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@Ordoe Pretty late to the party. Mission Maker requires NativeUI.
@TheGodzilla use Menyoo
@biggiebiggiebiggie They do work. But i don't know what you mean by "mod cars". Mission maker automatically spawn upgraded cars, which sadly, you can't change it.
Manual music event input would be a welcomed feature.
@func_npc Sure. Contact me on discord SWOD#3201
The thing is, everything you do in mission maker, can be easily changed in objectives.txt like models, props, weapons, vehicle and even music.
For example, if i want to mission maker to play music when a fighting starts, then i'll set an objective for it, preferably after the checkpoint.
Then i would edit objectives.txt and change default music to TUNER_GUNFIGHT_STA. (Music event from tuners DLC) Finding those events are easy.
For me, using the Score controller breaks the immersion, because i have to change the intensities manually when something is happening. I'm using debug build of Scores controller to input custom music events. It's better, exactly what i want and exactly how it needs to be, with correct stems and so on.
But it's your choice. I'm just saying what can be done in a flexible way. Good missions tho.
You can set your own score in the missions by using "Mission Settings & Objectives"
Score controller is pretty limited.
@markyymark13 make a custom squad with mp_m_freemode_01 models and apply your outfits to them.
@gtaguyalso And as you said, bodyguards shoot zombies and they will, even if they use R* bodyguard system or not. So there is no difference.
@gtaguyalso Using R* bodyguard system will prevent many exclusive features that present in this mod. Using personal researching, bodyguards in this mod are actually following certain commands and doesn't need to use R* bodyguard system, because it is limited and not expandable.
For example, ordering a squad to follow to a certain position will not be possible if you use this system. They only can follow you and attack enemies if provoked.