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Community Team
2642 posts
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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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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521 posts
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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Here's something I've said before, might or might not help. Take a read through if you like:
Spoiler
The Job value is setup for peds who are spawned during a job sequence. Of course, this value is bugged and only works on the police. I'm sure the original idea is that when a security guard, taxi driver, food vender, or cop spawned, they'd spawn with specific clothing. So the idea is, you can see a civillian version of them. Good idea, to bad it's not setup that way. Since the cops are, well shit, always cops.
Here's how the Job value works. If it's set to 0, when a cop spawns, he will not spawn with it. This rule mostly applys to hats and glasses. Clothing that is attached to the model its self is not normally affect. Just has a lower chance of spawning.
So if you wanted the police to stop spawning with hats, naturally, turn the value for p_head to 0. You will notice police will stop spawning with hats. If you check their hat models via SparkIV, or OpenIV, you will notice there are glasses as well! To make them spawn with glasses, you need to set the p_eyes job value to 1.
Of course, these hats/miscs that don't normally spawn are not in the list in pedVariations.dat. Since the rule is the same all around for this file. Just copy p_head line, paste it under the bottom line, and rename it to p_eyes. Now if you have a second hat you would like them to spawn with, you will just need to update the geometry value. Witch is, what number model is this? For this instance, 1.
I noticed fat cops have a watch with their hats, it's model name is p_lwrist. So, same steps with the glasses. Bam! Fat cops now spawn with watchs.
As a final note when adding these new lines, you must update the number next to the model name. That number tells the game, how many clothing variables that model has. If the number is under the amount of lines that are bellow, you will crash apon loading the game up. So make sure this number is up to date when adding new lines. Removing lines and not updating the number doesn't seem to affect it.
EDIT: Holy fucking shit, why did I type all of this?! o_0
Anyways, if you are adding hats to a ped that doesn't use hats, you will need to activate it via peds.ide.
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.
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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Into the woods, then out of the woods, and home before dark!
Community Team
2642 posts
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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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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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.