This thread has been really helpful. I wanted to remove some car scenarios from outside a few houses (to stop them randomly arriving and parking… or smashing into player cars that were already there).
Followed the example on github and it all seems to be working so far
So we have been able to start streaming custom scenario ymt’s by following this guide, however all “dormant” scenarios (i.e: triathlon/random vagos) have started appearing in areas where we are not streaming, have i missed something?
Yea, you have to disable them, I had some issues turning off the triathalon secenarios in the file (even though the default is ‘false’) but as I mainly wanted to use it to confirm some options I’m happy with what I have now. Maybe a recent update is now reading the default setting, but I’ve not looked into it since.
Have you guys tried streaming custom scenarios with custom PED? I have been trying to add into the streamed scenario custom Model Sets & Type with poor success. It might be that im not using the right keys for the files. Maybe someone of you have experience with this?
data_file ‘SCENARIO_INFO_FILE’ ‘scenarios.meta’
In this file I have defined Type which can be referenced “CScenarioPlayAnimsInfo”
SO before all. Thanks everyone for the effort investigating how to stream ymt files properly.
Now, I’ve tried @lacoL resource and it works fine in my localhost server, those 3 npcs spawn at the airfield doing their morning yoga… BUT I have noticed a couple things:
First one, although it works fine, it seems to break/affect ALL scenario points on the whole map, not only in the streamed/modified ymt. I have noticed this because my goal is to deactivate Lost MC bikers and bikes that spawn at their Clubhouse near the Casino, so after streaming the sandy_shores_airfield modified scenario, I went to the clubhouse and realized that no one is spawning there, also no one spawns at the taxi company in front of it (this one uses a different scenario ymt file). I have checked both ymts (sandy shore and lost mc) and they both use these sceneario types (and probably others that I’m forgetting about):
So it seems to me that streaming any ymt file ends affecting all scenario types of the same kind all around the map, but I’m not sure if this happens because I’m doing something wrong, or it happens to everybody.
[edit: this seems to be caused by CodeWalker] The sencond thing is that when I try to modify lost_mc.ymt file by flagging all its points as NoSpawn or any othe modification, the game just crashes instantly when I get to the clubhouse. I have modified sp_manifest.ymt to match my resource, and I’m using the same server where sandy shore’s test does not make the game crash. Any clue on this?
Pretty much what I found it to do also, that it ignores all the default flags at the base of the file and sets everything to on. I’m not skilled enough to find out why but no matter what I tried I couldn’t get the Triathalon scenarios to be disabled (my main pet peeve with any scenario in GTA is those 3), and some point files that I did edit to remove them would outright crash the client.
The Scenario Enable/Disable natives stop ‘working’ once you swap out the pointer file.
I will also state that its not worth affecting the ‘scenrario’ you mention as those are global animation groupings, but the nodes is what you want to affect. You can affect them directly https://docs.fivem.net/natives/?_0xEE01041D559983EA which might do it for you.
So will the above guide work to disable scenarios, for example there are a few helicopter and planes that spawn in which the normal “AI BE GONE” type scripts don’t stop from occuring?
The Current Method posted here in comments is a working method. However.
it is no easy task.
Editing an exiting scenario file from GTA Works. But it is very buggy. even if you haven’t changed anything.
i streamed an untouched strawberry scenario files and every singe cat spawned was very very bugged. and a few other things.
What i have done is made a addon scenario file. this method works as long as you have the Min / Max x y z correct. and the peds or anything you place. it not intruding the ground ( snap to ground isnt recommended here it is very buggy )
Streaming my custom / addon scenario file was a big headache until i found that snap to ground was messing things up.
And then … when everything seams fine. you chuck it in the VPS. get some players on. things become rather un stable
so ive figured it out.
Shoutout @lacoL guy that found out how to stream it. or who ever he found out from
shoutout @anon70864786 for snooping this out and giving it a go and noticing that it works.
shout out me @Jaaybops_media for non stop testing the last two / three days to get this shit working 100.
the method provided is not all you need to know but its the start
I’ve tried with both the latest code walker and older, but think this needs to be looked at from the collective, mainly around the Scenario enable/disable flags in the file and if they are being working as expected.
Hi,
After fiddling with the scenarios we are running pretty stable scenario set on our server. Our main goal was to get huntable animals to the Cayo Perico island with the project without running any additional scripts. I took the original sp_manifest.ymt which I then edited to fit our requirements. This current version I have removed most of the Vagos/Lost scenarios together with the Triathlon scenarios on the main Island. I have added around 300 animals (rabbit, deer, boar, puma) to Cayo Perico. Feel free to use the project here is the link to my github. Additionally we have added some cats to the UwU Cafe MLO from the Gabz subscription with similar model to the Cayo Perico.
@anon70864786 have you tried the latest Codewalker editing existing scenarios, a lot of work to remove extra scenario peds but we have managed to run edited scenarios with the latest codewalker build. It used to be that wandering scenarios didn’t work for some reason with the older build.
Yo, so you added animals to Cayo? Sick! I modified Cayo itself so I’ll have to check this out. I am yet to use latest codewalker for scenario editing, however what you mentioned about walking scenario peds being now fixed, sounds like something @Jaaybops_Media was running into.
I’m glad you were able to pull off what you were wanting to do. Thanks for the tag my dude, I’ll be sure to have a look in game and use latest codewalker.
cool stuff. and yeah existing Scenarios can have issues once exported out of code walker, i use a really old one as most of my edits are in the city. and i edit existing scenario files such as strawberry.
I think the latest code walker i tried was DEV38. and a lot of the exiting walking Scenarios which have ‘don’t spawn’ unticked had issues. @anon70864786 has a really neat Cayo island map so im sure he will enjoy this ! aand see sea life … cant forget that
Issue with older build of the codewalker was that it kept crashing the client while loading the scenario file with wandering animals. Having sharks or whales static position wasn’t something that I wanted. Also some of the flags assigned to the animals didn’t seem to work properly while I had stationary testing with sharks. Also defy fixed the importing pre-created scenarios with on the newest build. Haven’t had the time updating sea animalia to the scenario I shared, might be something to try again with the latest codewalker build