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Post By HuN
Post By HuN
HITMAN JOB minigame ( script example + SCO )
HITMAN JOB minigame ( script example + SCO ) –
HITMAN JOB minigame 1.0 ( beta )
basicly, your given targets to eliminate .
here's the details:
- 25 jobs to be done
- 4 random types of targets ( on foot , in car , in car + drive-by passenger , in boat + drive-by passenger )
- 50 random spawning points
- 50 random target ped models
- 50 random vehicle models
- targets on foot will walk around city ... if he see player he will fight for his life
- targets in car will drive around city ... if player damage car target will flee (car chase ) passenger will try to kill you on sight
- targets on boat will sail around city ... if player damage boat target will flee (boat chase ) passenger will try to kill you on sight
here's a video done during testing ( sorry for video quality , my capture card is old and i cant afford a hdpvr for now )
note: i didnt really had time to do a good video , i recorded this one quickly ... i shall do a better one soon .
Have Fun !!!
NOTE : just like the video , this post was made in a rush ... i shall make it better during next few days .
Last edited by HuN; 09-19-2012 at 05:03 PM.
Amazing work HuN. Very cool! Looks like you have a fun little side project. Do you plan on developing it further?
Haven't tried it out yet. I haven't played GTA in a while so this could be a great way to start playing it once again.
I was wonderin what you were up to...Great job, so adding dis to my image now
Awesome work HuN your the minigame master
I got new minigame idea can you remember the ambulance missions from previous gtas? where you have to pick up a ped on the street who is bleeding and then take them to the hospital before they bleed out plus if you crash/bump the ambulance there health goes down a fraction eachtime.
im glad you guys like it .... thanks for the good words
i do plan to develop it more ... i want to add more " job types " and will probably re-do coordinates & models a few times until im fully happy with them , the plan is to do major island based hitman jobs ( broker , bohan , algonquin , alderney ) with blip activators ... the current version is a BETA , i should have mentioned in 1st post .
Originally Posted by Three-Socks
for now this minigame mainly rely on 2 " task " natives ( TASK_WANDER_STANDARD & TASK_CAR_DRIVE_WANDER ) they are the core / base action for my targets , im already testing more " task " natives , but since they are ill documented i have to investigate alot to figure things out .... some need to be activated only once , others need to be looped and theres thoses that need to be called in sequence ( i found a few interesting examples in game script to work upon )
theres also " decision maker " natives ... but ill focus on tasks for now .
freetime is still and always a issue for me ... so i work at turtle speed rate .
Originally Posted by nativesith
yes i remember , for thoses were quite hard to do sometimes ... that said , it would indeed be a good minigame ! ill give it a try over weekend while i test more " task " natives.
Originally Posted by EvilB
Very cool. Looking forward to trying this out.
Can I give a suggestion?
Maybe (When you have time obviously) you could try making some missions where you have to tail someone without alerting them, like in story mode. But tail them to a specific place then kill everyone there then get paid. Sorta like a Hitman v2 lol.
Just an idea
this feature is already in this release ! well , kind of ... target behave differantly when they dont see niko ... ex: snipe around walking target from afar and they look around trying to figure out who shot them , sometimes they flee or take cover and shoot at other peds ... quite funny.
Originally Posted by Colt
to follow a target :
- walking target can be followed in streets ... make sure he dont physicaly see player ( walk behind him )
- targets in car that have no passengers can be followed as long you want ... they flee only when vehicle is damaged by player
IMPORTANT TESTING INFO :
some behaviors ( task natives ) seems to be added & managed by game engine , i think its due to some flags applied to created character ...
if i set created character relationship to hate player , the engine automaticly add / use thoses tasks ( TASK_CAR_MISSION_PED_TARGET if in car & TASK_COMBAT if on foot ) along the ones i used in script , this maybe why TASK natives are so hard to test in game ... the engine read some flags applied by another native and manage created ped along that logic .