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Native for changing walk styles


bolmin
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In the rampage trainer there is a whole section where you can change player walk styles. What is the native for changing the walking style? And is the list available somewhere?  I have no idea for the name of the native and I searched the modrdr wikis and alloc8or's rdr3 documentation for the list, yet I didn't find anything.

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Okay, I wrote to the developer and he shared these two natives, still looking for the list though

PED::_0x923583741DC87BCE(GlobalPlayerPed, "DEFAULT");

PED::_0x89F5E7ADECCCB49C(GlobalPlayerPed, WalkStyle.gameName);

 

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char* BaseStanceInfo[]{
    "default",
    "gold_panner",
    "lone_prisoner",
    "lost_Man",
    "rally",
    "default_female",
    "murfree",
    "angry_female",
    "primate",
    "old_female",
    "algie",
    "waiter",
    "lilly_millet",
    "casual",
    "john_marston",
    "guard_lantern",
    "free_slave_01",
    "free_slave_02",
    "war_veteran",
    "arthur_healthy"
};

//  WalkStyles
char* WalkstyleInfo[]{
    "depressed",
    "spool",
    "stealth",
    "panic",
    "intimidate",
    "brace",
    "angry",
    "normal_basic_idle",
    "default",
    "action",
    "nervous",
    "injured_left_leg"
    "injured_general",
    "injured_right_leg",
    "directional_nervous"
    "scared",
    "very_drunk",
    "default_brave",
    "injured_left_arm",
    "injured_right_arm",
    "default_nervous",
    "agitated",
    "normal",
    "chain_gang_legs",
    "sad",
    "cry",
    "injured_torso",
    "lost_man_normal",
    "cautious",
    "piss_pot_b",
    "piss_pot_a",
    "combat",
    "rally_sad",
    "intimidated_on_feet",
    "intimidated_on_feet_reaction",
    "shocked",
    "searching_high_energy_indirect",
    "searching_low_energy_indirect",
    "cower_known",
    "slightly drunk",
    "chain_gang_catchup",
    "chain_gang_normal",
    "dehydrated_unarmed",
    "bucking_high",
    "carry_pitchfork",
    "moderate_drunk",
    "normal_town",
    "incombat_low_intensity_longarm",
    "incombat_zero_intensity",
    "marston_cautious",
    "snow"
};

 

 

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First of all thanks for the list! Now, I did extensive research with the rampage trainer, especially in terms of the injured walk styles and drunk walk styles. I noticed the following: The Idle animation is different, walking animation is different, running is a bit slower but looks the same. Getting on your horse, vaulting, climbing, jumping looks normally. In some cases there is a problem with crouching.

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  • 5 months later...

Hello! I can't seem to make any of the walk styles work so I guess I ask, maybe someone can help me..

Is something like this supposed to work?

PED::_0x89F5E7ADECCCB49C(playerPed,  "very_drunk");

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In case anyone else having trouble with this and finds this thread:

The walkstyles don't seem to work with the "arthur_healthy" stance that you use by default while playing as Arthur.

You have to switch the stance for example to "default" first, then use the second native to switch walkstyles. 

Using other stances can result in somewhat defferent looking walkstyles.

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  • 6 months later...

Does anyone know which walking style is used when NPCs are bleeding from an artery?

Because if I force them to use a certain walking style, the arterial bleeding walking bugs out (seems like its a loop of overwriting the walking style: bleeding - my forced one - bleeding - my forced one - ...).

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    // Seems to set the ped's loco type.
    // Values used in the scripts:
    // algie
    // angry_female
    // arthur_healthy
    // cowboy
    // cowboy_f
    // default
    // default_female
    // free_slave_01
    // free_slave_02
    // gold_panner
    // guard_lantern
    // injured_general
    // john_marston
    // lilly_millet
    // lone_prisoner
    // lost_man
    // mp_ova_hunter
    // mp_ova_hunter_female
    // murfree
    // old_female
    // primate
    // rally
    // waiter
    // war_veteran
    NATIVE_DECL void _SET_PED_DESIRED_LOCO_FOR_MODEL(Ped ped, const char* locomotionArchetype) { invoke<Void>(0x923583741DC87BCE, ped, locomotionArchetype); } // 0x923583741DC87BCE b1207
    // Clears locomotion archetype
    NATIVE_DECL void _CLEAR_PED_DESIRED_LOCO_FOR_MODEL(Ped ped) { invoke<Void>(0x4FD80C3DD84B817B, ped); } // 0x4FD80C3DD84B817B b1207
    // Sets peds motion type
    NATIVE_DECL void _SET_PED_DESIRED_LOCO_MOTION_TYPE(Ped ped, const char* locoMotionType) { invoke<Void>(0x89F5E7ADECCCB49C, ped, locoMotionType); } // 0x89F5E7ADECCCB49C b1207
    NATIVE_DECL void _CLEAR_PED_DESIRED_LOCO_MOTION_TYPE(Ped ped) { invoke<Void>(0x58F7DB5BD8FA2288, ped); } // 0x58F7DB5BD8FA2288 b1207

 

 

Just tested this in game and it works:

 

    PED::_CLEAR_PED_DESIRED_LOCO_FOR_MODEL(entity1);
    PED::_CLEAR_PED_DESIRED_LOCO_MOTION_TYPE(entity1);
    PED::_SET_PED_DESIRED_LOCO_FOR_MODEL(entity1, "default_female");
    PED::_SET_PED_DESIRED_LOCO_MOTION_TYPE(entity1, "chain_gang_legs");

 

 

 

Edited by SAC

 

My Fallout 4 and Skyrim mods: SAC - LoversLab

 

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  • 1 year later...
On 12/31/2020 at 10:48 PM, Lambda said:
char* BaseStanceInfo[]{
    "default",
    "gold_panner",
    "lone_prisoner",
    "lost_Man",
    "rally",
    "default_female",
    "murfree",
    "angry_female",
    "primate",
    "old_female",
    "algie",
    "waiter",
    "lilly_millet",
    "casual",
    "john_marston",
    "guard_lantern",
    "free_slave_01",
    "free_slave_02",
    "war_veteran",
    "arthur_healthy"
};

//  WalkStyles
char* WalkstyleInfo[]{
    "depressed",
    "spool",
    "stealth",
    "panic",
    "intimidate",
    "brace",
    "angry",
    "normal_basic_idle",
    "default",
    "action",
    "nervous",
    "injured_left_leg"
    "injured_general",
    "injured_right_leg",
    "directional_nervous"
    "scared",
    "very_drunk",
    "default_brave",
    "injured_left_arm",
    "injured_right_arm",
    "default_nervous",
    "agitated",
    "normal",
    "chain_gang_legs",
    "sad",
    "cry",
    "injured_torso",
    "lost_man_normal",
    "cautious",
    "piss_pot_b",
    "piss_pot_a",
    "combat",
    "rally_sad",
    "intimidated_on_feet",
    "intimidated_on_feet_reaction",
    "shocked",
    "searching_high_energy_indirect",
    "searching_low_energy_indirect",
    "cower_known",
    "slightly drunk",
    "chain_gang_catchup",
    "chain_gang_normal",
    "dehydrated_unarmed",
    "bucking_high",
    "carry_pitchfork",
    "moderate_drunk",
    "normal_town",
    "incombat_low_intensity_longarm",
    "incombat_zero_intensity",
    "marston_cautious",
    "snow"
};

 

 

 

Hi, I know it's been a while, but I'm trying to work with walkstyles now and I was wondering if you could tell us where you got this list from? Or if you know where I could find/look for more, that'd work for me too. Would be much appreciated!

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  • 1 month later...

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