SR2 Activity LUAs?

Hello again, V's!

Quick question about how activities are coded; how are they coded? There are no Lua files, so where are they?

Thanks!
 
I'm dying to know about this too. All we have access to are table files that set certain parameters.
 
Activities are all written in C/C++ and embedded in the exe. There isn't any scripting exposure to them unfortunately.

NextGen baby!
 
While it's not possible to modify/create activities directly, would it not be possible to create missions that masquerade as activities and achieve ultimately the same effect?

The mission system is what runs the activities I believe, so I wouldn't be surprised if you could fake it really convincingly. Seems like an optional series of missions that are activity levels would work well.
 
The mission and activity systems have grown closer and closer with each game. In many games, activities ran underneath the mission system to some extent. I know that in SR3 and SR4 some of our missions actually fired up instances of activities. I would think it would be possible to add additional instances of pre-existing activities if you could inject the appropriate data into the world. Typically, an activity will have a table file describing what locations, vehicles, humans etc. are to be used for particular instance. Creating brand-new types of activities is a completely different matter.
 
This may be a bit outside of the scope of the topic as I'm thinking of this for Saints 4, mainly, but would it be possible to run a mission in the background, while being able to accept other missions? I was watching some YT videos of the LCPDFR mod for GTAIV last night being played with the Iron Man and Hulk script mods for it, and it occurred to me that since people want Fuzz back...well, perhaps someone could do a mod like LCPDFR in Saints 4, police the city with superpowers and whatnot, except instead of being serious with it...sorta make it like FUZZ, except in the open world. So instead of activating the FUZZ activity, you'd 'report to duty', activating the script in the background, and the game would start to spawn the 'encounters' across the map, and you could respond to these calls or go do other things, etc, etc. I'm not a modder (Yet) so I'm not too familiar with how these things work in code, but I was thinking if I did start that'd be an interesting project and it'd be cool to know if it was even possible without waiting for some sort of script extender or whatever.
 
Unfortunately, I think it's very unlikely. The mission system is pretty specifically set up as a one-at-a-time kind of deal. It might be possible to make it work, but you probably wouldn't be able to accept other missions at the same time without significant modifications.
 
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