Post
    thanks, i'm putting together a ped spawner (gta iv only) to see what i can make peds do, i think it would be cool to have your own little gang follow you and help you get rid of the police, and i don't know if a player side gang has been included in your gang war scripts yet but that would be cool coz then it would be gang against gang..

    something else i'm going to try is giving a car to every four members and try and make it so that if they crash into something thats not in destructable like a lamp post or another car then that thing just gets smashed out of the way, would be interesting to see what happens if they crash into each other, i can only imagine that they'd bounce off each other lol
    well , since JDMAlex did " bodyguards " & " recruit anyone " mods , i didnt focused on a player gang yet , but its in the plans ... i think ill use "punks " peds , but for now i focus on " territory under attack " situations .

    about ped spawner :
    seems like a cool project ! look into TASK_CAR_MISSION , TASK_CAR_MISSION_COORS_TARGET & TASK_CAR_MISSION_PED_TARGET for your collision testings ( i did many testings on thoses , fell free to ask about info's ) for any other ped actions that are not " SET_CHAR " natives , you'll be facing the mostly un-documented TASK & DECISION_MAKER natives , you will have to search decompiled game sco's for some params using open iv .
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  3. #133  
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    another step foward ...

    GANG-WAR minigame 2.3 :

    download link :
    GWm2.3.rar
    source + compiled .sco

    Code:
    Gang-War minigame 2.3 changelog ...
    
    - base territories limits : 
    the gang territories are now managed / limited by 2 radius limits ,
    1st limit = when player enter territory text messages will be displayed & gang members spawns.
    2nd limit = if player leave territory text messages will be displayed , colored wall will show you limits & remaining gang members will be removed if you go further.
    
    - improved base gang spawns :
    now when you enter a territory a full gang ( 9 gang-members ) will spawn near base blip , kill them all to trigger war.
    
    - random gang models :
    this change is hard to notice since theres very few models for each gangs , however now they are picked randomly .
    
    -random gang defensive area radius:
    the defensive radius is now attached to base blip and is set randomly , this improve gangs movements within territory and keep them inside limits.
    
    - random gang weapons :
    weapons given to various gang members change everytime they are spawned.
    
    - random war waves coordinates:
    the spawn points for each war waves are now set randomly between 13 possible settings .
    
    - re-made most spawn coordinates :
    due to new base limits , i had to re-do most spawning coodinates.
    
    - re-made override restart coordinates :
    now if you die during wars, you will respawn near-by , outside of territory limits.
    
    - waves boss drop money :
    now waves boss carry between 50$ - 500$ .
    
    - 1 more LOST BIKER model :
    added IG_JASON to lost bikers.
    
    - more armours :
    i given " snipers " bulletproofs vest ( however , they still die too easy ) and player now get armour bonus at 7th wave .
    
    - optimizing overall script :
    i slowly try to optimize the script so its easier to manage, but since this not final version i dont want to focus on "optimizing " 
    for ill be adding new features and might need to re-write major parts of script ... so , this aint a priority for me, 
    all that really matter for now is that it works well in-game.
    note: i originaly wanted to add " territories under attack " situations in this release , but after some testings i found a few bugs
    that will need to be fixed , so instead of releasing a buggy feature i shall wait till 2.4 and make it good .

    for me the best added feature in this release is " random war waves " ... even i cant predict where next wave will spawn , it add lots of replay value

    i shall update 1st post & repo this weekend ... enjoy the wars.
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  4. #134  
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    Gang-War minigame 2.4 Beta ( testing ) version

    Download link:
    EDIT: LINK DELETED , see next page for new update

    changelog:
    Code:
    - savable progress:
    
    this feature was made for my own GW testings , as a way to save easily without having to figure out how scripts are saved ... 
    basicly , script edit some unused savable stats to store values . however i have no clue if editing thoses stats could mess up 
    anything in game in the long run and/or if thoses stats are used by tlad&tbogt for something else ( i tested only on gta 4 original un-patched so far )
    
    this feature will save completed gang-wars ... 
    note : disable GW2.4 script before you save
    
    WARNING !!! IF YOU USE SAVE FEATURE , MAKE A BACKUP OF YOUR SAVEFILE OR CREATE A NEW ONE 
    just to make sure nothing get messed up in your main savefile.
    that said , if stats are anything like they were in SA , editing them as no other effect on game aside total displayed on screen.
    
    ---------------
    
    - territory under-attack situations:
    
    once you completed a war , the territory will be yours to protect ... then it will randomly gets invaded by gang that was owning it .
     this is managed by days/hours/minutes of week ( in game time ) and each territory is set to be attacked once a week ( random time ) 
    once its " under attack " you will have until 23:59 that day to defend it, else the territory will be "taken over " same if you die during attack .
    notes: 
    - other wars are disabled during attacks
    - triggering a war will reset ramdom time set for attacks and " death / arrest " may skip time when attack should occur.
    - the more territories you own , more attacks you'll get .
    
    ---------------
    
    - hitman drive-by's:
    
    since every gangs wants you dead  ... they will send hitman's to kill you.
     this is managed by hours/minutes of day ( in game time ) and a hitman packed drive-by car
    will search for you everyday( random time ) and is reseted at 23:59 or after a war.
    notes:
    - hitman's are disabled if you enter a gang territory
    - they can sometimes be stupid and get stuck while on their way to get you ( already working on a fix )
    - " death / arrest " may skip time when a drive-by should occur.
    
    ---------------
    
    - new " war waves " structure :
    
    theres now 9 war waves...
    
    base gang =  7 gang members
    wave # 1 = 11 gang members ( drive-by )
    wave # 2 =  7 gang members
    wave # 3 =  7 gang members
    wave # 4 =  7 gang members
    wave # 5 =  11 gang members ( drive-by )
    wave # 6 =  14 gang members ( 2 spawn points )
    wave # 7 =  14 gang members ( 2 spawn points )
    wave # 8 =  14 gang members ( 2 spawn points )
    wave # 9 =  18 gang members ( 2 spawn points + drive-by)
    
    ---------------
    
    - optimizing script :
    
    i continued to optimize some parts of the script  ... 
    however , like i said before this aint a priority as long script works well in-game .
    
    ---------------
    posted as " beta " version for more testing & bug fixing needs to be done and i need more time to do so .... enjoy this test release and please report any bug .

    REQ :
    - i would need someone with a hdpvr to do a high-quality video for Gang-War 2.4
    Last edited by HuN; 11-04-2012 at 10:52 AM.
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  5. #135  
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    I'll check dis
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  6. #136  
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    You need this test version recorded, or only once it's finished? I can record anything for IV, I don't have EFLC set up though.
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  7. #137  
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    Quote Originally Posted by jumper View Post
    You need this test version recorded, or only once it's finished? I can record anything for IV, I don't have EFLC set up though.
    once finished ... who knows what i might change or add till then ( about a week before im done testing & debug ) and IV is perfect ! if you can do that video for me id be happy !
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  8. #138  
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    iv found 2 bugs ..

    - when doing " irish territory under attack " the blip will keep flashing after the attack is defended and i got multiple attacks afterward ...this may happens over other gangs aswell ...i will update beta with a quick fix as soon as possible .

    - i was testing the saving feature and a bug occured ... well , i consider it a bug since i didnt meant this to happend , after saving gangwar and reloading savefile , the police roadblocks on bridges was removed and could go anywhere on map even if i had only done 4 missions worth on this save . HOWEVER ! this savefile i used might have been corrupted by multiple testings i done on stats in previous weeks ... i will need to re-test everything on a new savefile to find out .

    there can only be 3 reasons why it happend ...
    #1 = i messed up my savefile ( like i said above ) in this case nothing needs to be fixed , i just need to make a new one.
    #2 = one of the stats i used ( if not all )are not " unused " , in this case ill have to test stats more to find some that are really unused .( theres lots of them )
    #3 = might be related to " max wanted level " native , logically changes made by it should be savable aswell ... so maybe when loading savefile , engine use it as a check to load roadblocks or not ( saved "max wanted level" = 6 )

    more testing tomorow
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  9. #139  
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    Loving the 2.3 HuN! Great work, please keep it up!

    About to add this to my script_network, will definitely be fun to do with some friends!

    At this rate my script_network will be too large
    Mod Videos: http://www.youtube.com/DontGetAngryBro
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  10. #140  
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    Quote Originally Posted by Colt View Post
    Loving the 2.3 HuN! Great work, please keep it up!

    About to add this to my script_network, will definitely be fun to do with some friends!

    At this rate my script_network will be too large
    thanks ...

    2.4 is almost ready , im currently doing final testings ... i should post it soon.
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