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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
- Drug Wars - 10 Missions From DeaDPooL22
- Michael Day Missions From alebal
- Trevor Day Missions From alebal
- Hangover missions pack From alebal
- franklin lamar missions pack From alebal

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: 23 hours ago
Last Downloaded: 3 minutes ago
51,436

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2,179 Comments

  • E1b4db primoselfie

    @aimless Hello, there is something strange, I'm trying to do a task sequens with driveto, from point A to point B through more dirt as possible.
    Any way I try to get him to do, he will sooner or later go on the highway, he turns around and comes back. Is a GTA problem, or you can try to do something?
    http://alebalweb.com/temp/driveto.zip

    March 12, 2017
  • 1bc248 trevorheadless

    5* from me!

    March 13, 2017
  • Default

    @aimless How can i make actors attack with me by boats? Task5 doesnt work! Can you tell me the task sequences?

    March 13, 2017
  • 7135da gimp avatar

    @alebal
    Try Waypoint maybe? You can see the entire path marked on the map, it always worked better for me.

    @Mojtaba11110
    Task 5 works, it's just tricky to set up peds correctly to enter the boats, they tend to ignore them and just stand by. Try spawning boats near shores and in places where peds won't have problem getting in those boats.

    @aimless
    Really sorry to bother you again, noticed another small bug. Creating new mission, objectives:
    - Startpoint
    - Checkpoint - spawn actor group 1
    - Go to actor group 1 - get 3 stars (no matter how much stars rly)
    - Lose wanted level >>> when I lose heat I get 3 stars again
    - Deliver actor

    The main problem here is that you get heat after *lose wanted level* objective, so another one triggers and it messes some objectives up. I noticed there are some *Change+stars* option, maybe there's way to work around it somehow?

    March 13, 2017
  • Trevor
    aimless

    @alebal I tried but the best you can do is ignore highway. It will calculate the path. And if there are no vehicle nodes to use. It has to use the street. Like at the dirt track. You could (technically) use ignore roads. And plot the path. But you would need to add a lot of points to do it. Or they will run into objects and stuff or get stuck. I still have not bean able to add more than 16 tasks per task sequence. Its a limit of the game. And really need to find a way to add more. So you can do that.

    10 days ago
  • Trevor
    aimless

    @Forrest Gimp I just tried this and it worked. Try it and if it does not. Maybe a conflicting mod. If it does work can you send the one that does not so i can check it out. https://www.sendspace.com/file/ksp6vv

    10 days ago
  • E1b4db primoselfie

    @aimless Hello, it does not work either ignoring roads, paths etc. etc..
    The map seems to be divided in half, when he has to cross from one half to the other, it goes on the nearest external highway and comes back
    http://alebalweb.com/temp/mapline.png
    Really very strange, but I think it's a thing of GTA

    10 days ago
  • E1b4db primoselfie

    NAAAAA... broken scropthook V after update... S**t

    9 days ago
  • 81765c cerberuslogo

    A mission I uploaded, I placed an enemy to drive to a certain spot and give that enemy driver the option to not react to any actions the Player does, but when I just drive near that Actor sometimes he will ignore the command and chase me. Try my North Yankton mission. It is were to passing police cars pass the Player's car on way to a escape.

    8 days ago
  • Trevor
    aimless

    @Illusive Prime You have two enemies doing this. One using tasksequence 12 and one using 13. Task sequence 12 is not set to BlockNonTemporaryEvents. And you should set BlockNonTemporaryEvents for the first task.

    8 days ago
  • 81765c cerberuslogo

    @aimless I thought I did. And I would set it first if I didn't want the driver to have friends to go in the car with him. It's usually Enter car, Pause, block events then drive I add. I'll get around to change it when I can.

    8 days ago
  • 7135da gimp avatar

    I have a specific mission where I need my bodyguards to follow me, never use cover, stand in the open under enemy fire and shoot as much as possible (they are invincible). What settings would you suggest to set such behavior, guys?

    7 days ago
  • 81765c cerberuslogo

    Hey aimless, I've sent you a message on the GTAForums for ideas for updates if you're interested.

    6 days ago
  • Default

    @aimless, this is an astonishing mod. Just amazing. Thank you.

    1 day ago
  • Default

    where can you find any key configuration files because they don't come with the download and the normal key doesn't work.

    1 day ago
  • Trevor
    aimless

    @VACant Its in the bam folder. If it still wont work post your ScriptHookVDotNet.log

    24 hours ago
  • Trevor
    aimless
    24 hours ago
  • E1b4db primoselfie

    @aimless Hello, I started to load Franklin & Lamar Missions pack. Do you want to add it to the list missions?
    https://it.gta5-mods.com/misc/franklin-lamar-missions-pack

    15 hours ago
  • Default

    this mod is not working, i press the button H but still didn't get anything

    11 hours ago
  • Default

    @aimless You're welcome. :) The amount of work that has gone and continues to go into this mod is incredible. One question, since you seem very knowledgeable of the code at this point: how flexible is the AI for "enemy" when it comes to stealth mechanics, even rudimentary ones? In vanilla GTA 5, enemies know your XYZ at all times, whether or not they have line of sight (except cops, who CAN lose you after a while). Would it be possible for a modder to have enemies keep attacking your last-seen XYZ until they realize you're no longer there (vanilla AI always tries to flank you, so they'd quickly notice it) and then go into a search mode (pretty much the "wander" command within a certain sphere, perhaps with enemies running instead of walking) until they find you?

    Full-blown stealth mechanics get way more complicated than that, of course, I'm just wondering if a modder could theoretically do it even at a rudimentary level.

    3 hours ago
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