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SET_ENABLE_BOUND_ANKLES


Native Details

  • NameSET_ENABLE_BOUND_ANKLES
  • NamespacePED
  • Native Hash0xC52E0F855C58FC2E
  • Typevoid
  • First seen version1207

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HughJanus

Recognized Creator

This method doesnt seem to do anything. I have iterated through all the peds in my characters surroundings and set that to true - nothing noticeable changed.

Lambda

Recognized Creator

Have you tested with enabling handcuffs on the ped first? In GTA V that is a must for the ankles to work.

HughJanus

Recognized Creator
  On 3/3/2020 at 7:35 PM, Lambda said:

Have you tested with enabling handcuffs on the ped first? In GTA V that is a must for the ankles to work.

 

Unfortunately it didnt work with handcuffs enabled.

I tried it like this:

if (AI::GET_IS_TASK_ACTIVE(peds[i], 399)) //is ped hogtied?
{
	AI::CLEAR_PED_TASKS_IMMEDIATELY(peds[i], false, false); //clear all tasks (make hogtie disappear)
	PED::SET_ENABLE_HANDCUFFS(peds[i], true, false); //bind hands
	PED::SET_ENABLE_BOUND_ANKLES(peds[i], true); //bind ankles
}

But only the hands were bound (but when the NPC attacks me, the hands still glitch into Arthurs face for a split second - so they can still fight handcuffed).

WesternGamer

Recognized Creator
  On 7/17/2020 at 7:05 PM, HughJanus said:

 

Unfortunately it didnt work with handcuffs enabled.

I tried it like this:

if (AI::GET_IS_TASK_ACTIVE(peds[i], 399)) //is ped hogtied?
{
	AI::CLEAR_PED_TASKS_IMMEDIATELY(peds[i], false, false); //clear all tasks (make hogtie disappear)
	PED::SET_ENABLE_HANDCUFFS(peds[i], true, false); //bind hands
	PED::SET_ENABLE_BOUND_ANKLES(peds[i], true); //bind ankles
}

But only the hands were bound (but when the NPC attacks me, the hands still glitch into Arthurs face for a split second - so they can still fight handcuffed).

This is very late, but I found what SET_ENABLE_BOUND_ANKLES actually does. When the ped falls, their legs spread out. When SET_ENABLE_BOUND_ANKLES is enabled, the ped's legs don't spread out, they stay together.

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