YimMenu
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Add Dance Mode into YimMenu.
Is your feature request related to a problem? Please describe. No, it isn't.
Describe the solution you'd like I'd like to implement a system that allow the character to dance, the same way and dances that in Cayo Island/Nigthtclub.
Provide Reasoning That's kind of fun and satisfying. It's not really an important feature of course, but that's still something other mods don't have.
Additional context I'm wondering if we should just trigger the " Dance Mode ", so that we are dancing like in Cayo, with controls enabled and everything, or just do animations that loads the anim dict, and just play it. (Option 1 would be better, but maybe harder)
I started searching, and found some interesting things both am_mp_nightclub.c and am_mp_island.c scripts.
Both have this function (the name isn't the same for both) :
{
switch (iParam0)
{
case 0:
*uParam1 = "PIMNCLDANSTY0";
uParam1->f_1 = "NIGHTCLUB@DANCE_MINIGAME@DANCE_SOLO@FEMALE@VAR_A";
uParam1->f_2 = "ANIM@AMB@NIGHTCLUB@MINI@DANCE@DANCE_SOLO@FEMALE@VAR_A@";
break;
case 1:
*uParam1 = "PIMNCLDANSTY1";
uParam1->f_1 = "NIGHTCLUB@DANCE_MINIGAME@DANCE_SOLO@FEMALE@VAR_B";
uParam1->f_2 = "ANIM@AMB@NIGHTCLUB@MINI@DANCE@DANCE_SOLO@FEMALE@VAR_B@";
break;
case 2:
*uParam1 = "PIMNCLDANSTY2";
uParam1->f_1 = "NIGHTCLUB@DANCE_MINIGAME@DANCE_SOLO@MALE@VAR_B";
uParam1->f_2 = "ANIM@AMB@NIGHTCLUB@MINI@DANCE@DANCE_SOLO@MALE@VAR_B@";
break;
case 3:
*uParam1 = "PIMNCLDANSTY3";
uParam1->f_1 = "NIGHTCLUB@DANCE_MINIGAME@DANCE_SOLO@MALE@VAR_A";
uParam1->f_2 = "ANIM@AMB@NIGHTCLUB@MINI@DANCE@DANCE_SOLO@MALE@VAR_A@";
break;
case 4:
*uParam1 = "PIMNCLDANSTY4";
uParam1->f_1 = "NIGHTCLUB@DANCE_MINIGAME@DANCE_SOLO@JUMPER";
uParam1->f_2 = "ANIM@AMB@NIGHTCLUB@MINI@DANCE@DANCE_SOLO@JUMPER@";
break;
case 5:
*uParam1 = "PIMNCLDANSTY5";
uParam1->f_1 = "NIGHTCLUB@DANCE_MINIGAME@DANCE_SOLO@TECHNO_MONKEY";
uParam1->f_2 = "ANIM@AMB@NIGHTCLUB@MINI@DANCE@DANCE_SOLO@TECHNO_MONKEY@";
break;
case 6:
*uParam1 = "PIMNCLDANSTY6";
uParam1->f_1 = "NIGHTCLUB@DANCE_MINIGAME@DANCE_SOLO@SHUFFLE";
uParam1->f_2 = "ANIM@AMB@NIGHTCLUB@MINI@DANCE@DANCE_SOLO@SHUFFLE@";
break;
case 7:
*uParam1 = "PIMNCLDANSTY7";
uParam1->f_1 = "NIGHTCLUB@DANCE_MINIGAME@DANCE_SOLO@TECHNO_KARATE";
uParam1->f_2 = "ANIM@AMB@NIGHTCLUB@MINI@DANCE@DANCE_SOLO@TECHNO_KARATE@";
break;
case 8:
*uParam1 = "PIMNCLDANSTY8";
uParam1->f_1 = "NIGHTCLUB@DANCE_MINIGAME@DANCE_SOLO@BEACH_BOXING";
uParam1->f_2 = "ANIM@AMB@NIGHTCLUB@MINI@DANCE@DANCE_SOLO@BEACH_BOXING@";
break;
case 9:
*uParam1 = "PIMNCLDANSTY9";
uParam1->f_1 = "NIGHTCLUB@DANCE_MINIGAME@DANCE_SOLO@SAND_TRIP";
uParam1->f_2 = "ANIM@AMB@NIGHTCLUB@MINI@DANCE@DANCE_SOLO@SAND_TRIP@";
break;
default:
return 0;
}
return 1;
}`
You're thinking of an animation menu practically which once openvhook is implemented you can just co load menyoo for the big animation list. my fork has it implemented but lots of other messy stuff so i wouldn't suggest using it for that unless you just want to co load menyoo for now until its added on main branch
Loading menyoo online is detected because it uses the "old" model spawn bypass, detected natives, frame flags etc.
Never had an issue myself and been using it for about 2 years or better
Detected doesn't mean being at risk of a ban, it means admins might be able to see in your session that you're cheating, as well as other mod menu's that listen on these events.
For most detections what actually happens is the server sets a flag on your account for each detection vector you trip. If you collect enough of these flags even earning 1 million may get your account banned.
On topic: For option 1 you can load the nightclub script and edit its bytecode to remove most of the stuff that gets called on tick and just keep the dance loop function. Easier said than done though
Closing in favor of #187