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HughJanus

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Everything posted by HughJanus

  1. It can be done with OpenIV quite easily, as soon as a proper version is out. For now you would have to catch the method trying to get the values and return them yourself (or find out where they are stored and replace them), I guess?
  2. Thanks a lot. I'll try that. What is the second argument? If the first is the container including the speech line and the ped, what is the second one? Also which container are you using? In C++ an array of type Any cant hold e.g. char*.
  3. No, havent tried this one yet. I hoped to achieve that only the player can harm certain NPCs and change no other relationships. I dont know what it would do if I e.g. put the player in a different group or the gang in a different group. I suppose that would cause a high risk for behavioral bugs. How do you know the names REL_PLAYER and REL_COP and where do you put them? They dont count as group hashes, I suppose? Do you have any other group names?
  4. 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
  5. Nice to see youre starting to script stuff too!
  6. I was wondering if anybody knew how to make NPCs talk. I have been searching the game files with OpenIV and have found some speech samples I would like to use, but have no idea how. Under "x64\audio\sfx" there are multiple PED_XX.rpf files which hold awc files (for each NPC type like "white townfolk", there is a file) which again hold a lot of speech files. Those speech files have the same hashes/names throughout the different NPC types, so there must be a generic option of calling them (like the PLAY_PAIN - which automatically plays the pain sound fitting the NPC). Does anybody know which natives to use and how to use them to get NPCs to speak (like saying "Piss off!" or some other generic lines)?
  7. @LMS But how? I have tried these already: if (PED::GET_RELATIONSHIP_BETWEEN_PEDS(playerPed, peds[i]) == 0) PED::SET_RELATIONSHIP_BETWEEN_GROUPS(255, PED::GET_PED_RELATIONSHIP_GROUP_HASH(playerPed), PED::GET_PED_RELATIONSHIP_GROUP_HASH(peds[i])); if (PED::GET_RELATIONSHIP_BETWEEN_PEDS(playerPed, peds[i]) == 0) { PED::CLEAR_RELATIONSHIP_BETWEEN_GROUPS(0, PED::GET_PED_RELATIONSHIP_GROUP_HASH(playerPed), PED::GET_PED_RELATIONSHIP_GROUP_HASH(peds[i])); PED::SET_RELATIONSHIP_BETWEEN_GROUPS(255, PED::GET_PED_RELATIONSHIP_GROUP_HASH(playerPed), PED::GET_PED_RELATIONSHIP_GROUP_HASH(peds[i])); } if (PED::GET_RELATIONSHIP_BETWEEN_PEDS(playerPed, peds[i]) == 0) { PED::CLEAR_RELATIONSHIP_BETWEEN_GROUPS(0, PED::GET_PED_RELATIONSHIP_GROUP_HASH(playerPed), PED::GET_PED_RELATIONSHIP_GROUP_HASH(peds[i])); PED::SET_RELATIONSHIP_BETWEEN_GROUPS(255, PED::GET_PED_RELATIONSHIP_GROUP_HASH(playerPed), PED::GET_PED_RELATIONSHIP_GROUP_HASH(peds[i])); ENTITY::SET_ENTITY_CAN_BE_DAMAGED_BY_RELATIONSHIP_GROUP(peds[i], true, PED::GET_RELATIONSHIP_BETWEEN_PEDS(peds[i], playerPed)); } I have done testing on what the relationships are. They seem to have stayed the same as in the GTA 5 documentation: 0 = Companion 1 = Respect 2 = Like 3 = Neutral 4 = Dislike 5 = Hate 255 = Pedestrians None of my above solutions allowed me to hurt gang members.
  8. Thats what I tried with ENTITY::SET_ENTITY_CAN_BE_DAMAGED_BY_RELATIONSHIP_GROUP(ped, true, PED::GET_RELATIONSHIP_BETWEEN_PEDS(playerPed, ped)); How is it supposed to be done?
  9. @Adman The stumbling when shot thing is describing the behavior when the health of an NPC is under the dying movement threshold, but it is still standing. If the chance for euphoria stumbling is 0, they will just more or less drop (within one or two steps) - if euphoria stumbling is at 100, they will receive a slight push every millisecond, so they stumble for a longer time (doing more steps), but that stumbling is based on the euphoria behavior when pushed (they will grab their wound and stumble around). The leg injury stumbling is a totally different mechanic. The cower and hands up reactions remain until their health has been decreased by some points (= they get shot) - then they will flee. If you dont hurt them in cowering or hands up, they should stay that way.
  10. @Adman Thanks for sharing your findings! The mod does not affect animals at all (no matter what you set) - there is a check if you are currently aiming at an animal and if you do, all damage settings are temporarily undone. Also the body part specific damage only applies to NPCs. As for the regeneration rate - I will take a look into it.
  11. Please share your findings. I would guess its the number of NPCs affected, but thats only a guess. There is no proper documentation, so I dont know :/
  12. I really dont know. Since I dont have performance problems, I cant say what works. I would start with a low number like 10 or so, then check if it even brings any fps. If it does, work your way up until you get the fps you are willing to sacrifice. And please share your findings. Since none of our testers have performance problems, we couldnt really test this parameter.
  13. @joshmcdanie1s I would set it to 10 or so. Since there is no proper documentation for these methods, one can only guess what they do. I would guess, since I have to pass a container and an integer to the method, that the integer is the number of NPCs the method puts into the container. So the "ModEffectRange" would be the number of affected NPCs by the mod.
  14. I already tried this: ENTITY::SET_ENTITY_CAN_BE_DAMAGED_BY_RELATIONSHIP_GROUP(ped, true, PED::GET_RELATIONSHIP_BETWEEN_PEDS(playerPed, ped)); But it didnt work. Do you know which int to put as the last parameter?
  15. @Barnaby@joshmcdanie1s Attached you can find a testing build with the parameter "ModEffectRange" in the ini. Could you try lowering this and check if it helps? Could be that its still buggy, though. Havent had much time to test it. PDO_v1.48b17.zip
  16. Thanks, but I would like to know how to do it in code, so I dont have to rely on other mods.
  17. Some NPCs cant be targetted (e.g. the kids in saint denis, gang members, etc.) - is there a way do circumvent that?
  18. I checked the "lasso of healing" mod and it says that it needs scripthook .net. So the problem is pretty obvious - you need scripthook .net and not script hook or rph. As far as I can see, the .net has not been updated.
  19. There is a simple "display_text" method in the script hook devkit, but I dont know about the .net script hook.
  20. I never had a scripts folder for ScriptHook. I know it from GTA 5, but that was ScriptHook .NET.
  21. This mod is dependant on ScriptHook - as soon as you update ScriptHook, this mod will work as well. Edit: That means as soon as a new ScriptHook version is available, of course 🙂
  22. Generally if you want enemies to be tougher, I would rather decrease the damage modifiers than play with the health values. Concerning knockdowns, we felt they were overpowering the player too much, so we made them really rare. In RDR2 when you shoot an NPC (depending on your weapon, ammo type and how often you hit it), there is a chance of them ragdolling for a short amount of time. What the knockdown feature does, is prolong that ragdoll state (so the NPC not only staggers for a second, but goes down to the ground). The chance you set for knockdowns is computed every millisecond, so if an NPC is in ragdoll, every millisecond there is this chance of prolonging the ragdoll state - if the chance is really high, they might stay down forever^^ Please edit your post instead of posting new ones next time - I can never cite a post of yours, because what you are saying or asking is split into so many different posts, friend.
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