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pedVariations - How to get props to spawn on peds


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#1
cp702

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Posted 08 August 2012 - 02:06 AM

How do I make it so that props will spawn with a ped? Specifically, I've added Bxbugs's paramedic helmet to the game, and I want it to spawn on all pmedics.
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#2
GTAIVCode3

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Posted 08 August 2012 - 02:46 AM

you go into objects in SNT. On the right hand side there should be something that says attach model to ped
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#3
Ridgerunner

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Posted 08 August 2012 - 03:17 AM

Best bet is to pm Custo, thought he had told me once that it was modifying the line in the pedsvariations file, but I don't want to give out bad info :P
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#4
cp702

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Posted 08 August 2012 - 03:22 AM

Any time I post about pedVariations, my thought process is "PM Custo? or put it on public forums?"
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#5
Nutt

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Posted 08 August 2012 - 03:33 AM

How do I make it so that props will spawn with a ped? Specifically, I've added Bxbugs's paramedic helmet to the game, and I want it to spawn on all pmedics.


Just go into peds.ide file within the common folders area, find M_Y_PMEDIC and change the prop name into the actual prop... and yes, you can mix-match helmets and hats with peds... also use null, if you do not want hats/props with peds. Hope that helps...

Edited by Nutt, 08 August 2012 - 03:35 AM.

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#6
cp702

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Posted 08 August 2012 - 03:35 AM

The prop works if I manually spawn it, but it doesn't spawn on natural peds.
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#7
Nutt

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Posted 08 August 2012 - 03:38 AM

The prop works if I manually spawn it, but it doesn't spawn on natural peds.


So the added helmet doesn't replace any of the current props? So I'm guessing it's a new added prop within itself - correct?
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#8
Custo

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Posted 08 August 2012 - 05:05 AM

Here's something I've said before, might or might not help. Take a read through if you like:
Spoiler


Anyways, if you are adding hats to a ped that doesn't use hats, you will need to activate it via peds.ide.
M_Y_pmedic,   null,   MEDIC,   move_m@bness_a,  GESTURES@MALE,  GESTURES@M_PHONE, FACIALS@M_LO,  visemes@m_lo,  0,   move_m@bness_a,  null,   -1,-1,  PED_TYPE_PLAYER, M_Y_PMEDIC,    VOICE_PLY_CR
You will need to replace the null after M_Y_pmedic with the hat model you would like. If you added in a name called M_Y_pmedic_p, then use that.
M_Y_pmedic,   M_Y_pmedic_p,  MEDIC,   move_m@bness_a,  GESTURES@MALE,  GESTURES@M_PHONE, FACIALS@M_LO,  visemes@m_lo,  0,   move_m@bness_a,  null,   -1,-1,  PED_TYPE_PLAYER, M_Y_PMEDIC,    VOICE_PLY_CR

Now, if the hat is just 1 hat, then you will need to add in p_head (or what ever you named the hat) into pedVariations.dat. Don't forget to update the value next to the model name, or your game could crash. Refer to the spoiler section for more information.
M_Y_Pmedic, 7
#slot geometry BULK JOB SUNNY WET MAT1 RES1A RES1B RES2A RES2B AUDIO ID
feet, 0, 0, 1, 0, 0, 0, -1, -1, -1, -1, 1
head, 1, 0, 1, 0, 0, 0, -1, -1, -1, -1, 10
head, 2, 0, 1, 0, 0, 0, -1, -1, -1, -1, 10
head, 0, 0, 1, 0, 0, 0, -1, -1, -1, -1, 6
uppr, 0, 0, 1, 0, 0, 0, -1, -1, -1, -1, 2
lowr, 0, 0, 1, 0, 0, 0, -1, -1, -1, -1, 1
p_head, 0, 0, 1, 0, 0, 0, -1, -1, -1, -1, 0
end
As a note, I have no idea how the game spawns the medics. I know how they do with cops and firemen. No idea about medics.

My guess, is they are force spawned, since the medics don't seem to want to get into your vehicle when spawned as bodyguards. But I could be wrong.

If the bots are force spawned (when being spawned by the game, not by the player or scripts), the chances of the bots ever spawning with hats/glasses is never. Unless the hat model is added to the peds model its self via SUSE.

So, if the bots do spawn naturally and follow the job rule (since medic is their job), set the job value to 1 and when ever the medics spawn they should have the hat.

There's still two different versions of natural spawning peds. The civilian ped, the job ped.

Now, if the medic is spawned as a civ ped, the job value should be set to 0 or it could restrict the medics from spawning with that hat since he should only have it when on the job.

If the medic is spawned as a job ped, he must have the job value for the hat set to 1 or he will never spawn with the hat unless spawned as a civ ped.

Hope this helps out. I don't really plan on testing out how this will work on the medic ped, for I don't plan on adding hats to him at all. So it's up to you people to trial and error this. Hope this answered any questions and helps you out with this. :)

EDIT: Added some extra information.

Edited by Custo, 08 August 2012 - 05:11 AM.

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#9
cp702

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Posted 08 August 2012 - 06:08 AM

Thanks! Another question: Is there a way to force an uppr and a lowr to always occur together? Like, could I make it so that uppr_001 and lowr_001 are always together, and uppr_000 always has lowr_000?
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#10
Custo

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Posted 08 August 2012 - 01:15 PM

I'm sure there is a way to do that. I think it has something to do with the last 4 values before the Audio ID value. I've never played with it, for there's not alot of peds that really use those values. It's something I'll play with another time, or you can if you're willing to.
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#11
cp702

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Posted 08 August 2012 - 03:08 PM

Thanks! Last question (I promise): I have a pretty good idea what geometry, job, sunny, and wet do. What are mat1, bulk, and audio id (if you know)?
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#12
Custo

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Posted 08 August 2012 - 03:55 PM

Not sure what bulk does, don't think it does anything. But I notice for the police only, they always have that set to 1, not sure why.

No idea what MAT1, RES1A, RES1B, RES2A, or RES2B does. I think it does have something to do with telling clothing to only spawn with other clothing, don't quote me on that.

Audio ID tells the game what noise that should be making. Like if the hat hits the ground, what should it sound like? If your guy walks, what should his shoes sound like?
Most hats are set to 0 for that, so they make little to no noise when their hats fall to the ground.

This is what I know from looking at other peds setup.
p_head, Audio ID:
No sound, 0.
Helmet sound, 1.

feet, Audio ID:
Normal shoe sound, 1.
Sneakers sound, 2.
Dress shoes sound, 3.
Heels sound, 4.
Boots sound, 6.

That's all I know for the sound ID's.

Edited by Custo, 08 August 2012 - 03:56 PM.

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