Sandbox+ for Saints Row IV

Loving the new update to Sandbox+, I happend to run past a Rift and ended up with the most terrifying horde chasing me :')

Im tempted to edit theyr rank so its like 4 or 5 hits and your dead :D
2uemsxw.jpg
 
Always happy to help :)

Funny thing is that I just recently added this to a bind haha.

Code:
                -- CONFOUND IT, MY TOE
       
                action_play_non_blocking(LOCAL_PLAYER, "m02 Stub Toe")
                convo_start(SandboxPhrases.stubbed_toe)
                audio_object_post_event("m02_LT_Laugh_02", nil, nil, LOCAL_PLAYER)
           
                repeat
                    thread_yield()
                until action_play_is_finished(LOCAL_PLAYER, 0.90)

                player_controls_enable(LOCAL_PLAYER)

You forgot to include your SandboxPhrases table variable and what value you have assigned to stubbed_toe
convo_start(SandboxPhrases.stubbed_toe)

This also fails to play the animation and locks the controls:
action_play_non_blocking(LOCAL_PLAYER, "m02 Stub Toe")

Did you need to add an anim to preload?

EDIT:
Adding the animation to preload worked. Also, you don't need any of the thread yield stuff or the non-blocking version of the function. This will play the animation and automatically give control back to the player when finished:
Code:
action_play(LOCAL_PLAYER, "m02 Stub Toe")
 
Last edited:
After testing the zombie spawn function in Sandbox+ build 13, the animation of the corpses
were just like the far right ones...standing still with their arms apart, and showing no actual
zombie-like animations or attacks. Any idea why?

You didn't extract the preload_anim.vpp_pc to the correct location in /cache and overwrite the existing one.
 
You forgot to include your SandboxPhrases table variable and what value you have assigned to stubbed_toe
convo_start(SandboxPhrases.stubbed_toe)

This also fails to play the animation and locks the controls:
action_play_non_blocking(LOCAL_PLAYER, "m02 Stub Toe")

Did you need to add an anim to preload?

EDIT:
Adding the animation to preload worked. Also, you don't need any of the thread yield stuff or the non-blocking version of the function. This will play the animation and automatically give control back to the player when finished:
Code:
action_play(LOCAL_PLAYER, "m02 Stub Toe")


Good to know. Thanks. Here's the fix I did :)

Code:
                -- CONFOUND IT, MY TOE
           
                action_play(LOCAL_PLAYER, "m02 Stub Toe")
                convo_start(SandboxPhrases.stubbed_toe)
                audio_object_post_event("m02_LT_Laugh_02", nil, nil, LOCAL_PLAYER)

Also here's the SandboxPhrases table consisting of stuff I copied from missions (note that m02 and m02_cache need to be set to load at boot in audio_banks).

Also half of the table values don't work for this, so I'll have to obsolete them sometime soon.

Code:
SandboxPhrases = {

        stubbed_toe = {
            name = "m02_stubbed_toe",
            player_talks = true,
            handle = INVALID_CONVERSATION_HANDLE,
            convo_thread = INVALID_THREAD_HANDLE,
            max_wait_seconds = 5,
            timer_thread = INVALID_THREAD_HANDLE,
            priority = CONVO_PRIORITY_HIGH,
            persona_line = true,
            speaker_name = LOCAL_PLAYER,       
        },
   
    }
 
Last edited:
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