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@SWOD So is the tracks list in Mission Maker, more than Score Controller. Letting those specific users choose their own music compared to forcing all of them to listen to the (very limited) Mission Maker tracks is a better choice, albeit not a perfect one.
@TwinkyMods Mission Maker is the base mod that's required for both PLAYING and CREATING custom missions. It contains all the necessary custom scripts, .dll, .txt, etc etc etc files.
All the missions are not start-able by roaming around the map, they have to be started from Mission Maker's list.
@jewsluvcoins It is relatively hard. I've been using Mission Maker for more than a 1 year and "Heists DLC" is the only expansion pack that I'm actually happy with.
You've got to have good understanding of fun level design and also knowing your limitations of the software.
@HD220202 Addonpeds.txt contains some GTA Online peds that aren't present in Mission Maker by default and they're used in the missions here.
What you can do to keep both your adddonpeds and the required ones from this mod is simply adding all the names from my addonpeds.txt to the available spots in your addonpeds.txt (You basically replace the duplicate alien ped that repeats in the text file, I'm sure you can figure it out)
@CruelMasterMC It depends on how hard it is to actually program and implement said exits.
Would I recommend more exits? Absolutely! Ideally, players should have a choice on where they'll enter and exit from, especially on the exit parts - similar to GTA Online. The problem with that is potentially having to add a whole heap of new enemies on the Hotel Floor of the Casino and a lot of new variables on "if player enters from here, spawn enemies here, if player enters from there, spawn enemies there" kinda thing.
If making entry options proves too hard or complex, you can always at least introduce multiple options on the exits as all you'd need to do is add a batch of new enemies on the Hotel Floor to justify the rooftop exit and that's about it. I feel like the getaway part can be figured out by the players, just like how I did it. It adds a sense of "planning beforehand" and rewards creativity.
When it comes to loot, you can already earn a little too much for Single Player, considering that most of the stuff in Single Player isn't as expensive as Online.
I've also created my own missions (albeit more linear ones since I used Mission Maker) so I feel like I know a thing or two when it comes to fun level design. If you'd like to hear more specific feedback or go back n' forth in a conversation, you can always add me on Steam or Discord 😎
@CruelMasterMC The beauty of making some parts of a mission more "open-ended" is that it enables players to get creative and figure out their own methods of solving an issue, not to mention making said mission even more replayable!
You call this a sweet and "simple" Casino Heist mod and while "sweet" is correct, this mod is definitely not "simple".
The amount of details and effort put in this mod is really well done! I played through it and while the balancing could use some tweaking (enemies tend to deal a lot of damage and there's no health packs or armor packs around the mission), everything else was ON POINT!
I can even customize a getaway vehicle beforehand and park it in a secluded location for the getaway, then commence the heist and use that to escape, it's really good stuff overall!!
@martinator001 Thanks for the reply. I'm not currently using this type of addon, I just wanted to let you know of the ped limits that this game has.
The problem with this is that after a while, it will completely obliterate your performance if not crash your game due to ped limits. Maybe you should include a maximum limit which when hit, it starts removing older ragdolls to make room for new ones.
@thalilmythos I'm not happy with my older mission packs for being very heavy on the story (resulting in spams of annoying text messages) but I am very happy with this one as I pretty much nailed everything that I wanted to improve upon.