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  • 45e38f justiceshockpp

    @schio84dude don't get yourself into a burnout my man, glad to hear you're hard working on your project but if you gotta take a break feel free to do, also the clothing variation isn't much of a clothing variation but more like a clothing customization, for example those noose guys have a helmet, but if you spawn them they won't wear it, you need to manually set they're head wear to 0 for them to wear it, menyoo and other menus/trainers have all those functionalities but relying on another source for that might create some issues unless you're able to juste make a script letting us target a npc and basically adding it to your mod, but I have no idea how hard that would be or if it could create conflicts.

    I also thought of something else, the npc going into his designated vehicle should be his priority otherwise, if he fall off his bike for example, he'll end up just standing there not doing much.

    10 dni temu
  • 45e38f justiceshockpp

    @schio84dude alright, so first of all again, and that's mostly just quality of life, such a mod would need a interface and possibly a free cam to place down waypoints, especially for a large track that could involve multiples paths.

    A "repeat" checkbox could be useful, when the npc reaches the end he automatically goes back to the first checkpoint and redo everything, being able to chose how many time the path should be repeated could also be useful in order to track laps.

    Being able to divide a waypoint into multiple other waypoints would be really useful to make shortcuts or multiples trajectories, but I think you already implemented such a thing, I'm not sure.

    In terms of possibilities and setting per waypoints, I think you could take some heavy inspirations from the "mission maker" mod, it's interface is very clunky but the possibilities to make vehicle paths is unmatched, for exemple you can tell the ai to avoid using highways, or go in reverse if needed on wp per wp basis, again, you could easily take inspiration from that mod since it gives a lot of options.

    Finally you would need a option to link a specific npc to said nodes with some sort of task sequence like, drive X vehicle > go to waypoint number 1 from X set > follow said set of wp and repeat > etc...

    You'll probably need the ability to spawn peds, like menyoo, with such a feature if the ability to save those things is present.

    Also a button to remove every npcs added by your mod could pair well with the previous feature, it'll make resetting tracks/races very easy since you'll just be able to wipe everything, reload the track with the editor/menyoo and then reload the npcs with your mod.

    Also personal request if you do implement a ped spawner, include a "customize ped" option to change their clothes, I need pavel to drive like a mad man in a cheburek while wearing his favorite pilotka.

    I think that's all, main thing you should check is again, the mission maker mod for it's options regarding npc drivers, if I have any other ideas I'll gladly tell you about it, don't hesitate to ping me if you end up including such features in the future or for anything really

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    maj 01, 2025
  • 45e38f justiceshockpp

    @schio84dude could I suggest you some features for whenever that day comes ?

    maj 01, 2025
  • 45e38f justiceshockpp

    @schio84dude it might just be me being unlucky since anytime I update windows something seems to go wrong.

    Your mod is really good by the way, even so it could really use a interface to be easier to use, however it's not really what I was looking for, and since I can't find anything like it I might just ask, do you know a mod that would allow for placing down waypoints, exactly like your mod, with the added feature of being able to divide the node into multiple paths and linking npcs to them so those specific npcs can drive on them without switching to a default/vanilla traffic node ? I'm trying to make some AI races but nothing will do.

    kwiecień 27, 2025
  • 45e38f justiceshockpp

    @schio84dude Thanks for the help tho it wasn't the issue, the issue was the latest windows update wich decided to delete half of scripthook files, reinstalling it did the trick and it's now working fine.

    kwiecień 26, 2025
  • 45e38f justiceshockpp

    I cannot seem to get this to launch, the log doesn't give anything even so it is set to true so I guess it's not even running in the first place.

    I've set up the mod in the scripts folder, scipthook seems to be working since menyoo does... help would be appreciated

    kwiecień 25, 2025
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