You are on page 1of 3

Design Your Own Mission V6 Modification for GTA San Andreas (c)2008-2011 by Dutchy3010 and PatrickW Mission downloadsite:

http://dyom.gtagames.nl ================================= Content - Introduction - Installation - Concepts in DYOM - Cleo Savegame problem - Designing a mission -- Mission Menu -- Settings -- Player -- Objectives -- Actors -- Cars -- Pickups -- Objects -- Tools - Credits ================================= - Introduction This GTA San Andreas modification enables GTA fans that have no SCM-scripting kn owledge to design their own missions. Missions are designed easy and fast in-gam e and can be played and distributed. ================================= - Installation First you have to make sure that CLEO3 is installed. It can be downloaded from h ttp://cleo.sannybuilder.com/ Without CLEO this modification will work, but saving and loading of missions is not supported. The modification is distributed as an MPACK, which enables you to choose between then normal game and this mod, after you have started GTA San Andreas. Put the map "MPACK" with all content in your "GTA San Andreas User Files" (My Documents) . After that start GTA San Andreas, click "New Game" and select "Design Your Own Mission". ================================= - Concepts in DYOM This will be a very brief introduction into the concepts of DYOM. With this basi c knowlegde, the rest of this document and the inline helptexts should provide y ou enough information to make full use of the possibilities of DYOM. The most important things in the missions you create with DYOM are the objective s. If you have achieved all the objectives of a mission, the mission is passed. For your missions, you can set a number of objectives, which the player of the m ission must achieve in sequence. For each objective you can choose one of the fo ur available kinds: A checkpoint that must be reached, a actor that must be kill ed, a car that must be entered or a pickup that must be picked up. Besides the objectives you can also add other items: actors (either enemy, frien d or neutral), cars, pickups and objects. Items don't have to be available durin g the whole mission. You can design them to appear after a certain objective has been achieved and hide them after a certain objective has been achieved. In designmode one of the objectives is "selected" which is indicated by a yellow marker, instead of the normal white marker over an objective. By default, the l ast added objective is selected, but you can select another one from the objecti

ve menu. When you add an objective, they will be inserted behind the currently selected o bjective. When you add items to the game, they will appear during the mission af ter the currently selected objective has been achieved. Afterwards, you can use the "SPAWN" and "HIDE" menu-options to determine when the item spawns and disapp ears. These options change them to the time when the currently selected objectiv e is achieved.

================================= - Designing a mission To start designing a mission, press "Y". This opens the main menu, which gives a ccess to: Mission Menu , Settings , Player , Objectives , Actors , Cars , Pickups , Ob -- Mission Menu In the mission menu you can load a mission, save a mission, clear the current mi ssion and play the current mission. When you save a mission, you can choose from 8 slots, which is similar to GTA savegames. Missions are stored in San Andreas U ser Files . The files are named "DYOMx.dat", where x represents the slotnumber. Th ese files can be distributed to other people, so that they can play your mission s too. When loading a mission you have to choose from the same 8 slots, and the mission is opened. If you want it you can still edit it, or select "Play Mission " to play it. Finally there is "New Missions" which clears the current mission, and allows you to start designing a new one. You can upload missions that you create to our website: http://dyom.gtagames.nl, which will also contain lots of missions by other people that you can download and play. -- Settings The settings menu allows you to modify some generic aspect of your mission: The name of the mission, The ingame introduction texts of your mission, Time of day that the missions starts, the weather, the minimum and maximum wanted level duri ng the mission and possibly a time-limit for the mission. You can also configure the options to have riot-mode active during the mission, and the option to disp lay a mission-clock and your final time (Timed mission). -- Player This lets you determine the start position of the player in your mission, also t he looks and the weapon of your player can be specified. Note: Leave some room b ehind the player start positions, as CJ will spawn behind the dummy player that marks the startposition. -- Objectives Probably the most important aspect of your missions are the objectives. These ar e the tasks that the player must perform to pass the mission. If there are no ob jectives defined, the mission is passed as soon as it is started. Objectives can be Cars (which must be entered to complete), Actors (which must be killed to co mplete), Checkpoints (which must be reached to complete), Pickups (which must be picked up to complete, Cutscenes (no action from player involved, just a widesc reen for some time) or Teleport (Player will spawn at this location immidiatly a fter the previous objective). Various properties can be modified for each of the objective types. -- Actors To make a mission more exiting you can add actors. These actors don't have to be killed to complete the mission, but they can be configured as enemies or friend s. Various properties can be edited for these actors. Actors can appear in game from the start of the mission or after a certain objective has been reached. Act ors that should appear from the start of the mission, should be defined while th

e "Player-dummy" is the selected objective. If another objective is selected, th e actor will appear ingame, after that objective is achieved. You can change thi s "spawn-trigger" by selecting the "spawn actor" menu item, while standing close to the actor you want to change. It wil then spawn after the objective that is selected at that time. Similary you can determine the point in time when the act or must be hidden (which by default is the end of the mission) with the "hide ac tor" menu-option. It causes the actor to disapear after the currently selected o bjective has been achieved. -- Cars Similar to the actors above, these cars don't have to be used for the mission th e be completed, but they can be used by the player. The moment they appear/disap pear in game works the same as for actors. -- Pickups These are pickups that the player can use to complete the mission, but he doesn' t need to. The moment they appear/disappear in game, works the same as for actor s. -- Objects There is a large selection of objects available which you can use for all kind o f purposes. Just be creative. Positioning the objects is done with the cursor keys. If you hold the JUMP key ( default LSHFT), you can use the cursor keys to adapt the height of the objects a nd is orientation. Holding FIRE ( default LCTRL), you can adapt the XY tilt of t he object. The moment they appear/disappear in game, works the same as for actor s. -- Tools This options will make designing a mission easier. ================================= - Credits Dutchy3010: Idea and scripting PatrickW: idea and scripting. Seemann: For creating CLEO and Sannybuilder.

You might also like