There’s a reason for that - the actual program is about 3 mb, but to actually run it a lot of less useful stuff is needed (Electron).
AVG not liking it is because of Electron, too - it effectively runs a special version of Chrome, which for some reason triggers antiviruses. The actual program is written like a webpage - it can’t hurt your computer. You might need to add an exception.
BTW I love you put what other mods use that slot :’)
EDIT: @Atampy26 Also, was this based solely on the Command list I provided? Cos I expanded that list without adding it to the Modding thread:
CameraXX_HMRecorded (Act of being recorded by CCTV), TaxiDriverDistracted (Mumbai), ExitDisabled, SomeoneServed (As a food vendor, MAY be specific to Haven Island), CaughtEnteringCloset, NPC_Distracted (setpiece distraction, eg generators and power boxes NOT coins and items)
Yes, the event list was basically just your list and a few others I saw in mission scripts. Thanks for the new options! Just one question, though: does CameraXX mean a code like Camera02 or literally CameraXX?
Also, with your original list:
Which events allow IDs? I know it’s a lot of work to test these, but some look like they could use IDs (like ItemThrown or Actorsick).
A lot of events are duplicated (DisguiseChange vs Disguise, GameTension_Combat vs HM_InCombat).
Yeah, there are tonnes of nearly identical commands, I haven’t tested them all, just seen them in the game. HOWEVER there is a difference between them. Disguise is whatever disguise you’re wearing right now (Can apply from the very start of the mission), you can put in the data of NOT being allowed to wear one specific disguise, where as Disguise_Change means you if you change to anything else at all
I don’t know how complex you’re making your thing, but I’ve come up with at least one which could give you some dropdown options
SecuritySystemRecorder ("$Value.event", “erased”/“spotted”/“CameraDestroyed”/“destroyed”)
So if you put in SecuritySystem Recorder you can have a drop down of choices of manually erasing the tapes (Pressing G or using EMP), being spotted by a camera, destroying an individual camera, or destroying the security box (Gun or bomb)
The command said CameraXX, I didn’t save all the raw info to see if it required a specific camera in Data to work.
I don’t have a list, there was so much information for me to manually save in a file to see what mentions Target/Item IDs, but I might in the future. I’m pretty sure actorsick is one though, yes. Same with distractions and Guard’s finding items, you put in the ID of the NPC affected by those things (Not the ID of the Item being found or being used to distract)
You could probably also add “Talk to an NPC” using setpieces (name_metricvalue=47_Dialog_Activated) [Haven’t tested yet]
setpieces is probably the most impressive of the commands, but it requires you to know specifically what data to put in to work, and almost all of them are specific to missions rather than widely applicable.
Dang; yeah I’ve only tested a handful of these ones. Like Surveillance_EvidenceDeleted only applied to pressing G on the machine (or EMP), not shooting the box, so if that’s what you’ve got in the scripter currently then people may be surprised to realise that shooting the box didn’t complete the objective
Your next update should probably be to put in hidden objectives and secondary objectives (Not required to complete mission). That way you can have a hidden optional objective that says “Get recorded by CCTV” that when it happens trips an actual objective of “Delete the evidence”; as opposed to starting the mission with “Delete the evidence” even though you haven’t been recorded.
Thanks for both of those replies! I’ve been implementing them for the next update. One thing, though - what does ‘scope’ do in a statemachine? I’ve seen it as either ‘session’ or ‘hit’, and sometimes it’s inside the ‘Definition’ key, sometimes it’s outside.