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HughJanus

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Native Comments posted by HughJanus

  1. Possible values for locomotion types:

    action

    agitated

    angry

    brace

    bucking_high

    carry_pitchfork

    cautious

    chain_gang_catchup

    chain_gang_legs

    chain_gang_normal

    combat

    cower_known

    cry

    default_brave

    default_nervous

    default

    dehydrated_unarmed

    directional_nervous

    incombat_low_intensity_longarm

    incombat_zero_intensity

    injured_general

    injured_left_arm

    injured_left_leg

    injured_right_arm

    injured_right_leg

    injured_torso

    intimidate

    intimidated_on_feet_reaction

    intimidated_on_feet

    lost_man_normal

    marston_cautious

    moderate_drunk

    nervous

    normal_basic_idle

    normal_town

    normal

    panic

    piss_pot_a

    piss_pot_b

    rally_sad

    sad

    scared

    searching_high_energy_indirect

    searching_low_energy_indirect

    shocked

    slightly drunk

    snow

    spool

    stealth

    very_drunk

  2. Possible values for the locomotion type:

    algie

    angry_female

    arthur_healthy

    casual

    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

  3. On 3/3/2020 at 8:35 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).

  4. What do all those SET_PED_CAN_XXX_IK do?

     

    Edit: I read somewhere a few months ago that IK means that the ragdoll/model interacts with things (so e.g. a foot is placed on a step -> if the foot only touches the step with its toes, the rest of the foot will move downwards touching the step below while the toes are still on the step above...if that makes sense?).

    • Like 1
  5. Has anyone used that and can properly explain how to attach it e.g. to the arm of an NPC? (like arresting someone, handcuffing him and leading him with a rope to the sheriff)

  6. What does "injured" mean in RDR 2? I tried stopping all tasks when an NPC is wounded, but somehow it never happens (not if shot, not if just before writhe mode, not if in writhe).

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