Bully-Board

Bully Modding Section => Bully Modding => MadmaN and Steman's Corner => Topic started by: MadmaN on September 29, 2011, 06:41:20 PM

Title: *TUTORIAL* Adding peds to interiors
Post by: MadmaN on September 29, 2011, 06:41:20 PM
Ok...I know some of you have been wondering how to add peds to interiors...etc and now I will show you how to do it. It is very easy and once my Bully Editor is done it will be even easier. For now this is how to do it:

1. extract every file from trigger.img to a directory of your choosing. You can use any img editor you want for this.

2. open population.dat. Best app to use for this is notepad++ which keeps the scripting intact and allows for easier editing.

3. look in population.dat for the following line: POPULATIONDATA

you will see this line several times in population.dat. Each area with peds has this before the main ped code.

4. You should see somthing that looks about like this:
Code: [Select]
POPULATIONDATA
         BEGIN
            POPULATION_DAY
               BEGIN
                  TOTAL 60
                  PREFECT 5
                  NERD 5
                  JOCK 5
                  DROPOUT 5
                  GREASER 5
                  PREPPY 5
                  STUDENT 5
                  COP 5
                  TEACHER 5
                  TOWNPERSON 5
                  SHOPKEEP 5
                  BULLY 5
               END
            POPULATION_CLASS
               BEGIN
                  TOTAL 60
                  PREFECT 5
                  NERD 5
                  JOCK 5
                  DROPOUT 5
                  GREASER 5
                  PREPPY 5
                  STUDENT 5
                  COP 5
                  TEACHER 5
                  TOWNPERSON 5
                  SHOPKEEP 5
                  BULLY 5
               END
            POPULATION_NIGHT
               BEGIN
                  TOTAL 60
                  PREFECT 5
                  NERD 5
                  JOCK 5
                  DROPOUT 5
                  GREASER 5
                  PREPPY 5
                  STUDENT 5
                  COP 5
                  TEACHER 5
                  TOWNPERSON 5
                  SHOPKEEP 5
                  BULLY 5
               END
            POPULATION_CURFEW
               BEGIN
                  TOTAL 60
                  PREFECT 5
                  NERD 5
                  JOCK 5
                  DROPOUT 5
                  GREASER 5
                  PREPPY 5
                  STUDENT 5
                  COP 5
                  TEACHER 5
                  TOWNPERSON 5
                  SHOPKEEP 5
                  BULLY 5
               END
         END

5. edit the following parts in each interior you want to add peds to:
Code: [Select]
TOTAL 60
                  PREFECT 5
                  NERD 5
                  JOCK 5
                  DROPOUT 5
                  GREASER 5
                  PREPPY 5
                  STUDENT 5
                  COP 5
                  TEACHER 5
                  TOWNPERSON 5
                  SHOPKEEP 5
                  BULLY 5

change each number to the number of peds you want for each cliche to spawn in that interior...make sure you add all the values together and put the result of that for the total which is the first value in the listing. otherwise the game will likely crash.

6. once you have the population.dat file edited however you like either replace the population.dat file in trigger.img or use my img editor and make a new file...name it trigger.img in the same dir as the old one. and Add all the extracted files back in...save and then you are done.


As always. if I have missed anything please let me know in this thread and I will update the tutorial accordingly. :)

*UPDATE*

Here is a list of the trigger names of all the interiors and what they are so you can use this as a reference when changing the population data for each interior.

RichArea = Rich area of town where the preppies generally live.
DownTown = Self Explanatory
PoorArea = This is generally where the dropouts live at
IndustrialArea_DropOutEnclave = This is the dropouts hideout in the industrial area
DT_GASSTATION = This is for the gas stations (all of them)
POOR_TENEMENTS = The tenements near the poor area
Rich_Area_Corner_Courtyard = I think this is around where derby lives.
Industrial_Sawmill = The sawmill in the industrial area
Carnival = The Carnival
Industrial_Docks = The docks in the industrial area
SchoolArea = Inside the school
RichArea_DownTown = This is the rich area of downtown where the preppy type shops are
DT_ComicShop = The Comic books shop
DT_DropOutAlley = The alley that the dropouts hang out in
DT_GreaserAlley = The alley that the greasers hang out in
Rich_GreaserAlley = Same as above but in the rich area of town
Poor_DropTurf1 = The dropout's turf in the poor area of town
GraveYard = The old graveyard
Jocks = Jocks savepoint - thx to Insanitygames
Nerds = Nerds savepoint - thx to  Insanitygames
Preps = preps savepoint - thx to Insanitygames
Greasers = greasers savepoint -  thx to Insanitygames
FieldOverride = This overrides the population settings for the football field
Jocks_FootballField = Football field population settings. Can be overridden by the above setting
School_Basketball_Court = The basketball court/gym
PopRoads1 = Controls the population on the roads
BullyTurf = The bully's turf
BadPlaceTrigger = Not sure what this one is atm.
OutsideSchool1 = Outside the school in the schoolyard
SchoolBikeTrig = This controls how many if any at all bikes spawn around the schoolyard

You can also control vehicle spawning as well. The vehicle spawning is done in the same file (population.dat) and it edited for each area with vehicles as follows:

search for AMBIENTVEHICLEDATA and under it a few lines you will see somthing similar to the following:
Code: [Select]
AMBIENTVEHICLEDATA
         BEGIN
            AMBIENTVEHICLES_DAY
               BEGIN
                  TOTAL 30
                  CAR 10
                  BIKE 20
                  POLICECAR 0
               END
            AMBIENTVEHICLES_CLASS
               BEGIN
                  TOTAL 30
                  CAR 10
                  BIKE 20
                  POLICECAR 0
               END
            AMBIENTVEHICLES_NIGHT
               BEGIN
                  TOTAL 30
                  CAR 10
                  BIKE 20
                  POLICECAR 0
               END
            AMBIENTVEHICLES_CURFEW
               BEGIN
                  TOTAL 30
                  CAR 10
                  BIKE 20
                  POLICECAR 0
               END
         END

Simply edit this part like you did for the ped population by putting how many for each vehicle type you want and add all of them together and put that value where total is.

NOTE: Do not add too many vehicles or peds to a area or it will lag your game bad. If you have a very high end system then you should be ok but I wouldnt use more then what I have already used in my code examples.

Feel free to experiment with this and come up with your own ped spawn variations.
Title: Re: *TUTORIAL* Adding peds to interiors
Post by: Carlosvc92 on September 29, 2011, 10:57:02 PM
Question, how do you add them to interiors not listed in pedpop.dat? Like the Greaser HO just like governmentman123 did??
Title: Re: *TUTORIAL* Adding peds to interiors
Post by: MadmaN on September 29, 2011, 11:05:17 PM
Add them how I described in my tutorial above. Everything controlling the peds spawning in interiors is in your population.dat file located in trigger.img.

If you need help with editing that file, or if my tutorial is a little hard to follow, I can explain to you on xfire what to do. I have not tested every single interior but every interior I have tested so far by editing population.dat seems to work. This is most likely how governmentman123 did this unless he edited the files using a hex editor.

Insanitygames is working with me on this as well.
Title: Re: *TUTORIAL* Adding peds to interiors
Post by: Carlosvc92 on September 29, 2011, 11:39:26 PM
Add them how I described in my tutorial above. Everything controlling the peds spawning in interiors is in your population.dat file located in trigger.img.

If you need help with editing that file, or if my tutorial is a little hard to follow, I can explain to you on xfire what to do. I have not tested every single interior but every interior I have tested so far by editing population.dat seems to work. This is most likely how governmentman123 did this unless he edited the files using a hex editor.

Insanitygames is working with me on this as well.

But how do I know the name of the interiors? Is it just Preps, Jocks, Greasers??
Title: Re: *TUTORIAL* Adding peds to interiors
Post by: MadmaN on September 30, 2011, 12:08:55 AM
At the bottom of my tutorial I posted a list of the interiors that have the ability to spawn peds. This is the list of the names of each interior as used in population.dat
Quote
*UPDATE*

Here is a list of the trigger names of all the interiors and what they are so you can use this as a reference when changing the population data for each interior.

RichArea = Rich area of town where the preppies generally live.
DownTown = Self Explanatory
PoorArea = This is generally where the dropouts live at
IndustrialArea_DropOutEnclave = This is the dropouts hideout in the industrial area
DT_GASSTATION = This is for the gas stations (all of them)
POOR_TENEMENTS = The tenements near the poor area
Rich_Area_Corner_Courtyard = I think this is around where derby lives.
Industrial_Sawmill = The sawmill in the industrial area
Carnival = The Carnival
Industrial_Docks = The docks in the industrial area
SchoolArea = Inside the school
RichArea_DownTown = This is the rich area of downtown where the preppy type shops are
DT_ComicShop = The Comic books shop
DT_DropOutAlley = The alley that the dropouts hang out in
DT_GreaserAlley = The alley that the greasers hang out in
Rich_GreaserAlley = Same as above but in the rich area of town
Poor_DropTurf1 = The dropout's turf in the poor area of town
GraveYard = The old graveyard
Jocks = not sure
Nerds = not sure
Preps = not sure
Greasers = not sure
FieldOverride = This overrides the population settings for the football field
Jocks_FootballField = Football field population settings. Can be overridden by the above setting
School_Basketball_Court = The basketball court/gym
PopRoads1 = Controls the population on the roads
BullyTurf = The bully's turf
BadPlaceTrigger = Not sure what this one is atm.
OutsideSchool1 = Outside the school in the schoolyard
SchoolBikeTrig = This controls how many if any at all bikes spawn around the schoolyard

I hope this helps somewhat  8)
Title: Re: *TUTORIAL* Adding peds to interiors
Post by: InsanityGames on September 30, 2011, 07:32:35 AM
Jocks = Jock save point,Prep = Beach house,Greaser= Blueballs,Nerds= comic shop, or the hq i think this is right but i am not sure :)
Title: Re: *TUTORIAL* Adding peds to interiors
Post by: MadmaN on September 30, 2011, 12:45:34 PM
@InsanityGames

Thx for the info for those. Updated the tut with that.
Title: Re: *TUTORIAL* Adding peds to interiors
Post by: Red Blaster on October 03, 2011, 04:09:48 AM
But how are the blue collar workers spawned in the factory within New Coventry and all over Blue Skies?

It's strange, because in the ide, just about all of them are under the TOWNPERSON faction, with the only exception being Chuck, who's listed as a SHOPKEEP. Not to mention, all of them are set not to spawn in the ide. If I do spawn them, the TOWNPERSON peds walk with all the other rich folks, whereas Chuck, who's listed as SHOPKEEP, hangs out in New Coventry.

If this is what controls their spawning everywhere, then the rich townsfolk and New Coventry townsfolk should spawn alongside the Blue Skies people...but they don't.

Something is missing here.
Title: Re: *TUTORIAL* Adding peds to interiors
Post by: MadmaN on October 03, 2011, 03:23:14 PM
Well...some peds may be hardcoded to only spawn certain places and may bypass the normal game scripting (the so far editable part) totally.

Title: Re: *TUTORIAL* Adding peds to interiors
Post by: Red Blaster on October 03, 2011, 06:15:06 PM
Where do you think this hard coding would be located?

Would be really awesome if we can do custom spawn points.
Title: Re: *TUTORIAL* Adding peds to interiors
Post by: MadmaN on October 03, 2011, 07:51:28 PM
some of the hardcoding is located in bully.exe which I can share the .asm source file of from what I managed to decompile but since it is in assembly language and not the full source...atm I cannot compile that...but if someone wants to take a look at it to see if they can spot somthing that I have not just ask and I will post a link to it on my server. I will warn everyone or anyone that wants to take a look that you will need somthing that can load and edit a 505mb text file such as vim for windows which you can find on google quite easily or you can load it using visual studio which I have and compile if its the entire source. The other place the ped spawn points is coded is in the .lur scripts which are compiled luap scripting. Luap is basicly compiled lua with a few things changed in it for use in game scripting where luac is generic compiled lua...if ntauthority is listening or reading any of my threads...I really would like to have some help from him or maybe team up with him since he is the only one that managed to make some headway with decompiling lua into some usable form. I do know hes a busy guy and all that but some help at this point with the lua portion of bully would greatly be appreciated since us modders working together is the only way we can move forward with figuring this game out. anyone just showing mods off but refusing to share or explain how they were done will just be the downfall of this great little community which would be a darn shame.
Title: Re: *TUTORIAL* Adding peds to interiors
Post by: deadpoolXYZ on October 06, 2011, 04:53:05 PM
The savepoint locations where peds spawn are inside or outside of them?
Because I checked the population dat and it says that there should spawn 15 peds of that clique but you can't see anyone inside.
Title: Re: *TUTORIAL* Adding peds to interiors
Post by: MadmaN on October 06, 2011, 06:00:25 PM
Some are inside and some are outside. I havent had time to make a list of which is inside and which is outside just yet since I have been busy helping steman with the vehicle spawner. I will compile a list of whats inside and whats outside....also population.dat doesnt control every area the peds spawn..since some of the interior spawn points for peds are in different files...which I will post a proper list of what file goes to what area or what part of what file goes to which area....gimme a day or two and I will get somthing posted...I will just update my original post rather then make a new one...saves ppl time looking for things.
Title: Re: *TUTORIAL* Adding peds to interiors
Post by: deadpoolXYZ on October 06, 2011, 06:23:29 PM
Take your time you are already doing a good job ;)
Title: Re: *TUTORIAL* Adding peds to interiors
Post by: MadmaN on October 06, 2011, 07:07:32 PM
Thx for the support ...it means a lot :biggrin:
Title: Re: *TUTORIAL* Adding peds to interiors
Post by: Bully1337 on October 15, 2011, 08:30:04 AM
Can't find population.dat
Title: Re: *TUTORIAL* Adding peds to interiors
Post by: MadmaN on October 15, 2011, 09:44:28 AM
population.dat is located inside your trigger.img file. Just extract the entire trigger file to a directory of your choosing and you will find it inside that dir.
Title: Re: *TUTORIAL* Adding peds to interiors
Post by: UltimateGamer1 on November 19, 2011, 07:27:14 PM
Will I be able to spawn preps in New Coverntory that would be great. And I just need Johnny,Ricky and Peanut to spawn in the rich area.
Title: Re: *TUTORIAL* Adding peds to interiors
Post by: MadmaN on November 20, 2011, 09:07:40 PM
yes, you will be able to. I will say that I will be soon as I get time to do so...I will post a full proper tutorial and writeup on how to do this....what places can have ppl spawned and so on and as soon as I can figure out how I want to go about doing it...I will make a program that will make spawning ppl in custom areas very very simple. Just Steman and I have been literally bogged down to almost a standstill due to the workload he and I have taken on and the fact that here lately I also have been very busy away from the pc so it is hard to get the usual amount of work out that I am used to.
Title: Re: *TUTORIAL* Adding peds to interiors
Post by: UltimateGamer1 on November 21, 2011, 01:41:32 AM
I'll fix my interiors . @Madman Do you think characters can,spawn in non hidden interiors?
Title: Re: *TUTORIAL* Adding peds to interiors
Post by: Brunoneves99 on November 23, 2011, 10:21:11 AM
So where is Harrington House?
Title: Re: *TUTORIAL* Adding peds to interiors
Post by: Brunoneves99 on November 23, 2011, 10:33:07 AM
Ok I made it but the chars can't spawn at the jocks savepoint or whatever yet
Title: Re: *TUTORIAL* Adding peds to interiors
Post by: SWEGTA on November 26, 2011, 02:29:13 PM
How do I add orderlies to the tenements?
Title: Re: *TUTORIAL* Adding peds to interiors
Post by: MadmaN on November 27, 2011, 06:05:09 PM
orderlies fall into I think the townsppl clique when using trigger.....its really confusing since bully uses several different names and catagories to call the same things....and for different things in the game....it really can be confusing. I do think the orderlies are hardcoded in somewhere and I will look soon as I get some time.
Title: Re: *TUTORIAL* Adding peds to interiors
Post by: Red Blaster on November 27, 2011, 07:56:00 PM
Aren't Orderlies tied to the Prefect faction?
Title: Re: *TUTORIAL* Adding peds to interiors
Post by: Brunoneves99 on November 27, 2011, 08:36:27 PM
It doesnt work in savepoints, why?
Title: Re: *TUTORIAL* Adding peds to interiors
Post by: MadmaN on November 28, 2011, 02:50:14 AM
Bah...I think you are right Red....my mistake  :innocent:

Title: Re: *TUTORIAL* Adding peds to interiors
Post by: Red Blaster on November 28, 2011, 06:20:26 PM
Bah...I think you are right Red....my mistake  :innocent:

Lol...I'm fairly sure, though. Whenever they chase you, the Prefect theme plays, and in the ide file, one of them is listed as a PREFECT while the other is listed as a STUDENT.

It's likely the same trick as the scripted spawns (girls in pajamas, boys in gym uniforms, elders scolding students, etc.) and the industrial townsfolk spawning.
Title: Re: *TUTORIAL* Adding peds to interiors
Post by: MadmaN on November 28, 2011, 07:09:18 PM
Yeah...thats why I have said that a lot of this can be confusing and misleading to ppl since bully uses multiple names for things when calling somthing in a script....it could call somthing by model name....model id.....by its actual  name ingame or by another method and thats why some things can be a pain to figure out.
Title: Re: *TUTORIAL* Adding peds to interiors
Post by: Evolution on January 03, 2012, 05:39:00 PM
I'm going to try this out, so for "extracting every file from the trigger" does that mean I highlight everything in their and extract to any folder of my choosing? Also if I stuff up but I have a backup trigger wold it work still?
Title: Re: *TUTORIAL* Adding peds to interiors
Post by: MadmaN on January 14, 2012, 12:00:04 AM
I'm going to try this out, so for "extracting every file from the trigger" does that mean I highlight everything in their and extract to any folder of my choosing? Also if I stuff up but I have a backup trigger wold it work still?

Yes and Yes.
Title: Re: *TUTORIAL* Adding peds to interiors
Post by: Evolution on January 14, 2012, 12:01:26 AM
So anyway, The Greasers hangout would have to be done in scripts right?
Title: Re: *TUTORIAL* Adding peds to interiors
Post by: MadmaN on January 14, 2012, 12:08:30 AM
You will have to do that in scripts and trigger. The greasers hangout like all the hangouts use overrides for nearly everything so it is a pain to edit anything for but doable.
Title: Re: *TUTORIAL* Adding peds to interiors
Post by: Evolution on January 14, 2012, 12:13:27 AM
I'll have to finally try this.. Once I find my Bully Disk and Re-Install.. -_-

Title: Re: *TUTORIAL* Adding peds to interiors
Post by: UltimateGamer1 on January 25, 2012, 01:01:33 AM
I am almost done my interiors I just want to know something, how do I fix the mod for the blue balls when I go in the main result is crash... The rest work fine I have the school interiors done and new coventry with preps I will override the Hartington House but I hope it doesn't crash. I will post more and some videos soon. Can you message me on some interior overrides. I will try to fix blue balls.
Title: Re: *TUTORIAL* Adding peds to interiors
Post by: MadmaN on January 30, 2012, 12:29:51 AM
just search for popoverride and that will be what you need to look out for.

The blueballs isnt named as such in the trigger files as its listed in the poor section of town so look for that as well.

You can also add a population override yourself for it when you find it ....if you need further help I will show how to add a override.
Title: Re: *TUTORIAL* Adding peds to interiors
Post by: deadpoolXYZ on January 30, 2012, 08:44:46 AM
I think the greasers hangout is called iGreaser aswell as other save points (iNerd, iJock, etc).
Title: Re: *TUTORIAL* Adding peds to interiors
Post by: N00B1N8T0R on January 30, 2012, 09:20:49 AM
Okay can you help me? I want to know how to add girls to the boys dorm so when I wake up in the morning I can kiss a girl and get a health boost then go outside and beat the living crap out of anything that moves! MWAHAHAHAHA! >:D
Title: Re: *TUTORIAL* Adding peds to interiors
Post by: deadpoolXYZ on January 30, 2012, 09:37:21 AM
Maybe you can do that by changing their gender to male...but you won't be able to kiss them.
Title: Re: *TUTORIAL* Adding peds to interiors
Post by: N00B1N8T0R on January 30, 2012, 10:44:14 AM
So you don't think there's a way to let girls into the boys dorm?
Title: Re: *TUTORIAL* Adding peds to interiors
Post by: Red Blaster on January 30, 2012, 02:13:56 PM
I know the file excluder has something to do with it.
Title: Re: *TUTORIAL* Adding peds to interiors
Post by: MadmaN on February 01, 2012, 03:04:31 AM
The excluder file actually has nothing at all to do with it. What the excluder.dat file does is ban girls from entering the boys bathroom and vice versa....and it keeps peds out of certain key areas related to missions only. That is all this file controls and I have tried adding areas to it and so forth with no effect.

If you delete everything but the first line that says excluder....then save the file with just that very first line kept intact....then girls can enter and chase you into the boys bathroom...vice versa and they can follow you to some key mission only areas. Makes for a more realistic approach I think.
Title: Re: *TUTORIAL* Adding peds to interiors
Post by: MadmaN on February 01, 2012, 03:08:37 AM
So you don't think there's a way to let girls into the boys dorm?

This is controlled by a hard coded section in the exe file plus some parts in the lua scripts. I will have this all disabled in my mega-mod as I know how to do this...but it requires a lot of editing which is why I haven't bothered posting a tutorial on it yet due to being busy with the mod.

Spawning boys in the girls dorm or girls in the boys dorm ...same with prefects not being able to enter is also controlled by this same code....which is also scattered around the exe and various lua scripts for each area and various parts into the game.

The barriers you see at the start of the game that block you f rom exiting the school grounds..or entering certain areas until a certain mission is completed also are controlled this same way.
Title: Re: *TUTORIAL* Adding peds to interiors
Post by: Red Blaster on February 01, 2012, 06:39:46 AM
Interesting...I think I'll give it a try.
Title: Re: *TUTORIAL* Adding peds to interiors
Post by: Carlosvc92 on February 09, 2012, 12:20:29 AM
So, how do u do it? What part of scripts? Sorry, I've looked everywhere and nothing I can edit without crashing the game :(
Title: Re: *TUTORIAL* Adding peds to interiors
Post by: MadmaN on February 10, 2012, 04:17:10 PM
I will post the information about this a bit later tonight after I finish going through my notes. They are quite a mess atm.
Title: Re: *TUTORIAL* Adding peds to interiors
Post by: UltimateGamer1 on February 21, 2012, 03:21:41 AM
Well good news your tut. worked I now have characters spawning almost in all exterior Their's a bit of problem's though. I cant get characters into the chem o plant exterior or the out skirts of New Conventory. I also cant ger nerds in the observatory. It's odd all the interiors with mission scripts are harder to get peds into can you explain mad? I will be doing it myself if your still busy I just need to know how to spawn characters in these interior or exteriors.
Title: Re: *TUTORIAL* Adding peds to interiors
Post by: MadmaN on February 21, 2012, 01:17:16 PM
What you have to do is add a popoverride section to the coord area you are spawning peds in.

I will explain a bit later if you still want me to show you a example of what to do.

It is really not too hard to do....just takes a little trial and error to find the correct coords for a ped spawn.
Title: Re: *TUTORIAL* Adding peds to interiors
Post by: UltimateGamer1 on February 22, 2012, 10:45:32 AM
I'm like half way into my machinima I just needed the nerds to spawn in the Observatory and the Dropouts to spawn in the exterior of the Chem O Plant. Then I need Dropout's to spawn in the interior of the Chem O Plant. If you could help me with this that would be great. Is there a way to get them to these places? I need a fast response I'm trying to finish it.
Title: Re: *TUTORIAL* Adding peds to interiors
Post by: MadmaN on February 23, 2012, 03:48:00 AM
There is....

sry for the very slow responses but I have been extremely busy with trying to decompile the lua scripts.

I found where ntauthority hangs out now and sent him a pm tonite asking for some assistance and outlining the situation on modding...etc and hopefully when I wake up there will be a good response.....

He seems to have lost interest in modding bully anyways and I figure if he is willing to at least share his modded decompiler with me...then I will be one step closer to providing the community with editable lua scripts.
Title: Re: *TUTORIAL* Adding peds to interiors
Post by: UltimateGamer1 on March 16, 2012, 07:27:29 PM
@Madman You'll love this, I was messing with the code in the trigger.img for each interior I found out that changing FORCEPOPRREAD FALSE to FORCEPOPOVERRED TRUE this sets the trigger.img to believe that characters are supposed to spawn their like the doors. I don't know if it works but it should. The Chemical Plant's AI might be able to be spawned to. Changing the ISDOOR FALSE to ISDOOR TRUE, it should set the Chemical Plant's door to be closed instead of opened. I am not talking about the first door that is the exterior one, the interior door that is closed when you enter and just like the mission by pressing the button it opens. I don't know why this is removed pretty weird. I also think that if you do the same for the basement doors it will use the mission script which in help Gary you have to open the doors the way the mission tells you. If you want you can add this to your tut. if it works. I will try to mod some files and see what happens with the Ped Spawning I am on the verge of something big lol.
Title: Re: *TUTORIAL* Adding peds to interiors
Post by: UltimateGamer1 on March 16, 2012, 07:29:42 PM
@Madman You'll love this, I was messing with the code in the trigger.img for each interior I found out that changing FORCEPOPRREAD FALSE to FORCEPOPOVERRED TRUE this sets the trigger.img to believe that characters are supposed to spawn their like the doors. I don't know if it works but it should. The Chemical Plant's AI might be able to be spawned to. Changing the ISDOOR FALSE to ISDOOR TRUE, it should set the Chemical Plant's door to be closed instead of opened. I am not talking about the first door that is the exterior one, the interior door that is closed when you enter and just like the mission by pressing the button it opens. I don't know why this is removed pretty weird. I also think that if you do the same for the basement doors it will use the mission script which in help Gary you have to open the doors the way the mission tells you. If you want you can add this to your tut. if it works. I will try to mod some files and see what happens with the Ped Spawning I am on the verge of something big lol.
Also change FORCEPOPREAD and the other FORCEPOP hopefully it works.
Title: Re: *TUTORIAL* Adding peds to interiors
Post by: MadmaN on March 17, 2012, 09:48:32 PM
Way ahead of ya there m8...but good work figuring that out nontheless.

those do indeed work...but they are overridden by the scripts themselves so....until I get those working fully.....there will be no way to fully override those settings in trigger.
Title: Re: *TUTORIAL* Adding peds to interiors
Post by: UltimateGamer1 on March 18, 2012, 12:07:52 AM
Their might be a way to, maybe when you have the scripts done you could change the script for ped spawning so characters can spawn all over. Probably by creating a script hook. I tried one of those I don't think it worked though. I tried to create a custom interior spawner as soon as I pressed the button it crashed.
Title: Re: *TUTORIAL* Adding peds to interiors
Post by: Carlosvc92 on April 16, 2012, 02:21:10 PM
@Madman You'll love this, I was messing with the code in the trigger.img for each interior I found out that changing FORCEPOPRREAD FALSE to FORCEPOPOVERRED TRUE this sets the trigger.img to believe that characters are supposed to spawn their like the doors. I don't know if it works but it should. The Chemical Plant's AI might be able to be spawned to. Changing the ISDOOR FALSE to ISDOOR TRUE, it should set the Chemical Plant's door to be closed instead of opened. I am not talking about the first door that is the exterior one, the interior door that is closed when you enter and just like the mission by pressing the button it opens. I don't know why this is removed pretty weird. I also think that if you do the same for the basement doors it will use the mission script which in help Gary you have to open the doors the way the mission tells you. If you want you can add this to your tut. if it works. I will try to mod some files and see what happens with the Ped Spawning I am on the verge of something big lol.

Hey, would you expand on that, did you ever try it for spawning peds inside interiors?
Title: Re: *TUTORIAL* Adding peds to interiors
Post by: Carlosvc92 on April 16, 2012, 02:24:06 PM
Ok...I know some of you have been wondering how to add peds to interiors...etc and now I will show you how to do it. It is very easy and once my Bully Editor is done it will be even easier. For now this is how to do it:

1. extract every file from trigger.img to a directory of your choosing. You can use any img editor you want for this.

2. open population.dat. Best app to use for this is notepad++ which keeps the scripting intact and allows for easier editing.

3. look in population.dat for the following line: POPULATIONDATA

you will see this line several times in population.dat. Each area with peds has this before the main ped code.

4. You should see somthing that looks about like this:
Code: [Select]
POPULATIONDATA
         BEGIN
            POPULATION_DAY
               BEGIN
                  TOTAL 60
                  PREFECT 5
                  NERD 5
                  JOCK 5
                  DROPOUT 5
                  GREASER 5
                  PREPPY 5
                  STUDENT 5
                  COP 5
                  TEACHER 5
                  TOWNPERSON 5
                  SHOPKEEP 5
                  BULLY 5
               END
            POPULATION_CLASS
               BEGIN
                  TOTAL 60
                  PREFECT 5
                  NERD 5
                  JOCK 5
                  DROPOUT 5
                  GREASER 5
                  PREPPY 5
                  STUDENT 5
                  COP 5
                  TEACHER 5
                  TOWNPERSON 5
                  SHOPKEEP 5
                  BULLY 5
               END
            POPULATION_NIGHT
               BEGIN
                  TOTAL 60
                  PREFECT 5
                  NERD 5
                  JOCK 5
                  DROPOUT 5
                  GREASER 5
                  PREPPY 5
                  STUDENT 5
                  COP 5
                  TEACHER 5
                  TOWNPERSON 5
                  SHOPKEEP 5
                  BULLY 5
               END
            POPULATION_CURFEW
               BEGIN
                  TOTAL 60
                  PREFECT 5
                  NERD 5
                  JOCK 5
                  DROPOUT 5
                  GREASER 5
                  PREPPY 5
                  STUDENT 5
                  COP 5
                  TEACHER 5
                  TOWNPERSON 5
                  SHOPKEEP 5
                  BULLY 5
               END
         END

5. edit the following parts in each interior you want to add peds to:
Code: [Select]
TOTAL 60
                  PREFECT 5
                  NERD 5
                  JOCK 5
                  DROPOUT 5
                  GREASER 5
                  PREPPY 5
                  STUDENT 5
                  COP 5
                  TEACHER 5
                  TOWNPERSON 5
                  SHOPKEEP 5
                  BULLY 5

change each number to the number of peds you want for each cliche to spawn in that interior...make sure you add all the values together and put the result of that for the total which is the first value in the listing. otherwise the game will likely crash.

6. once you have the population.dat file edited however you like either replace the population.dat file in trigger.img or use my img editor and make a new file...name it trigger.img in the same dir as the old one. and Add all the extracted files back in...save and then you are done.


As always. if I have missed anything please let me know in this thread and I will update the tutorial accordingly. :)

*UPDATE*

Here is a list of the trigger names of all the interiors and what they are so you can use this as a reference when changing the population data for each interior.

RichArea = Rich area of town where the preppies generally live.
DownTown = Self Explanatory
PoorArea = This is generally where the dropouts live at
IndustrialArea_DropOutEnclave = This is the dropouts hideout in the industrial area
DT_GASSTATION = This is for the gas stations (all of them)
POOR_TENEMENTS = The tenements near the poor area
Rich_Area_Corner_Courtyard = I think this is around where derby lives.
Industrial_Sawmill = The sawmill in the industrial area
Carnival = The Carnival
Industrial_Docks = The docks in the industrial area
SchoolArea = Inside the school
RichArea_DownTown = This is the rich area of downtown where the preppy type shops are
DT_ComicShop = The Comic books shop
DT_DropOutAlley = The alley that the dropouts hang out in
DT_GreaserAlley = The alley that the greasers hang out in
Rich_GreaserAlley = Same as above but in the rich area of town
Poor_DropTurf1 = The dropout's turf in the poor area of town
GraveYard = The old graveyard
Jocks = Jocks savepoint - thx to Insanitygames
Nerds = Nerds savepoint - thx to  Insanitygames
Preps = preps savepoint - thx to Insanitygames
Greasers = greasers savepoint -  thx to Insanitygames
FieldOverride = This overrides the population settings for the football field
Jocks_FootballField = Football field population settings. Can be overridden by the above setting
School_Basketball_Court = The basketball court/gym
PopRoads1 = Controls the population on the roads
BullyTurf = The bully's turf
BadPlaceTrigger = Not sure what this one is atm.
OutsideSchool1 = Outside the school in the schoolyard
SchoolBikeTrig = This controls how many if any at all bikes spawn around the schoolyard

You can also control vehicle spawning as well. The vehicle spawning is done in the same file (population.dat) and it edited for each area with vehicles as follows:

search for AMBIENTVEHICLEDATA and under it a few lines you will see somthing similar to the following:
Code: [Select]
AMBIENTVEHICLEDATA
         BEGIN
            AMBIENTVEHICLES_DAY
               BEGIN
                  TOTAL 30
                  CAR 10
                  BIKE 20
                  POLICECAR 0
               END
            AMBIENTVEHICLES_CLASS
               BEGIN
                  TOTAL 30
                  CAR 10
                  BIKE 20
                  POLICECAR 0
               END
            AMBIENTVEHICLES_NIGHT
               BEGIN
                  TOTAL 30
                  CAR 10
                  BIKE 20
                  POLICECAR 0
               END
            AMBIENTVEHICLES_CURFEW
               BEGIN
                  TOTAL 30
                  CAR 10
                  BIKE 20
                  POLICECAR 0
               END
         END

Simply edit this part like you did for the ped population by putting how many for each vehicle type you want and add all of them together and put that value where total is.

NOTE: Do not add too many vehicles or peds to a area or it will lag your game bad. If you have a very high end system then you should be ok but I wouldnt use more then what I have already used in my code examples.

Feel free to experiment with this and come up with your own ped spawn variations.

How exactly do you override populations in scripts.img? Sorry for all the questions, I don't want to be a beggar but how am I gonna learn if I don't ask?
Title: Re: *TUTORIAL* Adding peds to interiors
Post by: UltimateGamer1 on April 23, 2012, 12:05:59 AM
Huh? in the scripts.img? It's the Trigger.img I am modifying. I changed some of the interiors and created my own spawning files I cant try them on a pc right now I am out of a good graphics card to try out my mods. Some of the files in the trigger.img have files inside files that you cant see. Open img.editor and get these files SP_Observatory.dat and SP_tenements.dat they should be their it's should look like this unmodified.
(Unmodified!)
TRIGGERNAME "Observatory_Amb"
      AREACODE 40
      POSITION -694.966980, 75.752701, 20.251301
      YAWPITCHROLL 0.000000, 0.000000, 0.000000
      YAW 0.000000
      ZHEIGHT 1.000000
      ISMISSIONSPECIFIC FALSE
      ISLOCKED FALSE
      AMBIENT 0, 0, 0
      USETIMECYCLE FALSE
      HASPOPULATIONDATA 0 
      FORCEPOPREAD FALSE
      HASAMBIENTVEHICLEDATA 0
      FORCEVEHREAD FALSE
(Modified!)
TRIGGERNAME "Observatory_Amb"
      AREACODE 40
      POSITION -694.966980, 75.752701, 20.251301
      YAWPITCHROLL 0.000000, 0.000000, 0.000000
      YAW 0.000000
      ZHEIGHT 1.000000
      ISMISSIONSPECIFIC FALSE
      ISLOCKED FALSE
      AMBIENT 0, 0, 0
      USETIMECYCLE FALSE
                HASPOPULATIONDATA 1
      FORCEPOPREAD TRUE
                HASAMBIENTVEHICLEDATA 0
      FORCEVEHREAD TRUE
                POPULATIONDATA
         BEGIN
            POPULATION_DAY
               BEGIN
                  TOTAL 10
                  PREFECT 0
                  NERD 0
                  JOCK 0
                  DROPOUT 10
                  GREASER 0
                  PREPPY 0
                  STUDENT 0
                  COP 0
                  TEACHER 0
                  TOWNPERSON 0
                  SHOPKEEP 0
                  BULLY 0
               END
            POPULATION_CLASS
               BEGIN
                  TOTAL 10
                  PREFECT 0
                  NERD 0
                  JOCK 0
                  DROPOUT 10
                  GREASER 0
                  PREPPY 0
                  STUDENT 0
                  COP 0
                  TEACHER 0
                  TOWNPERSON 0
                  SHOPKEEP 0
                  BULLY 0
               END
            POPULATION_NIGHT
               BEGIN
                  TOTAL 10
                  PREFECT 0
                  NERD 0
                  JOCK 0
                  DROPOUT 10
                  GREASER 0
                  PREPPY 0
                  STUDENT 0
                  COP 0
                  TEACHER 0
                  TOWNPERSON 0
                  SHOPKEEP 0
                  BULLY 0
               END
            POPULATION_CURFEW
               BEGIN
                  TOTAL 10
                  PREFECT 0
                  NERD 0
                  JOCK 0
                  DROPOUT 10
                  GREASER 0
                  PREPPY 0
                  STUDENT 0
                  COP 0
                  TEACHER 0
                  TOWNPERSON 0
                  SHOPKEEP 0
                  BULLY 0
               END
         END
      HASAMBIENTVEHICLEDATA 0
      FORCEVEHREAD FALSE
      AMBIENTVEHICLEDATA
         BEGIN
            AMBIENTVEHICLES_DAY
               BEGIN
                  TOTAL 0
                  CAR 0
                  BIKE 0
                  POLICECAR 0
               END
            AMBIENTVEHICLES_CLASS
               BEGIN
                  TOTAL 0
                  CAR 0
                  BIKE 0
                  POLICECAR 0
               END
            AMBIENTVEHICLES_NIGHT
               BEGIN
                  TOTAL 0
                  CAR 0
                  BIKE 0
                  POLICECAR 0
               END
            AMBIENTVEHICLES_CURFEW
               BEGIN
                  TOTAL 0
                  CAR 0
                  BIKE 0
                  POLICECAR 0
               END
         END   
      HASAMBIENTVEHICLEDATA 0
      FORCEVEHREAD FALSE
   END
Adding this pile of crap at the end usually gives a spawn but don't mess it up look at the others and see if it is going with the normal spawning places like this.
TRIGGERNAME "RichArea"
      AREACODE 0
      POSITION 448.889008, 350.924011, -1.331820
      YAWPITCHROLL 0.000000, 0.000000, 0.000000
      YAW 0.000000
      ZHEIGHT 60.000000
      ISMISSIONSPECIFIC FALSE
      ISLOCKED FALSE
      AMBIENT 0, 0, 0
      USETIMECYCLE FALSE
      HASPOPULATIONDATA 1
      FORCEPOPREAD FALSE
      POPULATIONDATA
         BEGIN
            POPULATION_DAY
               BEGIN
                  TOTAL 20
                  PREFECT 0
                  NERD 0
                  JOCK 0
                  DROPOUT 0
                  GREASER 10
                  PREPPY 10
                  STUDENT 0
                  COP 0
                  TEACHER 0
                  TOWNPERSON 0
                  SHOPKEEP 0
                  BULLY 0
               END
            POPULATION_CLASS
               BEGIN
                  TOTAL 20
                  PREFECT 0
                  NERD 0
                  JOCK 0
                  DROPOUT 0
                  GREASER 10
                  PREPPY 10
                  STUDENT 0
                  COP 0
                  TEACHER 0
                  TOWNPERSON 0
                  SHOPKEEP 0
                  BULLY 0
               END
            POPULATION_NIGHT
               BEGIN
                  TOTAL 20
                  PREFECT 0
                  NERD 0
                  JOCK 0
                  DROPOUT 0
                  GREASER 10
                  PREPPY 10
                  STUDENT 0
                  COP 0
                  TEACHER 0
                  TOWNPERSON 0
                  SHOPKEEP 0
                  BULLY 0
               END
            POPULATION_CURFEW
               BEGIN
                  TOTAL 20
                  PREFECT 0
                  NERD 0
                  JOCK 0
                  DROPOUT 0
                  GREASER 10
                  PREPPY 10
                  STUDENT 0
                  COP 0
                  TEACHER 0
                  TOWNPERSON 0
                  SHOPKEEP 0
                  BULLY 0
               END
         END
      HASAMBIENTVEHICLEDATA 1
      FORCEVEHREAD FALSE
      AMBIENTVEHICLEDATA
         BEGIN
            AMBIENTVEHICLES_DAY
               BEGIN
                  TOTAL 5
                  CAR 2
                  BIKE 2
                  POLICECAR 1
               END
            AMBIENTVEHICLES_CLASS
               BEGIN
                  TOTAL 4
                  CAR 2
                  BIKE 1
                  POLICECAR 1
               END
            AMBIENTVEHICLES_NIGHT
               BEGIN
                  TOTAL 5
                  CAR 2
                  BIKE 2
                  POLICECAR 1
               END
            AMBIENTVEHICLES_CURFEW
               BEGIN
                  TOTAL 2
                  CAR 1
                  BIKE 0
                  POLICECAR 1
               END
         END
   END
PERIMETER
Then their you go if you need more info I can give their are no beggers in the modding world just
people that need info.
Title: Re: *TUTORIAL* Adding peds to interiors
Post by: UltimateGamer1 on April 23, 2012, 12:10:21 AM
Populations in the scripts.img are off limits until Madman figures what they are and how to work them. He says he is busy give him some time he has a gigantic dinner plate lol. He is a friendly person and wants to help out he will teach us all soon. I will post some tut's on youtube on how to do this with video's of when their done so everyone else won't just look at words only but words and video helps those who are lazy lol.
Title: Re: *TUTORIAL* Adding peds to interiors
Post by: Carlosvc92 on April 23, 2012, 01:27:56 PM
Alright thanks dude, btw I tried to spawn peds inside the barber shop but no results, are u sure it works better at the end of the triggers?
Title: Re: *TUTORIAL* Adding peds to interiors
Post by: -мα∂нαттяι¢к- on April 23, 2012, 04:33:35 PM
Carlos, i think there is an excluder that makes it so people besides jimmy can't spawn there. You can remove it in excluder.dat in the Data folder. Just erase the line. I'm pretty sure about this because i have removed everything from that file and one time there were 4 or 5 townspeople in the barbershop.
Title: Re: *TUTORIAL* Adding peds to interiors
Post by: Carlosvc92 on April 23, 2012, 08:35:07 PM
Carlos, i think there is an excluder that makes it so people besides jimmy can't spawn there. You can remove it in excluder.dat in the Data folder. Just erase the line. I'm pretty sure about this because i have removed everything from that file and one time there were 4 or 5 townspeople in the barbershop.

Done, still no results. D:
Title: Re: *TUTORIAL* Adding peds to interiors
Post by: UltimateGamer1 on April 23, 2012, 08:40:25 PM
Well that's weird? Are you sure your modding what I have up their or are you adding
FORCEPOPULATION AND FORCEPOPREAD these are needed when spawning characters. When I get my new pc I will check this out. I have almost all the interiors in the game done, you should install Notepad ++ as Madman said this is better when keeping the script intact and not causing crashes when you have it done upload a picture I will be doing video's about exploring different interiors like the Chem Plant,Tenements and different things I like free roam video's like that I will also have the characters spawn in the video so it could show my mod. I will also make video's with and without characters. I think people should do this more often have a 10 minute free roam video about different things I noticed that no one is making video's anymore where is everyone :(.
Title: Re: *TUTORIAL* Adding peds to interiors
Post by: Prosecute on April 26, 2012, 04:22:29 PM
It would be great if we could somehow spawn peds in other places like the race tracks, music room etc, possibly this can only be done with somekind of custom script or a ped spawner am i right mad?
Title: Re: *TUTORIAL* Adding peds to interiors
Post by: UltimateGamer1 on April 26, 2012, 10:15:05 PM
@Steman we can do this, I will try to find the population in the scripts.img I noticed that only the worker spawns their and Jimmy. For the tracks and music room these are places in the trigger.img which can be modded to spawn characters but the scripts changes the free roam settings to 0% which doesn't allow characters to spawn in certain places.

Depending on when Mad has the scripts done will be able to spawn characters everywhere. I want to try this now tho I will let you no if I found it. When I find the Population.dat for the scripts.img I will post a video on what I found and let everyone see it.
Title: Re: *TUTORIAL* Adding peds to interiors
Post by: 1stGarySmithFan on March 18, 2013, 10:55:22 AM
It was a long time nobody posted here, but, I have to ask it . No need for a new topic I guess. Do we have to make the total 60 again?
Title: Re: *TUTORIAL* Adding peds to interiors
Post by: Shrimp on June 27, 2015, 08:30:16 PM
Old topic bump...
How come, when I edit BulliesTurf, and the BasketBall_Court, Nothing happens, it's same? I want Jocks and Bullies in BulliesTurf and Basketball_Court.
Title: Re: *TUTORIAL* Adding peds to interiors
Post by: Kainsmoney on October 23, 2015, 01:40:57 PM
When editing population.dat or any other file inside trigger.img, you must restart the game for changes to work properly. I had the same problem until i figured out restarting the game will solve it.
Title: Re: *TUTORIAL* Adding peds to interiors
Post by: Phap on January 09, 2016, 03:48:31 PM
Jocks = Jock save point,Prep = Beach house,Greaser= Blueballs,Nerds= comic shop, or the hq i think this is right but i am not sure :)
Jocks = School basketball court, Preps = In front of Harrington House, Greasers = The Autoshop, Nerds = In front of the library, Bully = The Parking Lot.
Title: Re: *TUTORIAL* Adding peds to interiors
Post by: Mr. Ricatto on July 15, 2023, 01:07:13 PM
SchoolArea = Inside the school
Small amendment: "SchoolArea" it's not inside the school, it's outside the school. In other words, "SchoolArea" it's a schoolyard. The inside school setting is "School_Hallways" and it's in PedPop.dat.