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HughJanus

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Everything posted by HughJanus

  1. I think you have to use WAIT(0) or WAIT(1) or some low value. I once tried WAIT(500) and my texts were blinking to. Guess it has to do with the "refreshing" of the script.
  2. @OnyxDog78 Alexander Blade's ScriptHook includes helper libraries in which he already wrote wrapper functions for the natves, so you dont have to use hashes, but can write natives in clear text (which helps a lot, I think). Outside of your main logic you would need stuff like this: void DrawText(float x, float y, char* str) //method you will use to draw text on the screen { UI::DRAW_TEXT(GAMEPLAY::CREATE_STRING(10, "LITERAL_STRING", str), x, y); //wrapper for 0xD79334A4BB99BAD1 } char c[50]; //char array for storing your text int timer; //int for storing your game timer string text; //the text to be displayed in front of your timer variable And in you main method, you can use it like: timer = GAMEPLAY::GET_GAME_TIMER() //wrapper for 0x4F67E8ECA7D3F667 text = "Gameplay Timer: " + std::to_string(timer); //adding the timer variable to your string strcpy(c, text.c_str()); //copying the string to the char array DrawText(0.5, 0.5, c); //displaying the char array The thing with the char array is a bit uncomfortable, but since you cant pass a string to the DRAW_TEXT method, thats the way I have been using it. The alternative would be include the "copying a string into a char array" portion into the DRAW_TEXT method, but then you would have to have a fixed char array size, which I prefer to specify outside of the method itself (in case I need more space). Bear in mind that I am a noob and others might be able to give better advice 😛
  3. @OnyxDog78 I am using alexander blade's scripthook (with the helper libraries) and am using the DRAW_TEXT function to draw text on the screen. Pretty simple, if you want to try it.
  4. @nimisum What we can do with OpenIV remains to be seen :) We will be releasing a new version within the next hour. In this one a new config version called "Overhaul" will be included. In this one you will also see a lot of artery shots, if you aim correctly.
  5. @BearDad The animation on the ground is has not been removed - its just that when you trigger the artery shot when health is already not at the highest, it can happen (when using the realistic version) that the bleeding effect from the mod (= when under a certain health threshold, every millisecond a chance is computed to remove health from the injured NPC) will kill the NPC before it can go down into the wrtihe mode. This only happens with the realistic version, because the health is still vanilla, but the mods bleeding is still applied to circumvent NPCs living forever when downed, so in the artery shot cases it may be contraproductive (depending on when the player lands the artery shot). So if you alter the bleedingchance and bleedingvalue to be lower, the bleedout for all NPCs will take longer and your artery shot NPCs will have the time to writhe. (or turn off the bleeding completely, but then you will have to finish off everyone in a dying state manually) If I understood you correctly, you want NPCs to behave like in vanilla (stand until they are dead or receive an artery shot), you have to set DyingStateChance in the ini to 0. If you just want to skip DyingState 1 and 2 (the ones where they are moving) and want them to lay still and still be alive, you have to set the values like this: DyingMovementThreshold = x + 2 DyingMovementThreshold2 = x + 1 DyingThreshold = x x would be the health threshold under which they would just lie on the ground. Due to the way the script is written, those variables have to have values in that order, otherwise the script cant transition the NPCs properly from one state to the next and bugs may occur. But since there are only 2 health points difference, the chance of the NPC entering dying state 1 or 2 are practically 0 (at least I have never managed to witness movement when I set values this way for testing).
  6. Please rename your thread title and mark it with [SPOILERS].
  7. @nimisum The effect you mean is called an artery shot. If you manage to hit an NPCs artery, blood will spill out of the wound and they will get into a mode where they will limp or run for a few metres and then collapse, squirm a little and die. That is vanilla behavior. This behavior is not altered by this mod, but since NPCs go down sooner, you only have about two shots to trigger this effect (which, of course, makes the chance of it happening a little lower). Now you have two options: You set the DyingThresholds lower or NPCHealth higher, so you need more shots to take enemies down and thus have more tries for landing an artery shot (the values have to be in this order: NPCHealth > DyingMovementThreshold > DyingMovementThreshold2 > DyingThreshold). There is a parameter in the ini called DyingStateChance. This parameter governs how many NPCs (percentage-wise) will enter DyingStates when their health is low enough. If you set this percentage lower, NPCs will not go down when their health is below the DyingStates and behave like they would in vanilla (so they will stand strong until they die (unless you knock the breath out of them or something else)). This way, the ones who remain in vanilla behavior will also take more shots to down and thus give you more opportunity of landing an artery shot. Hope this helps. Attached you can find the config I am currently playing with. I get a lot of artery shots. PedDamageOverhaul.ini
  8. Ah, I see. So seeing the code would indeed solve the problem.
  9. In the mod thread of hunting wagon I just asked if the source code is available - maybe the creator shares his/her code, then we will see. How does the hunting wagon mod work? Do the prompts only appear when you approach the wagon from a certain direction? Maybe theres some trick to it.
  10. @ThreeSocks is the source code for you mod available somewhere?
  11. But doesnt the player campfire also have prompts assigned already? Are you sure the campfire hash you are using is the correct one? Do you get a proper value back from the GET_GROUP_ID function for this hash?
  12. Have you tried using the group ID with something other than the campfire? With horses or peds, for example. Are you getting valid IDs with the current method?
  13. I full-heartedly agree. But I suppose there is not much we can do without access to the game files. We need OpenIV to do this kind of stuff (I have already tried e.g. making NPCs not die when hogtied and on fire, but it is just not possible - at least not for me^^).
  14. Can you post a code snippet with which you already got prompts to work?
  15. @tade5 you can modify the ini to your liking. Are you playing with the realistic or standard config? What you will want to do is lower the dyingmovementthreshold, dyingmovementthreshold2 and dyingthreshold. It works like this: the ini values should be in this order NPCHealth > DyingMovementThreshold > DyingMovementThreshold2, DyingThreshold The NPCs will not be going down (unless knocked back) until their health reaches the DyingMovementThreshold, from then on they bleed through different phases of dying (between the three thresholds their dying behaviors will differ). The speed with which they bleed through those thresholds is dependant on the ini values named BleedingChance and BleedingValue (you can increase either one of them if they should bleed out faster).
  16. Have you gotten any prompt to work this way? I took a look at the uiprompt methods available and the first one is this (maybe you need to create one before registering?): _UIPROMPT_CREATE
  17. The first thing I notice is that you disable your prompt at the end. I guess it should look like this: UI::_UIPROMPT_SET_ENABLED(Prompt_Camp, 1); Havent checked the rest yet, but those enabling methods are usually for toggling (0 is off and 1 is on). Or did I misunderstand it?
  18. Could you use the clear method names instead of the hashed names? Otherwise its difficult to read your code.
  19. If you want to purchase the game, steam would be a suboptimal choice. Because when you have it on steam, you still need a rockstar account and the rockstar launcher. As much as I dislike the rockstar launcher, it is the best way to play it (if you want to buy the game, that is), because on all the other platforms you will have to have two launchers running.
  20. @Celtic12 in the mission "American Venom" you can hang someone yourself by activating the lever :)
  21. As you have already mentioned, OpenIV is usually the program to get into the game files and edit them (or swap them out with edited ones). Unfortunately, the current OpenIV version does not allow the editing yet (it only lets you browse through the files - some of which still have hashed names, so you dont know what they are). As for model and animation editing, I suppose you would have to export the models and animations via OpenIV and then edit them with a program of your choice (but I am no expert at that, so it might be a wrong guess).
  22. @daggerrobin In the code I check their inventory for the weapon they currently have equipped and then drop that to the ground. I dont interfere with the condition - seems to drop this way with the method I use. I already searched for the "drop current weapon" method (to save myself the workaround of dropping an inventory weapon) but I havent found this method, unfortunately.
  23. I think you can already do this with guards (at least in some missions you are able to lure guards with your horse whistle). Maybe it could be extended to normal NPCs if you are locked onto them?
  24. @daggerrobin thanks for reporting. As you already pointed out, there is no way of making sure NPCs are disarm-able and this effect not happening. You can only prevent that if you turn disarming off in the ini.
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