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HughJanus

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Everything posted by HughJanus

  1. I still dont get it. Why would an outfit which is meant to be worn by Arthur, clip when Arthur wears it?
  2. Why do you need to change the body? By alligator outfit you mean the one which can be crafted?
  3. There are some trainers which probably offer the cheating functions you are looking for. Are they an option for you?
  4. I dont use any trainers, but I suppose there is one which allows you to clip through objects? With clipping you can get through any locked door.
  5. I asked because in this thread: We tested some stuff and bone values came back differently multiple times. I also notice that when applying force e.g. to the forearms, some npcs flail their arms (like its supposed to happen) and some just do nothing. The behavior stays the same wheter I use the index or the bone name.
  6. Do the bones work for other NPCs as well or did you only test the player character?
  7. Thanks for sharing. The kneel ground anim is for campfire kneeling I guess?
  8. I was rather thinking about a solution like: if (timescale = 1.0) apply force But I havent found a timescale native yet. Actually it is like this: cur = get game timer tar = cur + amount of time the force shall be applied while (game timer < tar) apply force With this code, peds fly around like crazy while in weapon wheel or dead eye :D
  9. Thanks for the clarification. Then I have another problem now - I dont know the root of the weird behavior anymore^^ Because I do all my stuff based on the game timer. If the game timer slows down with the game clock, why is more force being applied during slow motion?
  10. There is :) Set the value DyingPushChance to 0.
  11. Hm, I use the game timer already for my functions which apply forces. I thought that the game clock and game timer were two different values. I thought the cause of the weird behavior was that e.g. the game clock ticked 1 second (in slow motion) while the game timer ticked 3 seconds and thus applied 3 times the force in this 1 second of game time.
  12. Hm, weird. Well, thanks for reporting.
  13. What trainer are you using? @Maro
  14. Thank you for the flowers 🙂 It really makes me happy seeing people enjoy the same stuff that I enjoy.
  15. @Maro I have taken a look at the files and searched for the combat animation names (so we can use them in the script), but unfortunately the combat animation names are still hashed in this version of OpenIV. Also we can currently not modify any game files with this version, so any changes in how dismemberment works or things like that, are not possible atm. We need to wait for the next version.
  16. @Maro As it happens, I am working on the mod in this very minute. Take the attached asi. Mr. Thurwell is excluded in this one 🙂 PedDamageOverhaul.asi
  17. @Maro I think in this beta the melee bleeding was already disabled. What is the name of the NPC? Attached you can find the latest version. PedDamOv_v1.4b13.zip
  18. Hey @Maro, thanks for reporting the possible bug. Has the target been damaged? Is it possible that the NPC is bleeding out? What version are you playing with?
  19. Could you lend me a hand and point a finger to the corresponding natives, please? Is the game timer the game clock? Does the game timer run slower when in deadeye or only the clock?
  20. The script refreshes every millisecond (because it creates actions which happen every 10 milliseconds or even more often, depending on chance), so I would need to know the time scale every millisecond and cant afford to wait a second to compare how fast time goes by. Or did you mean it in another way?
  21. Can some mod please delete this topic? I suppose we will have to wait until OpenIV releases in a version which has clear names for animations (in the current version the names are still hashed) 🙂
  22. While in slow motion, the physics go apesh*t and a force push of 50 suddenly equals a force push of 500 or so. I need to check wheter the time is running correctly or dead eye or the weapon wheel or some other time modifying feature is used. Is there a simple way to do that (with natives preferably)?
  23. The idea was that if you shot someone three times with a rifle (should be about 50 damage with the correct modifier), they would be downed, but not dead. The 250 health they have left create a ~2min bleedout phase, which would be appropriate, so we thought. But all the values will be rebalanced in v1.4 anyway, so feel free to play around with them. The damage one shot equals to, depends on the weapon itself and the modifiers you have set in your ini.
  24. Depends on what you mean by "wounded". There is the knockdown feature which makes peds stay down for a while, but get back up again - so I guess thats what you want? If you dont want the actual wounded or dying states, just set their thresholds low - like this: NPCHealth = 300 KnockbackThreshold = 290 (so the first shot can not knock an enemy back, but from the second one onwards, its possible) DyingThreshold = 40 (and other thresholds as low as well) Just an example, so the dying modes would only set in when at 40 health, so you have 250 health you can inflict to a ped while which he can be knocked down and get back up again. ...does that make sense?
  25. For those waiting for new versions to test. Here is the first beta (already some days old). We are currently tweaking values and getting rid of bugs, but it is feature complete. Have fun^^ PedDamOv_v1.4b1.zip