| Post 1 | New | Posted January 15th, 2006 |
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| Pyro GTA2 Scripter & Mapper
| Over the last few weeks/months sitting here at university (haven't been kicked out yet!), I've been thinking of a few ideas for GTA2 I'd like to try out that may/may not be possible to do. So here it is with some notes as well, feel free to comment. Sneaking Missions Think Metal Gear Solid, but in GTA2. Thinking about rewarding the player for people he doesn't shoot and maybe steal something at the end, getting ever harder near the end. Might have smething like if the player is spoted, either shoot on site (for easy guards) or he runs to a spot to activate the alarm and all hell breaks lose! Again, this is single player only, but I want to see if the commands for some of the AI characters will work on players. If they do, multiplayer stealth! Could be interesting having it like 1 or 2 players trying to sneak in, while the rest of the players (plus some AI bots) will defend, but could lead to short games if that worked if the stealth team was crap! Could also add Gokhans day/night code so you could have a time element to it as well ("Steal the plans before sunrise!")... Team Deathmatch Always wanted this but never got round to actually doing it. Alas, Sektor has made one for Tiny Town. Capture the Flag Only recently thought of this due to seeing Sektors team deathmatch mod and could be possible to do a CTF game. But since Tiny Town is the most popular map, could be difficult making bases, and still haven't decided what to use as a flag! Co-Operative Missions Another thing I've thought of, and always been asked about a few times before. Might be difficut to get proper co-op to work (especially when shooting), especially the randomness of what players could get upto. Same could apply to AI bots, where it could say "You go and collect the briefcase over at the mall while Bob collects a car ready to pick you up". If this was the case (for AI), I could respawn the bot if he dies, but could ALSO make him fail the mission for you as well! This could alternate between you (the player) doing the hard stuff (running and gunning while he waits in a car) and the bot doing the hard stuff (he runs in guns blazing, and you help him out... stupid sod!). Could be quite interesting, as more flexibility can be given to AI rather than player, but anything is possible! Might have a small-ish level but have a few missions for multiplayer, and a larger for single player. Well, that's about it really. Just some random fluff and I'd love to hear some comments. See what GTA2 can be pushed to! ------------------ ![]() 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 2 | New | Posted January 15th, 2006 |
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| Gokhan Would you like to know more? ![]()
| I really like the stealth missions idea, and I'll love it even more if my code is used of course ------------------ GOKHAN |
| Post 3 | New | Posted January 15th, 2006 |
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| Knob Bend. ![]()
| Pyro wrote: Over the last few weeks/months sitting here at university (haven't been kicked out yet!), I've been thinking of a few ideas for GTA2 I'd like to try out that may/may not be possible to do. So here it is with some notes as well, feel free to comment. Sneaking Missions Think Metal Gear Solid, but in GTA2. Thinking about rewarding the player for people he doesn't shoot and maybe steal something at the end, getting ever harder near the end. Might have smething like if the player is spoted, either shoot on site (for easy guards) or he runs to a spot to activate the alarm and all hell breaks lose! Again, this is single player only, but I want to see if the commands for some of the AI characters will work on players. If they do, multiplayer stealth! Could be interesting having it like 1 or 2 players trying to sneak in, while the rest of the players (plus some AI bots) will defend, but could lead to short games if that worked if the stealth team was crap! Could also add Gokhans day/night code so you could have a time element to it as well ("Steal the plans before sunrise!")... I especially don't see how that would work in multiplayer, what with the top down view and all. ------------------ Knott Anymore |
| Post 4 | New | Posted January 15th, 2006. Updated January 15th, 2006 |
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Sektor
| Straight from the scripting doc.. Quote: HAS CHAR SPOTTED PLAYER? Check to see if this particular character has just spotted the player. Careful use of this command will let you do nice stealthy Metal Gear/Goldeneye missions? Note that this will work only on the player, not another character ? it also shouldn?t be used in multiplayer? HAS_CHAR_SPOTTED_PLAYER ( charname ) I haven't tried it in multiplayer but the script doc doesn't recommend it. If it can work on a player then you could remove all the arrows and make the players look like peds. Point an arrow at your opponent if they get too close. Only reason I used Tiny Town for my scripts was because I was too lazy to place the weapons and someone had already recreated the weapon spawn locations and released the .mis file. I'm sure people are sick of that map now. When I heard about GTA LCS multiplayer modes, I did make a capture the limo game on Tiny Town, I used the place where the invul used to be for one base and the rocket spawn location for another base. It's incomplete but I don't remember what exactly was wrong with it. I thought about adding garages but you can only have one PARK command running at a time or it crashes. I modified Industrial singleplayer scripts for multiplayer, disabled the kill frenzies since they caused crashes, moved all the phones to one location for easy selection but I put off modifying all the missions for co-op until I get a faster 2nd PC. ------------------ Stealing cars is the easy part |
| Post 5 | New | Posted January 15th, 2006 |
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| Pyro GTA2 Scripter & Mapper
| Daniel wrote: I especially don't see how that would work in multiplayer, what with the top down view and all. I have thought of it and do see a valid reason. As you know with AI bots, you can easily see them and go around whilst a player can run straight to them and shoot them. Worth experimenting with though! ------------------ ![]() 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 6 | New | Posted January 22nd, 2006 |
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| Delfi Programmer ![]()
| sounds cool, call it "ninja gta2" :) btw, there are actual references to MGS in gta2 scripting doc.. ------------------ www.mathpudding.com |



