Some cool with killing CID in Crib ship, Homies turn on you.

Hey, guys! I found something new tweak Crib ship NPCs, first off I get the names from this sr3city.lua thread all the way at the bottom.


SR3_CITY_CONTACTS = {
{ type = QOC_ASHA, npc = "Asha_01", trigger = "asha_trigger" },
{ type = QOC_BEN_KING, npc = "Ben_King_01", trigger = "ben_king_trigger" },
{ type = QOC_CID, npc = "CID_01", trigger = "cid_trigger" },
{ type = QOC_JOHNNY_GAT, npc = "Johnny_Gat_01", trigger = "johnny_gat_trigger" },
{ type = QOC_KINZIE, npc = "Kinzie_01", trigger = "kinzie_trigger" },
{ type = QOC_MATT_MILLER, npc = "Matt_Miller_01", trigger = "matt_miller_trigger" },
{ type = QOC_PIERCE, npc = "Pierce_01", trigger = "pierce_trigger" },
{ type = QOC_SHAUNDI, npc = "Shaundi_01", trigger = "shaundi_trigger" },
{ type = QOC_VP, npc = "VP_01", trigger = "vp_trigger" },
{ type = QOC_SR2_SHAUNDI, trigger = "shaduni_sr2_trigger" },
}
This is were I get: npc = Pierce_01 as an example.

However it's limited, whenever you leave the ship, all the npcs will disappear especially taking them.
I was trying to figure how the heck did npcs still destroyed when I leave the ship or teleport if there no function name group_destroyed. It's odd I really wanna teleport all of them a roam in steelport, there's no name of the interior for city swap + it's always loaded underneath steelport which everyone knows.
I wonder this can be tweak table somewhere else but I can't even find what links to beside misc_tables


I was trying to create a group/spawn my own NPC in steelport, without any disappearance, or just keep my homies in missions or activities after completing it


I try this, well starting with same name for ASHA for any existing names
FREE_ROAM = {
{npc = "Asha_01" },
}
Try it:
teleport_to_object("Asha_01", LOCAL_PLAYER, false, nil, -3.0, 3.0)
sandbox_message("homie spawn at you")

Nothing didn't happen to spawn beside me.
Crib ship only has one ASHA, function her to spawn near me.

Well, figure it out later...
However this will tweak this function for other missions.


Here's something funny of this part, whatever this happen to CID, the whole group of SAINTS WILL KILL YOU FOR MURDER!



Code:
if not mission_is_active() then
npc_never_die("CID_01", false)
    set_ignore_ai_flag("CID_01", false)       
    set_attack_peds_flag("CID_01", true)
    set_never_turn_on_player("CID_01", false)
        ----    set_always_sees_player_flag("CID_01", true )
                ----    set_attack_player_flag("CID_01", true)
                        character_set_only_scripted_grabs("CID_01",false)
                        character_set_only_scripted_grabs("Asha_01",false)
                        character_set_only_scripted_grabs("Ben_King_01",false)
                        character_set_only_scripted_grabs("Kinzie_01",false)
                        character_set_only_scripted_grabs("Johnny_Gat_01",false)
                        character_set_only_scripted_grabs("Pierce_01",false)
                        character_set_only_scripted_grabs("Shaundi_01",false)
                        character_set_only_scripted_grabs("CID_01",false)
                        character_set_only_scripted_grabs("VP_01",false)
                        character_set_only_scripted_grabs("Matt_Miller_01",false)
                       
                                                npc_weapon_pickup_override("CID_01",false)
                        npc_weapon_pickup_override("Asha_01",false)
                        npc_weapon_pickup_override("Ben_King_01",false)
                        npc_weapon_pickup_override("Kinzie_01",false)
                        npc_weapon_pickup_override("Johnny_Gat_01",false)
                        npc_weapon_pickup_override("Pierce_01",false)
                        npc_weapon_pickup_override("Shaundi_01",false)
                        npc_weapon_pickup_override("CID_01",false)
                        npc_weapon_pickup_override("VP_01",false)
        npc_weapon_pickup_override("Matt_Miller_01",false)

                                                set_never_turn_on_player("CID_01",false)
                        set_never_turn_on_player("Asha_01",false)
                        set_never_turn_on_player("Ben_King_01",false)
                        set_never_turn_on_player("Kinzie_01",false)
                        set_never_turn_on_player("Johnny_Gat_01",false)
                        set_never_turn_on_player("Pierce_01",false)
                        set_never_turn_on_player("Shaundi_01",false)
                        set_never_turn_on_player("CID_01",false)
                        set_never_turn_on_player("VP_01",false)
        set_never_turn_on_player("Matt_Miller_01",false)
       
                                                        character_set_never_catch_fire("CID_01",false)
                        character_set_never_catch_fire("Asha_01",false)
                        character_set_never_catch_fire("Ben_King_01",false)
                        character_set_never_catch_fire("Kinzie_01",false)
                        character_set_never_catch_fire("Johnny_Gat_01",false)
                        character_set_never_catch_fire("Pierce_01",false)
                        character_set_never_catch_fire("Shaundi_01",false)
                        character_set_never_catch_fire("CID_01",false)
                        character_set_never_catch_fire("VP_01",false)
        character_set_never_catch_fire("Matt_Miller_01",false)

                        --character_set_only_scripted_grabs("CID_01",false)
                ----    ai_add_enemy_target("CID_01", LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true,true)
                   
                            follower_make_independent("Kinzie_01",false)
            npc_weapon_pickup_override("Kinzie_01", false)
                            character_set_only_scripted_grabs("Kinzie_01",false)
end

if not mission_is_active() and character_is_dead("CID_01") then

override_npc_run_and_cower_run( "Ben_King_01", "sprint", "Cower Run")
override_npc_run_and_cower_run( "Kinzie_01", "sprint", "Cower Run")
override_npc_run_and_cower_run( "Asha_01", "sprint", "Cower Run")
override_npc_run_and_cower_run( "Johnny_Gat_01", "sprint", "Cower Run")
override_npc_run_and_cower_run( "Pierce_01", "sprint", "Cower Run")
override_npc_run_and_cower_run( "VP_01", "sprint", "Cower Run")
override_npc_run_and_cower_run( "Shaundi_01", "sprint", "Cower Run")
override_npc_run_and_cower_run( "Matt_Miller_01", "sprint", "Cower Run")


            set_always_sees_player_flag("Kinzie_01", true )
                    set_attack_player_flag("Kinzie_01", true)
                    ai_add_enemy_target("Kinzie_01", LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true,true)
                   
            set_always_sees_player_flag("Asha_01", true )
                    set_attack_player_flag("Asha_01", true)
                    ai_add_enemy_target("Asha_01", LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true,true)

            set_always_sees_player_flag("Ben_King_01", true )
                    set_attack_player_flag("Ben_King_01", true)
                    ai_add_enemy_target("Ben_King_01", LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true,true)


            set_always_sees_player_flag("Johnny_Gat_01", true )
                    set_attack_player_flag("Johnny_Gat_01", true)
                    ai_add_enemy_target("Johnny_Gat_01", LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true,true)

            set_always_sees_player_flag("Matt_Miller_01", true )
                    set_attack_player_flag("Matt_Miller_01", true)
                    ai_add_enemy_target("Matt_Miller_01", LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true,true)

            set_always_sees_player_flag("Pierce_01", true )
                    set_attack_player_flag("Pierce_01", true)
                    ai_add_enemy_target("Pierce_01", LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true,true)

            set_always_sees_player_flag("Shaundi_01", true )
                    set_attack_player_flag("Shaundi_01", true)
                    ai_add_enemy_target("Shaundi_01", LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true,true)

            set_always_sees_player_flag("VP_01", true )
                    set_attack_player_flag("VP_01", true)
                    ai_add_enemy_target("VP_01", LOCAL_PLAYER, ATTACK_NOW_NEVER_LOSE, true,true)

if not inv_item_is_equipped("baseball_bat", "Johnny_Gat_01") and not  inv_item_is_equipped("baseball_bat", "Shaundi_01")  then

    inv_item_add("baseball_bat",10,"Johnny_Gat_01",true)
    inv_item_add("baseball_bat",10,"Shaundi_01",true)
    --inv_item_add("baseball_bat",10,"Johnny_Gat_01",true)
end

end

I just send this code to put in your sandbox+ or vanilla sr3city.lua, place this in:
Code:
function misc_thread()
    while MISC_THREAD_ON == 1 do
           

--insert the code here. it's SANDBOX++ btw
end
end
Just you notepad++ press CTRL+F to copy function misc_thread() and paste in the box and you'll find it.

When you paste the whole code run the game, press F+HOME to teleport to crib ship in order to use weapons or anything. (I say for fan of saints sandbox+ version cuz of teleports has been changed maybe)
Normally their invincible and you can't even kill them, they can run fast and kill you unless you if you bother want to stand on at corner or a doorway they will stand and thinking that your homies must ask you to leave the ship. Kinda scary and funny.

Btw I didn't put them invincible, its strange that theres no where to be found in vanilla city scripts.

Have fun!
 
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