Loading...

Build a Mission 2.3.8.3

Download
aimless
Required:
- Script Hook V
- NativeUI
- Script Hook V .NET
Microsoft .NET Framework 4.6

See readme for info on usage.

Allows you to make basic missions.
Features objective types like destroy vehicle, kill actor, get vehicle and checkpoint.

Known bugs:
You cant name a title with a period it will crash when saving and wont reload the menu until the mission is deleted from the mission folder!

Comes with 12 demo missions.
Links to more missions.
Note: When using missions made in other regions. You will have to play them one time using installed missions first before they will show up on the map when load all missions is checked.

- school-bus-driver From onixer
- city-bus-driver From onixer
- 107-missions-beta-1 From BADBOY37
- fleeca-job-build-a-mission From BADBOY37
- the-humane-labs-raid From BADBOY37
- Gang Wars missions for SP From DeaDPooL22
- Online Missions Single Player From DeaDPooL22
- GTA IV Exotic Exports From DeaDPooL22
- Michael Day Missions From alebal
- Trevor Day Missions From alebal
- Hangover missions pack From alebal
- franklin lamar missions pack From alebal
- The Transporter missions pack From Forrest Gimp

Changelog:
2.3.8.3
Fixed a bug that wanted level would not disappear for objective 11.
Turned off alarms at airport, prison, and fort if max wanted = 0.
Changed drive task from long range to short unless distance is larger than 2000.

2.3.8.2
Fixed blips not showing up for entervehicles.
Added 3 models.
Cops/Gov s_m_y_blackops_03
Main characters IG_PAIGE and CSB_PAIGE

2.3.8.1
Fixed tasks 17, 18, and 19 not working for kill actor.

2.3.8
Fixed boats spawning in air.
Added check if exits for pickups to stop crashing when unloading mission.
Fixed multiple bugs in actors, vehicles, cutscenes, pickups, props, and objectives.

2.3.7
Fixed task sequences DriveWander, and VehicleFollow(Player).
Fixed some errors when saving props.

2.3.6
Changed key to continue after mission complete to jump button.
Fixed deliver vehicle objective to create a checkpoint even if already in vehicle.
Removed some cutscene models that had in game equivalents.
Fixed a bug that was not requesting model when loading a mission.

2.3.5
Fixed a bug when loading a mission. Cut scenes time, shake, amplitude, and trans would be set wrong.

2.3.4
Fixed teleport not working.
Made some changes to Tasks.
Fixed props from spawning under ground if far away.

2.3.3
Fixed a bug in deliver actor.

2.3.2
Forgot to include bam.dll

2.3.2
Set compiler to release the debug was causing some timeouts when using task sequences.
Removed force cleanup this should stop problems with other mods.
Fixed LOD when loading a mission with vehicles far away they would explode.

2.3.1
Fixed so you can play with other characters.

2.3
Fixed wanted level not working.
No longer resetting weather after mission compete.
Fixed bug that actors could not drive boats
Decreased blip size for most things.
Edited all missions with kill actor objectives.
Last update an option to not have a blip for the kill actor objective was added.
my_objective_has_destinationPos was used. And blip will not show for missions that have already bean made.
If you have missions with an kill actor objective. You will have to edit the Objectives.txt.
Example if you have a mission with kill actor for objective 1. Find it in Objectives.txt
And change it like so.
Objectives[1]my_objective_has_destinationPos = False
Objectives[1]my_objective_has_destinationPos = True

2.2h
Added option to set if objective actor has a blip or not.
Fixed a bug that actors would drive slow when using task enter vehicle and drive to waypoint.
Fixed a bug that vehicles would not load for objectives 10-19 when editing.
Fixed wanted level not changing in objectives.
Fixed bug that would not delete pickups. (character no longer drops all collected pickups upon death)
Changed play random mission to be more random.
Updated to Script Hook V .NET v2.9.3

2.2g
Changed enter title function to remove any , . / \
Changed limit of installed missions from 100 to 200.
Changed code for load all missions to reduce FPS drop.
Moved menu position down to prevent the top being cutoff at high resolutions.
Added mission chopper tail.

2.2f
Added some missing weapons.
Added set Time of day.
Added stunt props.
Changed min max health and armor to 0-1000.
Updated to Script Hook V .NET v2.9.2

2.2e
Added more contact icons for txt notifications.

2.2d
Fixed bugs when loading and saving pickups.

2.2c
Fixed kill all actors not working on objectives 2-20.
Changed guard position task for actor objective not to stand and do nothing.

2.2b
Changed to not set weather in director mode.
Changed To use a, w, s ,d keys when in placement free mode.

2.2a
Fixed a bug that would crash if using director mode.
Note: when using director mode you can not use the free mode.
Added option to enter objective text for the startpoint.
Updated to Script Hook V .NET v2.9.2

2.2
Changed to clear most peds and vehicles, freeze time, and turn off all alarms when making a new or loading an existing mission to edit.
Added free mode.
Key: U toggle placement view Walk on ground / free mode
Key: I Move up when in placement mode 2 (free mode)
Key: K Move down when in placement mode 2 (free mode)
W/A/S/D Move slow forward left backward right (free mode)
Shift/MouseLeftButton Fast Move forward only when up in air (free mode)
Ctrl Fast Move backward only when up in air (free mode)
Extended component variation list to 138.
Changed teleport to not fall threw the ground.
Added blips when placing/loading most items.
Corrected actor objective tasks to display task seq 15-19 instead of 9-13.
Fixed some bugs if using a keyboard some things that were displayed would not go away when backing out of the menu.
Added mission demo10
Updated to Script Hook V .NET v2.8

2.1a
Changed trailers to automatically attach to vehicles.

2.1
Added Ambient Music
Added Text Messages
Added Load All Missions Option this will load a blip for each installed mission and they can be started by going to the marker.
Added check to see if a task sequence exists when set for an actor to stop it from crashing if no sequence exists.
Changed deliver vehicle to allow use of more than one vehicle in a group. Note the gps route was removed. Use get in vehicle then deliver vehicle if you want a gps route.
Simplified the Objective check to a single function getting rid of of redundant code. This will speed things up when loading.
Updated to Script Hook V .NET v2.7

2.0
Added Play Random Mission
Added Task Sequences
Fixed a bug were objective actor could not be targeted.
Updated to Script Hook V .NET v2.6.2

1.9e
Changed check objectives to not hang and crash.

1.9d
Updated edit actors/vehicles.
Added waypoints.
Added tasks walk, jog, run, drive and fly heli to waypoint.
Added list of all objectives displayed when any objective menu is open.
Added objective leave area.
Some other bugfixes.

1.9c
Finished Component Variations.

1.9b
Targeted the wrong version of .net in 1.9a

1.9a
Added LoadAllObjectives to Keys.txt
Set to 0 to load objectives 1-20 at start and set to 1 to load 1-10.
Use 1 if you get a [ERROR] Script 'buildamission' is not responding! Aborting ... followed by
at buildamission.LoadObjective18() or another number
If 1 is used you will notice pause after objective 10 while loading 11-20.
Fixed crashing when using a model other than main characters after dead.
Added buttons for Component Variations Note: components do not save to be finnished later.

1.9
Changed maximum objectives per mission from 10 to 20.
Add vehicle objectives collect and deliver Trailer, with Tow Truck, with Cargobob.
Added collect and deliver Container with Cargobob.
Added Cargobob Props for use with collect and deliver Container with Cargobob.
Fixed some bugs that would crash while saving and loading.
Edit actors and vehicles only works for objectives 0-9 to be finnished later.
Changed vehicle heath meter to time bar style from NativeUI.
Still Using scripthookvdotnet-2.4

1.8h
Added Objective Pickup

1.8g
Added Scenarios List
Added Task 13:START SCENARIO IN PLACE
Added Can Exit Vehicle To Actors
Updated to NativeUI 1.6.1
Still Using scripthookvdotnet-2.4

1.8f
Fixed a bug with AI.
Still Using scripthookvdotnet-2.4

1.8e
Fixed a bug with AI.

1.8d
Fixed a bug with AI.

1.8c
Added Range To GoTo Actor and Deliver Actor.
Fixed a bug when setting wanted level to 3.
Changed gaurd position debug sphere to 1/2 size.

1.8b
Added Change To Respect And Set To Wander To Deliver Actor Objective.
Fixed a bug that actors would not fly heli.
Fixed a bug when rotating items with keys.
Added change and set max wanted level for objectives.
Some small bugfixes.

1.8a
Added the following Actor Settings:
Relationship Respect: Actors set to respect wont fight against your player, friends, bodyguards, or enemies.
Group Numbers to assign actors for objectives.
Guard/Wander range to be used with GuardCurrentPosition and WanderAround.
Can Leave Guard Range to be used with GuardCurrentPosition.
Vehicle Fallow Distance to be used with Vehicle Fallow. You can set multiple actors at different distances to create a convoy behind your player.
Added Seeing Range and Hearing range.
Added GoTo Actor Objective you can only use one actor per objective.(Use actors set to respect for rescue missions. And select change to bodyguard to use diliver actor next objective.)
Added Deliver Actor Objective you can only use one actor per objective.(Use with bodyguards so they will fallow.)
Added Enable Director Mode checkbox to main menu. (Must enable before using director mode.)

1.8
Added DeliverVehicle
Added Cutscenes
Cutscenes are played at the start of an objective.
To add a cutscene at the beginning of a mission select objective 0.
Set cutscene point duration.(sets time in seconds)
Select add cutscene point. A cam prop will be placed to represent a cam point. Enter text.
You can place up to 10 points for each cutscene.
Warning your character will be defenceless during cutscenes.

1.7c
Added 2nd task list for actors. Tasks enter plane and attack, Enter land Vehicle and fallow and Enter Pane and fallow.
Added Health Armour Invincible to actors
Bugfixes

1.7b
Added loadblipnames to keys.txt.

1.7a
Fixed a bug with lose wanted level looping to the last objective.

1.7
Removed mission flag so you can save your game after a mission. And you can see non mission enemy blips.
Because the mission flag was removed you will need to set your phone profile settings to sleep before running a mission.
Or else you will loose gps blip routes and frieds/bodygurds may turn on you.
Added IgnoredByEveryone and IgnoredByPolice set to false at start of mission and end to combat a bug where mission and non mission enemies
would stop fighting against your character.
Added wanted level change to all objectives.(Will not override max wanted level set in mission settings. Max wanted level must be over 0 to take effect.)
Added Lose wanted level objective.
Added More trash talk mission.
Some small changes bug fixes

1.6b
Fixed a bug with enemies not shooting in some situations.
Fixed a bug with the wanted level.

1.6a.
Fixed a bug that actors would not enter and flee in a plane.
Added edit Default/Random Variation for Actors.
Added Group numbers to "mark" Vehicles.
Vehicles marked with a number other then 0 can be used for objectives and spawn on any objective on or before that objective.
Added Destroy Vehicles and Get In Vehicles Objectives. These use marked vehicles and will replace Get Vehicle and Destroy Vehicle.

1.6
Added edit actors and edit vehicles.

1.5
Added Default/Random Componant_Variation for Actors.
Added Pickups option for Actor objective.
Added Kill All Enemies to Actor objective. (When selected any enemies spawned in the previous objective will have to be killed to complete the objective)
Changed Enemy Blips to show on minimap only after engaged in combat.

1.4a
Fixed a bug actors would not attack player.
Added separate lists for Main Characters, Cops/Gov., Gangs, Animals, and Random Actors.

1.4
Added bodyguards to relationships
Added task 7 HELI PROTECT
some bugs and fixes mostly to the tasks and relationships

1.3 see readme

1.2 update for Script hook V Script Hook V .NET you may need to reinstall
Visual C++ Redistributable Packages for Visual Studio 2013
added Keys.txt to set key bindings.
added Halloween & Lowrider vehicles.

1.1 Fixed a problem with selecting vehicles.
Changed the menu color and removed some no longer needed buttons.

1.0 first release
First Uploaded: October 18, 2015
Last Updated: March 22, 2017
Last Downloaded: 5 minutes ago
55,429

Sponsored Link

2,266 Comments

  • Trevor
    aimless

    @skyllers13 Update NativeUI.

    4 days ago
  • Default

    @aimless No i haven t but i believe that there is something wrong with my PC because it works when i start the game for the first time since i start the PC, but after i exits the game and enter again it doesn t work anymore. The same happens to OpenIV it works slowly when i come out from GTA V or another game. Thanks for the reply anyway if have any ideas please tell. I already used Ccleaner and Glaryutilities with no result.

    4 days ago
  • Gtao62

    @aimless I downloaded NativeUI 1.7 i think it's the latest version and it's still not working when i press h nothing happens maybe it's another mod tha's doing it because i have a lot of mods installed

    4 days ago
  • Trevor
    aimless

    @skyllers13 The jog you posted shows 'NativeUI, Version=1.0.0.0 1.7 is the newest.
    http://gtaforums.com/topic/809284-net-nativeui/

    3 days ago
  • Trevor
    aimless

    @5mith The error [20:51:00] [ERROR] Script 'buildamission' is not responding! Aborting ...
    Usually is when your computer is not fast enough to load all the stuff that it does when the mod runs for the first time you run it. This is not the correct way to make a mod but what it does is references all 20 objectives and all the stuff it can have. This makes it so when you play it does not lag as much when loading objectives. So after your computer is on for some time it slows down a bit then times out. I had a setting in Keys.txt called LoadAllObjectives = 0. That you could set to 1 to only load 10 or set to 2 to load less than 10. But i just checked and it got taken out at some point by mistake. I will re enable it in the next release. And you can set it to 1 or 2. And see if that helps. In the mean time if you want to use it try not to run to many things in the background. Its not that your computer is slow its just a Very poorly written mod.

    3 days ago
  • Gtao44

    @skyllers13 try download scripthookdotnet last version and only place scripthookdotnet.asi in gta 5 folder

    3 days ago
  • Default

    @aimless How do I change the open menu key?

    3 days ago
  • Default

    @aimless Nvm got it :D Nice work btw!

    3 days ago
  • Gtao62

    @aimless YES thanks a lot it's working now no errors in the log it's fine thanks your amazing bro keep up the good work

    3 days ago
  • 3b3868 cyron43 in gallifreyan

    Hello @aimless. I just talked to @alebal about entity spawning issues because I didn't know this is an issue with BAM. If there are too many persisted entities I can't spawn vehicles anymore and the same goes for any script. The memory management of the game simply refuses to spawn any more entities if the system faces low free memory.
    So what I'm asking for is a better entity management. In one of the missions I saw by the blips that all peds at a distant location where spawned already while I was still at Franklin's home. I suggest BAM spawns entities only when closer than a specified distance. That would fix those memory issues. Also entities which are farther away than a specified distance should get disposed. We don't need dozens of party people at a certain location when I am somewhere else. This is really a major performance issue.
    In order to overcome a possible problem with far away entities which are needed later, you could keep them in a definition pool but only spawn them when necessary. Entities currently in action (combat, chasing etc) should be an exception.

    2 days ago
  • Trevor
    aimless

    @Cyron43 I just tried spawning Vehicles and Peds that were persistent and it stopped spawning at 62 Vehicles and i stopped at almost 200 Peds but could of kept going. Did you spawn a bunch of vehicles with another mod. Or have a mod that spawns a bunch of cars that are saved and are persistent. Because if that limit is reached. It would have when the mission was made and would not have bean able to be made. I dont like the idea of checking distance and spawning and d-spawning. Distance checking can be very CPU intensive. The easiest way would to add an option to ether mark as no longer needed or delete after a specified objective. And then re-spawn latter if needed. I know it is a problem. I just cant justify the time to fix it with all the other limitations and problems with it. I have already stared a new mod to replace this one. If it ever gets done it will have a option to de-spawn as well as meany more options that will make it much nicer. For now i am only doing bug fixes. Hope you understand.

    1 day ago
  • 3b3868 cyron43 in gallifreyan

    @aimless I understand. :)
    It's good to hear you are working on a replacement. Don't get me wrong, this one here is great.
    The amount of entities you can spawn depends on free memory. So the numbers you gave for an example may not be the same on other PCs.
    I have a different opinion about the performance drop you mentioned. Having all entities in memory all the times needs much CPU power. That leads me back to the definition pool I have mentioned before. I think checking the distance just once per second and spawning/despawning only those entities which fulfill the given criteria, takes less CPU power. I have made a similar approach in my Teleportals mod (see the Visio chart about the optimization process).
    https://www.gta5-mods.com/scripts/teleportals
    Maybe you can implement something like this in your new project.

    1 day ago
  • Trevor
    aimless

    @Cyron43 I did not know the amount of entities you can spawn depends on memory. That makes sense. What i said about checking distance is because. If you set load all missions with this mod. It checks every tic to draw and you loose alot of FPS. Doing it every 1 second or something would work for vehicles and peds. I have to keep things simple. That stuff in that chart is over my head.

    1 day ago
  • 27558f soap3

    Amazing!

    22 hours ago
  • Default

    @aimless

    I am working on modifying onixer's Bus Driver mod and I have a couple of questions related to a problem I'm having.

    The main issue is that no matter which bus I use, it seems to allow only 4 NPCs. Once I try and pick up a 5th passenger, he/she just stands there on the sidewalk staring at me and the bus door doesn't open. Once I drive away, he/she runs after the bus like a dog. lol

    So, question 1 is: can I adjust some value somewhere to allow more than 4 NPCs on a bus?
    Question 2 involves the other related issue in that once they're on the bus, they don't get off until the end of the line. How would I code the mission to force an NPC to get off at some point along the route, which would then (I assume) free up a seat for another NPC. Is that possible? If so, could you describe the code I'd need to do it, please? Cheers.

    14 hours ago
  • Default

    How to add option when the character dies of the failed mission? And also when a npc arrives at a certain failed mission location or places an objective of delivering the vehicle before the scheduled time runs out

    13 hours ago
  • Trevor
    aimless
    11 hours ago
  • Trevor
    aimless

    @DCYKGUY I dont know why only 4 will enter. There is no setting you can change.
    It may be easier to start over and make the mission from the start.
    If you want to pickup a actor.
    Use GoTo Actor objective and set group number same as actor.
    The actors group number must be the same.
    So lets say you want to pickup 2 actors. Drop them off at 2 different locations.
    Pickup 2 more then drop them off.
    You would Spawn 4 actors.
    1st actor relationship group respect, group number 1.
    2nd actor relationship group respect, group number 2.
    3rd actor relationship group respect, group number 3.
    4th actor relationship group respect, group number 4.
    Objectives
    1 startpoint.
    2 GoToActor group 1, change to companion Checked, goto range 5.
    3 GoToActor group 2, change to companion Checked, goto range 5.
    4 DeliverActor group 1, change to wander Checked, deliver range 5.
    5 DeliverActor group 2, change to wander Checked, deliver range 5.
    6 GoToActor group 3, change to companion Checked, goto range 5.
    7 GoToActor group 4, change to companion Checked, goto range 5.
    8 DeliverActor group 3, change to wander Checked, deliver range 5.
    9 DeliverActor group 4, change to wander Checked, deliver range 5.

    10 hours ago
  • Trevor
    aimless

    @BlackWhite Sorry those are not possible.

    10 hours ago
  • Default

    @aimless

    Well, that's a shame that we can't have a busload of NPCs, but I see where you're going with the code, so I'll give that a try and report back. Thanks for the help! Cheers.

    9 hours ago
Join the conversation! Log In or register for an account to be able to comment.