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Releases: ddraigcymraeg/mrp-missions

Release 3.2.8.2 (latest)

25 Mar 20:41
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feature fix:
enemy vehicles like Pounder2, Mule4, trailerlarge, oppressor and oppressor2 have guided missiles.
For these vehicles the enemy ped hearing and seeing range was lowered to 300.0m and in some cases the rate of fire decreased a lot.
This will fix cases where guided missiles seem to strike 1/2 way across the map.

Release 3.2.8.1 (latest)

24 Mar 21:48
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update commented out Mission61

update removed Mission61 commented it out. remove comments in this file to re-add it. 
fixes were added to Mission61.

v3.2.8 (latest)

24 Mar 14:44
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Fixed issue with slow firing trailersmall2 guns on mission 1, 2 and 3. New Mission61, IsRandom checkpoint mission, with off-road checkpoints, no enemies.
Tweaked other IsRandom checkpoint missions to have less maxcheckpoints dropped from 10 to 6, not\w less time to complete them.

Release 3.2.7 (latest)

08 Mar 18:58
8be6a58
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Mission60 now has all enemy peds as bosses. Mission60 Also uses new config variable set to true:
Config.RandomJuggernautBossWeaponCanBeRailgun=false (default)
--Are randomly spawning Juggernaut bosses able to have a railgun. If so 50% chance, else miniraygun (default)

Config_Guide.lua.txt and README.TXT updated to explain following 3 config attributes better, which are used in multiple missions, see Mission3, Mission16 and Mission60 for examples.

--3 Mission attributes below FOR VEHICLES/HELIS/PLANES TO FOLLOW/ATTACK/PROTECT A TARGET ped, vehicle or location (see missions.lua ,Config_Guide.lua.txt and README.TXT for examples and more information for attributes
below and how they are used):

VehicleGotoMissionTarget=true, - Add to Enemy NPC Vehicles for them to circle/chase/attack using the attributes below
VehicleGotoMissionTargetPed —index of npc ped for NPC vehicles that have the VehicleGotoMissionTarget=true attribute to circle/chase
VehicleGotoMissionTargetVehicle —index of npc vehicle for vehicle npcs that have the VehicleGotoMissionTarget=true attribute to circle/chase
—NOTE, you can set VehicleGotoMissionTargetPed or VehicleGotoMissionTargetPed attributes per vehicle definition as well.

--best results were found for vehicles targeting another vehicle. (NOTE: Seem mission10 and mission16 and other 'IsDefend=true' missions, which use a different way to
have peds and vehicles go to a target. This attributes can still be used and added to IsDefend=true missions nonetheless, see Mission16)
--so typically if we want a vehicle to go to a target location use 'trailersmall' vehicle there and set Freeze=true,notvisible=true. The client.lua code will also make the trailersmall vehicles have noclip, when notvisible is true. The vehicle will simple go to that location then, and/or hover around if a heli, or circle it if a plane.
--For any of this logic to work for a mission,a VehicleGotoMissionTargetVehicle index or a VehicleGotoMissionTargetPed index below HAS to be set for the mission.
--Even if the missions dont use the index, it acts like a flag to allow the mission to use the AI if it wants.
--Anyways, the vehicle or ped index defined, this will be index of the ped or vehicle that is to be chased/attacked/protected, which any vehicle with the attribute VehicleGotoMissionTarget=true set will perform. NOTE, you can set VehicleGotoMissionTargetPed or VehicleGotoMissionTargetPed attributes PER VEHICLE DEFINIITION as well within the mission. Where vehicles with these values and having VehicleGotoMissionTarget=true can target other specific vehicles in the mission with the vehicle index provided, or ped with the ped index provided. So there can be complex behavior created, where at the mission levelsay VehicleGotoMissionTargetVehicle = 3 is set, and any vehicle with VehicleGotoMissionTarget=true will target that vehicle at index 3 or location where it is at. BUT this can be overrided if a vehicle itself has also either for example VehicleGotoMissionTargetPed= 2 orVehicleGotoMissionTargetVehicle=5 say. Having these will override the behaviour of the vehicle to target ped at index 2, or vehicle at index 5. See Mission60. REMEMBER, VehicleGotoMissionTargetVehicle=an index or VehicleGotoMissionTargetPed=an index below HAS to be set for the mission at mission level for any of this to work, since they also act as a flag to turn on this behavior for vehicles, even if those indexes are not used, and only PER VEHICLE DEFINIITION behaviour is wanted. See Mission 3 for simple example, or Mission60 for more complex example.

VehicleGotoMissionTarget=true, - Add to Enemy NPC Vehicles for them to circle/chase/attack using the attributes below
VehicleGotoMissionTargetPed —index of npc ped for NPC vehicles that have the VehicleGotoMissionTarget=true attribute to circle/chase
VehicleGotoMissionTargetVehicle —index of npc vehicle for vehicle npcs that have the VehicleGotoMissionTarget=true attribute to circle/chase
—NOTE, you can set VehicleGotoMissionTargetPed or VehicleGotoMissionTargetPed attributes per vehicle definition as well.

Release 3.2.6 (latest)

05 Feb 20:00
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New Mission60, Missions10 and 16 tidied up.
Added some missing code to SpawnAPed, that is needed.
Updated Readme.txt and Readme.md
Added Mission Safehouse open/closed notifications

Release 3.2.5 (latest)

05 Feb 19:37
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New Mission60, Missions10 and 16 tidied up.
Added some missing code to SpawnAPed, that is needed.
Updated Readme.txt and Readme.md

Release 3.2.4 (latest)

22 Jan 18:27
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mission5 improvement
onresourcestart additions to keep state.

Release 3.2.3 (latest)

20 Jan 11:08
146b146
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performance tweak for changes included in last release (3.2.2)

Release 3.2.2 (latest)

19 Jan 19:07
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Fix/workaround for multiple spawn issues when using onesync legacy with ''IndoorsMission" types
Also fixed logic, added extra check where with onesync legacy turned on (or even onesync turned off), outdoor=true spawns for vehicles and peds in ''IndoorsMission" types could potentially spawn multiples.
NOTE: OneSync turned on this resource may have problems with, recommended to have onesync turned off. onesync legacy turned on seems to work ok.

Release 3.2.1 (latest)

17 Jan 12:36
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Same as 3.2, but better support for server/players using the mission optin/optout settings. So players that have opted out of missions will no longer be teleported. in certain instances.