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HughJanus

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Everything posted by HughJanus

  1. Hey guys, could it be that some information of the NativeDB got erased? E.g. I remember trying PLAY_PAIN_AUDIO in the beginning and there it said that the data types were (Ped ped, int painaudio, float, bool, bool) and that the painaudio int has to be between 1 and 12. Now it says (any, any, any, any, any)...?
  2. You're right, it shows the last damaged bone before death. Attached you find the .asi if you want to take a look for yourself (stripped away all the other stuff I am currently trying out - you can enable it with F9). ShowLastDamagedBone.asi
  3. How did you manage to pinpoint the IDs to certain bones when the IDs come up multiple times with different names? What I also noticed is that the ID you got for the head (21030) I get when I shoot a dead body (no matter where) - maybe it returns the last damaged bone before death for me?
  4. Well, then here you go. You can activate the mod ingame via the F9 key. Please report any odd behavior, I havent tested it that much yet. PedSilencer.asi
  5. At first I went to analyze the leg bones, but the results are weird. Here are the IDs I noted when shooting those zones: bottom: 6884, 56200 thighs: 65478 knees: 6884, 55120 lower legs: 43312 ankles: 55120 feet: 33646, 34606, 45454 I dont really know what to think of this, but it made the thing I wanted work. I check if the last hit bone is any of those and then mark the NPC and make them stumble. It works if I shoot their leg or foot anywhere.
  6. I just tried my luck with STOP_PED_SPEAKING, but this doesnt only stop Arthur from speaking but also disables all the interaction (I cant threaten or greet anyone) unfortunately 😕
  7. If its really a bool which needs to be set you could totally do it right now already. This is a really weird bug. Could you try lowering your settings to Medium or Low to see if the bug still occurs there? Maybe its because of some glitched particle setting?
  8. Yesterday evening I had half an hour time and did it (i used a fixed character array as a global variable which is shown permanently and I always fill that with the latest bone the playerPed hit). I will share the code of my solution on the weekend when I have more time. Edit: so heres the code (you can use it just like that if your project has all of alexander blades SDK stuff included): void DrawText(float x, float y, char* str) { UI::DRAW_TEXT(GAMEPLAY::CREATE_STRING(10, "LITERAL_STRING", str), x, y); } void main() { bool modScriptState{ false }; constexpr int toggleKey{ VK_F8 }; int msgTime{ 0 }; char c[40]; int act = 99999; std::string text = "Last Damaged Bone = "; while (true) { if (IsKeyJustUp(toggleKey)) { modScriptState = !modScriptState; msgTime = GetTickCount() + 3000; } if (modScriptState) { Player player = PLAYER::PLAYER_ID(); Ped playerPed = PLAYER::PLAYER_PED_ID(); if (WEAPON::IS_PED_WEAPON_READY_TO_SHOOT(playerPed)) { strcpy(c, text.c_str()); DrawText(0.4, 0.4, c); } else { if (PED::IS_PED_SHOOTING(playerPed)) { Entity playerTarget; if (PLAYER::GET_ENTITY_PLAYER_IS_FREE_AIMING_AT(player, &playerTarget)) { int actBone; if (PED::GET_PED_LAST_DAMAGE_BONE(playerTarget, &actBone)) { act = actBone; text = "Last Damaged Bone = " + std::to_string(act); strcpy(c, text.c_str()); DrawText(0.4, 0.4, c); } } } } } WAIT(0); } } void ScriptMain() { srand(GetTickCount()); main(); }
  9. Maybe theres something up with your graphics settings. Do you have any mods installed? Can you post a picture of the train without smoke?
  10. This might help anyone who wants to try his luck: DRAW_LIGHT_WITH_RANGE
  11. Its the DrawText method that kills me. I have something like that: std::string text = "Last Damaged Bone = "; int actBone; if (PED::GET_PED_LAST_DAMAGE_BONE(lastTarget, &actBone)) { text += std::to_string(actBone); DrawText(0.5, 0.5, text); } But the DrawText method (which wants two doubles and a string) is throwing an error - it says it wants a string^^ Edit: Wrong info - the DrawText wants two floats and a char* and I couldnt get the str to char*. Just remembered that. Edit 2: I have now googled a bit and have another solution, but I think the text will only get displayed for the split second the player is shooting: if (PED::IS_PED_SHOOTING(playerPed)) { Entity playerTarget; if (PLAYER::GET_ENTITY_PLAYER_IS_FREE_AIMING_AT(player, &playerTarget)) { int actBone; std::string text = "Last Damaged Bone = "; if (PED::GET_PED_LAST_DAMAGE_BONE(playerTarget, &actBone)) { text += std::to_string(actBone); int n = text.length(); std::vector<int> temp(n + 1); char c[30]; strcpy(c, text.c_str()); DrawText(0.5, 0.5, c); } } } How would I be able to draw the text for longer? (if this works)
  12. OK, so I like the game a lot. The characters are well written (especially the character arc of Sadie is marvellous to watch) and its fun to listen to them talk to each other by the camp fire or during rides from A to B. I really enjoyed that they slowed the gameplay down and made you settle in with the world and the people you are introduced to and are able to watch. It is nice that for a change you dont get bombarded with one action sequence after another and the game really takes the time to let you sink into the dense atmosphere and stunning world. Gameplay-wise I really like how they make the open world feel alive. You are not permanently confronted with 1000 same-ish question marks and the ever same stuff to do in open worlds. The world truly feels alive with the people reacting to you and remembering what you did last time you came to visit their town. The AI (which enables you to see new behavior and live through new scenes even after the third playthrough) is the point where the game really shines...but also left some potential untouched. In a shooter (and you do shoot a lot in this game), I find it outrageous that Rockstar keeps taking steps back in their Euphoria programming. GTA IV was already pretty cool (with people holding their stomachs when shot in the body and stumbling around when shot in the legs, or lying on the ground when not able to walk anymore), RDR 1 was even cooler (with people kneeling when they got shot in both legs), but after that the progress kept slowing down and even declining. When I shoot a lot in a game, this is an aspect where it needs to be entertaining (and it is possible, but they are just not doing it somehow^^). I try fixing that with mods now and am on a good way, I think. Im not a friend of online play, so I have to skip that part of your question. When I play multiplayer, I do it on the couch with split screen :) What I disliked in particular does not have to do with the game itself but with the way you are forced to play it. I dislike launchers a lot (!) and I dont like being forced to use one. But this is a cancer which has been plaguing the industry for quite a while now and I fear it has come to stay. I prefer buying on GOG, but if its not possible (and I dont want to wait long enough for an eyepatch to come out) I have to make do with what is offered, unfortunately. So, these are my 2 cents. Looking forward to reading other opinions :)
  13. I might need your help there, bud :) Because I have tried this already (and I wanted to get the int value shown on screen and not write it in a file), but I failed miserably^^ If you lend me a hand, I would be glad to create the list!
  14. I could look into it on the weekend. For anybody who has time sooner, I found three natives which might do the trick: IS_ANY_SPEECH_PLAYING STOP_CURRENT_PLAYING_SPEECH STOP_PED_SPEAKING
  15. Hey Sixsky, the root folder is the installation folder (usually "C:\Program Data\Rockstar Games\Red Dead Redemption 2"). BR HJ
  16. Maybe someone can help me if I explain what I'm trying to do: I am iterating through all the NPCs in the players surroundings and trying to check if they got hit in the leg. If they got hit in the leg, I flag the NPC. If an NPC got flagged, I compute a chance of stumbling for this NPC (so if he runs or sprints, there is a chance he stumbles and falls (I do that by setting the NPC to ragdoll and applying a light force to him, so he is pushed forward)). Unfortunately until now I have not figured out how to check if an NPC got hit in the leg.
  17. You could look into the nativeDB for a function which checks if a ped is wearing something and then check for the hash of the masks (from clothesDB).
  18. I have searched the nativeDB a bit but havent found anything to tinker with, unfortunately. Guess we'll have to wait for OpenIV to update 😕
  19. Are animation names or IDs known yet? Cant seem to find them. Or was this just a general hint? Edit: I found a mod online which uses C# code to do something similar (source: https://www.nexusmods.com/reddeadredemption2/mods/155) I adapted the code a little and used the following: Player player = PLAYER::PLAYER_ID(); Ped playerPed = PLAYER::PLAYER_PED_ID(); Entity target = playerPed; Hash lassoHash = GAMEPLAY::GET_HASH_KEY("WEAPON_LASSO"); if (WEAPON::HAS_PED_GOT_WEAPON(playerPed, lassoHash, 0, 0)) { Hash lassoHash2; if (WEAPON::GET_CURRENT_PED_WEAPON(playerPed, &lassoHash2, 1, 0, false)) { if (lassoHash == lassoHash2) { if (target != playerPed) { //DO SOMETHING WITH LASSO-ED PED } if (PED::IS_PED_SHOOTING(playerPed)) { Entity playerTarget; if (PLAYER::GET_ENTITY_PLAYER_IS_FREE_AIMING_AT(player, &playerTarget)) { target = playerTarget; } } } } }
  20. Has anyone found out what that does yet?
  21. I would like to find out if NPCs are hit in certain spots, but dont know the int values of the bones. Are they already known?
  22. HughJanus

    IS_PED_INJURED

    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).
  23. Hey guys, I want to disarm NPCs when I got them lasso-ed automatically, but I havent found out yet how to determine wheter I got an NPC lasso-ed or not. Can anyone give some advice? BR HJ
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