HughJanus
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Native Comments posted by HughJanus
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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
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Those are the GTA V relationship integers, which seem to have stayed the same:
0 = Companion
1 = Respect
2 = Like
3 = Neutral
4 = Dislike
5 = Hate
255 = Pedestrians
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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).
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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?).
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Has anyone gotten this one to work yet?
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Has anyone found out what that does yet?
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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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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.
_SET_PED_DESIRED_LOCO_MOTION_TYPE
in PED
Posted
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