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HughJanus

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Everything posted by HughJanus

  1. There are also functions for cancelling tasks "immediately" and cancelling "secondary" tasks. In PDO I use the "immediately" function for some purposes - after cancelling one task, I give NPCs another one (this way the old one does not get triggered again). But I guess you have already tried that :/
  2. @ChristianW. The delta defines the radius of a theoretical sphere around an NPCs head. The time defines the time for the spheres existence (after the time has elapsed, another sphere with the same duration is created and so on). If during a spheres existence the NPCs head does not leave the sphere, the script puts the NPC to the ground as soon as the sphere disappears.
  3. @WS179 This mod does not touch the conditions of arterial bleeding. @ChristianW. Yes, the freezing occurs if the last shot did not throw the NPC out of balance. Increasing the pushing force was one thing I tried, but it made other situations look goofy. I also tried decreasing the time for which euphoria reactions are allowed - this solved the freezing, but also removed long euphoria reactions. Thats why I came up with HeadVecMaxDelta and HeadVecMaxTime (but never had the time to properly configure those values). In theory, those should be able to fix the issue, since the only time when an NPCs head stands still (when the health is under the dying movement threshold) is when the NPC is currently freezing - all other times the NPC is either stumbling around, moving/falling or already on the ground - so if those values are set in a way where they can determine an NPC standing still, they will be able to put any freezing NPC to the ground.
  4. I suppose you already tried stopping the unwanted task?
  5. @ScarletFox If you include the story NPCs, those NPCs get StoryNPCHealth (so if they limp around, you should increase this value). Or they will also move in a wounded way if they got hit in their legs or hurt themselves. FYI - those are the NPC models affected: CS_johnmarston CS_MicahBell CS_dutch CS_lenny CS_hoseamatthews CS_leostrauss CS_rainsfall CS_javierescuella CS_billwilliamson CS_uncle CS_sean CS_charlessmith CS_EagleFlies CS_PAYTAH CS_hercule CS_leon CS_mrsadler CS_kieran CS_mrpearson CS_JAMIE CS_Jules CS_bronte CS_revswanson CS_MARSHALL_THURWELL CS_LARAMIE CS_ArchieDown CS_thomasdown CS_EdithDown U_M_M_BHT_BENEDICTALLBRIGHT CS_creolecaptain CS_josiahtrelawny
  6. @Tuberculobster OK, so the script does the following (with DSEuphoriaStumbleChance setting in and NPCs health below DyingMovementThreshold): The head bone position of the NPC is checked - if the head bone is between ZValueForHeadBone and ZValueForHeadBone2 above the ground, the NPC counts as standing. If the NPC is not standing, it will transition to the wounded animation and dying state behavior. If it is standing and currently ragdolling (= euphoria reaction) the time of DSDelay will be waited, then the following will happen: it will be able to move in euphoria/ragdoll for DSMaxEuphTime. If the NPC is still in ragdoll after this time, it will be pushed according to DyingPushChance, DyingForcePushX, DyingForcePushY and DyingForcePushZ (for the time of DSMaxStumbleTime). If this time has passed, and the NPC is still standing, it is forced to the ground. If during any of the above behavior, the NPCs head does not leave the radius of HeadVecMaxDelta for HeadVecMaxTime, the NPC will be forced to the ground (these two settings were implemented for preventing the freezing, but they need to be configured together with all the above mentioned values in order to properly function - I have not put the time in to do this, yet). Edit: So in theory this is what the values should be for DSDelay is for flinching (when an NPC is shot) - every hit reaction lasting longer than this will make the script think the NPC is euphoria reacting (grabbing a wound, stumbling, or such). DSMaxEuphTime is for euphoria reactions - this is the maximum time (after the flinching time has passed) an euphoria reaction is allowed to last. DSMaxStumbleTime is for stumbling induced by the script - after the euphoria reaction has supposedly ended (and the NPC is still standing), it will be pushed to the ground while trying to balance the pushes out (resulting in stumbling like behavior). ZValueForHeadBone and ZValueForHeadBone2 are the values determining whether an NPC is standing or not. DyingPushChance, DyingForcePushX, DyingForcePushY and DyingForcePushZ are the values used for inducing the stumbling like behavior. HeadVecMaxDelta for HeadVecMaxTime are the values used to combat the freezing-issue, which occurs when an NPC is shot, but the shot does not bring the NPC out of balance (thus the stumbling wont set in).
  7. Over time I have added bits and bits of code to the main one (new features) because I wanted to implement something more quickly. Now all the features added over all the releases have left the code pretty tangled up - features such as the EuphoriaModInstalled ini parameter, which reach into a lot of different functions, are hard to implement and the error tracking is even harder (same goes for things like the freezing of NPCs some of you described). For this reason I have decided to restructure the code before further working on it. This means that it will take me a while before I can supply you with a new beta. But I hope that this will make error tracking and the implementation of new features easier in the future. Thank you all for constantly providing good feedback!
  8. Hey all, I am planning on removing the force push option for dying states (which is disabled by default). Is anyone using this? Because currently it just makes implementing new features a lot harder, since we have to test everything with this option off and on. It is buggy (physics go wild while time is slowed down (e.g. while in weapon wheel)) and doesnt look as good as the wounded animations. Would be nice to get some feedback on this (to know if a shitstorm will break loose when removing this option). BR HJ
  9. New beta. Fixed a bug when EuphoriaModInstalled enabled (there was still the maximum euphoria time counting down, then setting NPCs who were still standing to ragdoll). PedDamageOverhaul.asi PedDamageOverhaul.ini
  10. Please use the latest beta: https://www.rdr2mods.com/downloads/rdr2/scripts/42-ped-damage-overhaul/?do=findComment&comment=4183
  11. @SAC EuphoriaModInstalled is the ini setting and the bug I stumbled upon when implementing the setting (had to do with force pushes being applied too late - dont know if it would have been noticed while playing, but it was some incorrect code).
  12. I always drag&drop the attachments directly into the editing box. Here is a new beta I just uploaded: https://www.rdr2mods.com/downloads/rdr2/scripts/42-ped-damage-overhaul/?do=findComment&comment=4183 Maybe you can compare the two?
  13. New beta. Fixed a bug and added an ini parameter which disables NPCs being forced to the ground when under the dyingmovementthreshold, they will stay on the ground if they go down by themselves, though (this is an experimental setting for euphoria mod compatibility). PedDamageOverhaul.ini PedDamageOverhaul.asi
  14. I noticed that the code-tags make the code almost unreadable in dark mode. What I also would like to mention is, that some files seem to have been deleted: I did not delete them, but they seem to be unavailable. Is there something I (as the post-creator) can do?
  15. @AnymYo What I could do in PDO is implement an ini setting. If its enabled, the force pushes will be turned off. NPCs will only be held on the ground by setting them to ragdoll, once their health is low and they have fallen down by themselves. But in order for this to work. NPCs would need to fall often (since if they dont fall by themselves, the dying states cannot start).
  16. @IIrish Could it be that youre using an old ini file? What you are describing is exactly the behavior which used to happen when we used force pushes in dying states (before we discovered how to use the wounded animation). After discovering the wounded animation, we deactivated the force pushing, but left it in the ini in case someone wanted to still use it.
  17. new beta fixed two bugs and expanded the TYL features a bit PedDamageOverhaul.ini PedDamageOverhaul.asi
  18. @IIrish Did you change anything in the ini? There should be no force applied to NPCs in dying states.
  19. @SAC Yeah, ABs blog is the place to go. The latest version is the one from July 19th 2021: https://www.dev-c.com/rdr2/scripthookrdr2/ I dont have the ScriptHookDotNet installed - might be that this one spits in your soup? I have no idea. Just wanted to clarify, that I do not have any other hooks installed and it works as intended for me -> maybe try to uninstall other hooks for one run and check if it works then?
  20. @coltraz Great to hear the problem is fixed for you 🙂 @SAC Concerning the Ctrl+R to reload the scripts - are you using ABs script hook and/or any other hooks? Worked fine for me the last time I tested.
  21. @coltraz What exactly did you have in mind? (so people know if their ini is right for you)
  22. New beta. @SAC implemented the noose audio stuff for health boost also (what we talked about in the DMs). Fixed a bug where NPCs wouldnt use injured animations when hit in the leg or both legs. Adjusted the ini for injured animation speed (otherwise NPCs with damaged legs would never fall down, because the injured animations prevent them from running fast). PedDamageOverhaul.asi PedDamageOverhaul.ini
  23. @comfytimegamer Welcome 🙂 I am the original creator (together with @fitfondue), but currently (and it will stay this way for a while, supposedly) I dont have the time to properly improve this mod (properly = make a concept for a next version, implement new features, test everything, release new version). Sometimes I can take an hour of my spare time to code some new stuff or fix some bugs, but for proper testing I almost never find the time - thankfully there are some people willing to test and provide feedback. If then enough features have been added or bugs have been fixed, I release a new official version. The inis I upload here are about 95% usable, I would say. Small things like bleeding values and invincibilty settings are changed before the release, but most of it stays the same (otherwise the testing done by the community would be for nothing).
  24. Thanks for the mod. Are there any plans for the future except for possible bug fixes?
  25. @SAC Please check if the noose health boost situation is now solved (asi attached). To clarify how I go about it: I check if an NPC is marked by TYL (shtivi told me to look for a decorator called "TYL_hanged" with which he marks the hanged NPCs). If this NPCs feet are in the air (and the NPC is currently not being carried, etc.), each second the NPC gets the health boost added to its health. Since I dont have the code of TYL, I wouldnt know what to look for (concerning the damage and health boost problem). What I did now is I changed the way I add the health boost - let me know if it helped. As for the hogtying problem: do the NPCs also die if you shoot them (in the foot, for example)? Edit: had another idea - made the health boost interval configurable in the ini and set it to 1500 milliseconds - this way the deduction and the boost hopefully dont interfere with each other. PedDamageOverhaul.ini PedDamageOverhaul.asi
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