| Post 1 | New | Posted November 3rd, 2004 |
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| Deleted Member | I'm looking for a tad bit of assistance on this matter, all I need to do is make all peds attack on sight, but take away everyone's guns but yours and the cops and make their punches painful to you AND the cars I've already edited ped skins I'm just basically going to add in "wrecked" cars and other debris in a custom made city that has two other gangs, "the survivors" and "the looters" (both need better names) but you could do missions for one or the other and they both would act just like a regular gta 2 gang I also need a way to remove all traffic from the game except in key areas. any insight whatsoever would be GREATLY apreiciated. I also wonder if it's even REMOTELY possible to make this multiplayer with at least 4 people. |
| Post 2 | New | Posted November 3rd, 2004 |
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| Maindrian Anti-Hero Deluxe ![]()
| Sweet zombie Jesus, I like the sound of that. You could geive Delfi or S3KTOR a shout. If anybody would know, it would be them. I demand to have our finest GTA2 brains upon this question at once! ------------------ Maindrian and Touge's videos of vague annoyance - Est. 2007 |
| Post 3 | New | Posted November 4th, 2004. Updated November 5th, 2004 |
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Sektor
| There's no GTA2 script that will make punches damage vehicles. You can make all peds muggers but then they punch each other and not just the player. A gang zone could go around the whole map and that gang could be set to hate the player but I don't think they will attack unless they have a weapon. ------------------ Stealing cars is the easy part |
| Post 4 | New | Posted November 5th, 2004 |
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| Pyro GTA2 Scripter & Mapper
| Sektor, you can actually set it to NO_WEAPON you know. How else do you think they did the prison in the second level? That (if you look in the editor) is a gang area :D From there, you can make the gang hate the player but they'll rip him out of a car and then punch him to death. Impossible to damage the car unless you had ALOT of coding, such as is player in car, store punch etc, but could work... Also, if your using just one remap for the zombies, it'll work with the gang area, otherwise if you have say 4-5+ seperate remaps, there's no way of doing it. One exception is editing the Redneck remap, as you can actually use both remaps in the same map (again, as shown in the 2nd city). I think Sektor might have my help page (I do, but I'm using a friends PC atm) and I talk about how to add them in properly. As a note, you cant get any other 2 remaps to work (as far as I know) other than the redneck ones. Missions shouldn't be that hard to do, depends on what you want to do. Same applies to multiplayer as well. GTA2 scripting can be quite powerful at the best of times. Feel free to ask some more questions, I'll be (and I think Sektor will be as well) happy to (try) and help. Sounds like my old idea for a map called 'Zombie Nation' where you could kill civilians for time (like +2 seconds), as well as cars, cops, gangers etc until the end. Good old Resident Evil 3 eh? My idea can work easily with yours :D (Just I'm shit at making my own graphics :P) ------------------ ![]() Quote: "Side effects may include: dry mouth, nausea, vomiting, water retention, painful rectal itch, hallucination, dementia, psychosis, coma, death, and halitosis. Magic is not for everyone. Consult your doctor before use." Quote: "Sharper than one of Oscar Wilde's witticisms rolled up, dunked in lemon juice and stabbed in someones eye..." |
| Post 5 | New | Posted November 5th, 2004 |
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Sektor
| Oh yeah the prison, I forgot about that. I wanted to test making the peds punch the player before I posted but I didn't have time. You can't slowly damage a car with script code although you could make it instantly explode. I don't think there is a way to detect if a car is being punched. IF ( CHECK_WEAPON_TYPE_HIT_CAR ( car , by_punch ) ) That doesn't work, the by_punch damage type is only meant for peds. ------------------ Stealing cars is the easy part |
| Post 6 | New | Posted November 8th, 2004 | ||
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| Cerbera Ben 'Cerbera' Millard
| S3KT0R wrote: Oh yeah the prison, I forgot about that. I wanted to test making the peds punch the player before I posted but I didn't have time. If you can detect a pedestrian touching the car you could just use that and assume anyone touching it will be a zomby who will be attacking? I think it would make for better gameplay if you just made them try to pull the player out of the car rather than let them damage the car.You can't slowly damage a car with script code although you could make it instantly explode. I don't think there is a way to detect if a car is being punched. IF ( CHECK_WEAPON_TYPE_HIT_CAR ( car , by_punch ) ) That doesn't work, the by_punch damage type is only meant for peds. That way cars are still not totally safe. ------------------
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| Post 7 | New | Posted November 9th, 2004 |
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| Pyro GTA2 Scripter & Mapper
| Only way that could effectively done would be to almost make a rolling IF statement based on where P1's car is... all the time! I doubt GTA2 could do such a thing, but I don't really know of any other way of doing it :! BTW, where is the dude now? Aint heard from him lately... heopfully not made a runner and nabbed the idea, or just abandoned it altogether... we'll see... ------------------ ![]() Quote: "Side effects may include: dry mouth, nausea, vomiting, water retention, painful rectal itch, hallucination, dementia, psychosis, coma, death, and halitosis. Magic is not for everyone. Consult your doctor before use." Quote: "Sharper than one of Oscar Wilde's witticisms rolled up, dunked in lemon juice and stabbed in someones eye..." |
| Post 8 | New | Posted November 10th, 2004. Updated November 10th, 2004 |
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Sektor
| This tiny script will remove all traffic and make 75% of the peds a member of the zombie gang. It also makes the gang hate the player. 25% of the peds are cops. The cops will attack the gang members if they attack the player but unfortunately the gang members don't attack the cops (unless you make the zombie gang respect you). I could divide the zones and make a cop gang, then they could attack each other. Code: PLAYER_PED player = (30.0, 30.0, 3.0) 25 0 PARKED_CAR_DATA player_car = (29.0, 29.0, 3.0) 0 0 GT24640 SET_GANG_INFO ( zombies , 25 , no_weapon , no_weapon , no_weapon , 7 , 0.0 , 0.0 , 0.0 , 1 , buick , 28 ) MAP_ZONE zombie = ( 0 , 0 , 0 , 0 , 500 , 0 , 0 , 0 , 750 , 250 , 0 ) LEVELSTART CHANGE_GANG_CHAR_RESPECT ( zombie , player , -5 ) LEVELEND You'll need to add the zombie zone to the .gmp (map), I recommend using Delfi's zone editor I set zone coordinates to left = 0, top = 0, width = 255, height = 255. That should cover the whole map. I deleted all the other zones, just left the restart points. One problem I noticed was the majority of the gang members ignore the player and never more than 5 attack at once. Also the ones that don't attack you, just run and scream like normal peds when you attack. I set the respect to 1 and it won't go down, no matter how many gang members I kill. Why is that? ------------------ Stealing cars is the easy part |
| Post 9 | New | Posted November 10th, 2004 |
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| Pyro GTA2 Scripter & Mapper
| Sektor, that is one way of doing it I agree, but what size is the map? Small (like Tinytown), med or large (like the official maps)? Just seeing how best to get this to work. It is a problem that only 4 gang members attack you at any one time, but I think its hardwired into the game. Of course, you could make thousands of characters and dot them around the city and then do a check if certain peds are on screen with player, then attack (I dunno if this'll work). Also Sektor, your mentioning that when you attack this 'gang', the respect doesn't go down, and I know why. The phone coordinates you put in (in this case it's 0.0 , 0.0 , 0.0) makes GTA2 assume its not one of the 'main' gangs in the city (such as prisoners in second level) and thus will not go up or down. And even if it DID go down, there would be no way of getting it back up as would be the case with other gangs (such as Zaibatsu hate Krishna, kill some Krishna to make Zaib respect go up). So, what I'm seeing is that this zombie gang is just a 'passive' gang that wonders around the city, and not a gang you can get missions from. If you wanted missions, you could just add another gang in there as well so that they can hate someone (such as a cop gang). So, thats my $0.02 on this! ------------------ ![]() Quote: "Side effects may include: dry mouth, nausea, vomiting, water retention, painful rectal itch, hallucination, dementia, psychosis, coma, death, and halitosis. Magic is not for everyone. Consult your doctor before use." Quote: "Sharper than one of Oscar Wilde's witticisms rolled up, dunked in lemon juice and stabbed in someones eye..." |
| Post 10 | New | Posted November 10th, 2004. Updated November 10th, 2004 |
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Sektor
| MajorOpossum hasn't replied. I don't know how big the map is. Unlikely you would do missions for the zombies so the respect bar isn't needed but since it appeared and I don't know how to get rid of it, I was curious why it didn't change. Changing the coordinates from 0 to 30 isn't enough to get the respect bar working. Do I actually have to create a gang phone? I could make the player remap into a zombie if he dies or is punched and has low health. The zombies could respect him then. Just making peds gang members doesn't give enough control but it was the easiest way. I'll try creating respawning characters around the city, see how many the game allows, should be around 100, depending on size of script. Characters can be made to keep attacking even when on fire, just like a good zombie should. They tend to clump together if there's lots of them though. I always thought it was weird in GTA2 how characters can occupy the same space, looks stupid when cops are running on the same spot. ------------------ Stealing cars is the easy part |
| Post 11 | New | Posted November 12th, 2004 |
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| Pyro GTA2 Scripter & Mapper
| Ah yes, now I understand why its being odd (the gang), I forgot something completely! After the coordinates for the gang phone (still 0.0 0.0 0.0) is the respect count right? For a normal gang, setting at 1 is fair enough, but a passive gang should have 0 instead! So you DON'T need to make a phone for them at all... E.g. Code: SET_GANG_INFO ( zombie_gang , 1 , no_weapon , no_weapon , no_weapon , 0 , 0.0 , 0.0 , 0.0 , 0 , BUICK , 3 ) Making the player change remap after he dies is easy enough, but what will the game do then? As in, could the player do missions or something? Just curious... I don't know how many respawning characters you can have, but it would either be based on the hard coding of the game, or your physical RAM (probably the previous, or 65,536 peds). I haven't had a look at the script docs to see how many it can take... but as a note you can declare one character AND spawn him in multiple locations! You can then issue one command (e.g. kill P1) and every character will do that task! Ok, it's a lame way out, but you could put in if 1 zombie is killed, 2 spawn at X and Y, thats what I did for one of my mini multiplayer maps :D Also, if you want the zombies to LOOK LIKE normal dummy peds, you would have to CREATE the characters and then use the following code: Code: SET_CHAR_GRAPHIC_TYPE ( zombie01 , DUMMY_GRAPHIC , 32 ) Or whatever the remap is. That way it'll look really cool :) ------------------ ![]() Quote: "Side effects may include: dry mouth, nausea, vomiting, water retention, painful rectal itch, hallucination, dementia, psychosis, coma, death, and halitosis. Magic is not for everyone. Consult your doctor before use." Quote: "Sharper than one of Oscar Wilde's witticisms rolled up, dunked in lemon juice and stabbed in someones eye..." |

