Everything posted by HughJanus
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Dead body persistence
Kudos to both of you for sharing your progress here! Hopefully youll put out a mod when you have found the perfect settings. Looking forward to it! 🙂
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Ped Damage Overhaul
I dont know if PDO could be causing this. However, try the latest asi above your post and then try without PDO - check if it works then. Since I dont knowingly do anything to bind or unbind their hands, I would have to search for side-effects of other code (but I dont suppose PDO does that, as stated).
- 1,267 comments
- 5 reviews
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Ped Damage Overhaul
@lurk@Cullen Bohannon Please try this new beta version and tell us if it helps you with the framerate issue (you can use your current ini with it). @oturan Which version are you using? Are you using any other mods or hooks? PedDamageOverhaul.asi
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- 5 reviews
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Ped Damage Overhaul
@lurk@Cullen Bohannon There were people who used low ModEffectRanges before and reported that there was no difference. We did not check ourselves, thats why ModEffectRange is still at 75 in the ini. We are still working on performance for the full v2.0, please use the "workaround" with ModEffectRange=10 in the meantime (and report any unwanted behavior which might be caused by the setting, please).
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Ped Damage Overhaul
I would have to look at the whole file again, since its nothing I do on a regular basis. @AnymYo is the guy to ask, if you search any euphoria knowledge. Maybe he could be so kind to give a few hints 🙂
- 1,267 comments
- 5 reviews
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Ped Damage Overhaul
I think you would have to edit the physicstasks file and make them balance for longer (so they can actually get their balance back, after being thrown off by a bullet).
- 1,267 comments
- 5 reviews
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Ped Damage Overhaul
As of now, PDO affects NPCs which have their health at the set ini value (condition for the big loop). I would have to adjust some things in order to implement such a feature. Ill put it on the list.
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- 5 reviews
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Ped Damage Overhaul
Since almost everything is based on the NPC health value in PDO, you cant disable it. But what you could do is just set the default NPC health to the one you want them to have.
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Ped Damage Overhaul
Hm, could be. I took a look at the mod's contents and you could try removing the pedhealth.meta file from the crime mod (or delete the corresponding line in the install.xml) and check if everything works then.
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Ped Damage Overhaul
What does this mod do exactly? I suppose it should be compatible, since PDO does not touch anything crime- or law-related.
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- 5 reviews
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Placing a ped at a location
I have no experience in placing peds somewhere, but is there a function GET_ENTITY_COORDS? If so, could you check the victims coords after you applied the function you mentioned above? (so you can see if the entity is anywhere near the coords you get in your log.
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Ped Damage Overhaul
In order for the rob mechanic to work, the NPC would have to be able to play the "toss coin" animation or similar. This is not the case when they are down. I dont think its possible.
- 1,267 comments
- 5 reviews
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Ped Damage Overhaul
@crossed99 Oh, I didnt realize it was your mod, sorry. Thanks for the explanation and also kudos to you for always helping people in the forum! @AerosolNinja Thanks for the feedback!
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- [SOLVED] How to make a ped flee or cower properly?
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[SOLVED] Performance question: std::map vs. struct
So SAC and I were discussing performance and pretty code via DM and the question came up wheter a lot of maps or a single map filled with structs with lots of attributes would be more performant. Since we didnt know, I wanted to search some knowledge here. Will a script be more performant if I use e.g. 100 std::maps to store and retrieve information for 1000 keys or one single map filled with 1000 keys, each value being a struct with 100 attributes?
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Aggro and relationships
The WAIT(2000) happens for every ped - so the script will pause for 2 seconds after each ped is tasked with fleeing (this will delay all other things in your script as well). You could work around this with timers (you remember the timestamp for a ped and only proceed with the rest of the functions (for this ped) when two seconds have passed).
- [SOLVED] How to make a ped flee or cower properly?
- [SOLVED] How to make a ped flee or cower properly?
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Native for changing walk styles
Does anyone know which walking style is used when NPCs are bleeding from an artery? Because if I force them to use a certain walking style, the arterial bleeding walking bugs out (seems like its a loop of overwriting the walking style: bleeding - my forced one - bleeding - my forced one - ...).
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Ped Damage Overhaul
Dont know how the revive mechanic works, so I wouldnt know where to start (since leaving out setting the max health doesnt work - unless no one ever wants to change npc health :)).
- 1,267 comments
- 5 reviews
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How to clean up scenario props
This is true for the task the npc is executing. I dont know if it will make spawned objects vanish, though.
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Dead body persistence
I think this is something which can be achieved like you achieved the dirt decal persistence - I dont know the corresponding file(s), though.
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(disable) "out of the way" screaming
Just to share what we discussed in the DMs with the community: There are some functions worth trying (not sure what the last parameter is doing (bool))--> AUDIO::STOP_CURRENT_PLAYING_AMBIENT_SPEECH(peds[i], true); AUDIO::STOP_PED_SPEAKING(peds[i], true); AUDIO::DISABLE_PED_PAIN_AUDIO(peds[i], true);
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Permanent dirt decals
There are a lot of files needed to get this done, it seems. Could you give a little overview on what you edited where and why?
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Nesting NPC_model.ymt
I dont think so, but you can replace the original one with your modified one (in which you add whatever you would like to add) using lml. Or am I missing the point?