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Frizio

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  1. oh ok got it, it's a shame though
  2. Hi, I was wondering if there's a way to bypass the vanilla scripted knockback when you kick enemies while on the ground. For example If I start beating someone, even with 10000 health, one or two melee hits will get them knocked out.
  3. I've found a strange bug using v1.4a8. I'll attach a short video to show you what I mean. To reproduce it you just need to shoot few shots on a random civilian and what you see in the video will happen quite often (or at least for me). Sometimes they flee,sometimes they stand still or do some strange animations like the one you see here. The problem is that the bugged npc "becomes" a lawman (you can see that from the minimap too) and the player instantly gets the wanted status since the game recognizes the npc as a lawman witness. When I decided to record it, strangely I didn't get wanted but this is still a consistent problem as you can see. I've played a lot with the never wanted option so I've just noticed this bug recently. Obv, this is game-breaking because it makes the witness/wanted system completely useless when the bug occurs. I'll try to replace my version with the 1.3 HOTFIX one and if the bug is still there, I'll update this post. EDIT: bug still occurring with 1.3 HOTFIX, this is probably related to a specific feature but I don't really know which one since this seems to happen very randomly. Red_Dead_Redemption_2_2020-03-07_17-35-38.mp4
  4. For increased realism, regarding the dying push feature I suggest to add more pain cues if possible and to play them when the force is applied on the ragdoll.
  5. This is quite strange, this happened to me many times with civilian npcs, never tried with lawmen though. I'll do some tests in the afternoon and update this post. UPDATE: I've tried to reproduce this issue with many different peds and I can confirm that there is a big fluctuation between the different "surviving times" underwater. I've tried to drown the same ped 2 different times and the first time it lasted 1 minute and 30 seconds (!!!) and the second time just 20 seconds. I've used the last version you uploaded (1.4a7) for these tests. I've done some research and the native you found seems to set the time an npc can last underwater before getting damage. I guess this value is random generated since similar npcs with same health value die in very different times so maybe they start getting damage in different times. I suggest you to try to set it to 0 (so instant damage) for every npc in the radius when the mod is enabled and then try to drown the same ped model 2/3 times and see if the issue is still there. Anyway this is a very little problem and if you want to concentrate in other important features you should do it since I've noticed too that a good percentage of the npcs I've killed died in roughly 30 seconds and that as you said is quite acceptable.
  6. @fitfondue With 200 health points, npc who got almost no damage survived roughly 30 seconds which is ok for me. I advice to stick to this value regardless of the npc health. Or maybe you could add a customization just like the one for the fall damage.
  7. Hi. For the hogtied natives, I've found 2 interesting functions returning a bool. The first is https://www.mod-rdr.com/nativedb/index/task/is_ped_cuffed/ and it is quite self-explanatory but maybe it is used only for random events or cutscenes. The second one is https://www.mod-rdr.com/nativedb/index/ped/is_ped_being_jacked/. With this you should be able to disarm any ped being lifted so it could be used also for hogtied peds. For the legs/arms damage, your method sounds ok to me but if I've understood correctly, you have to deal damage to the npc and then retrieve the hit bone so if you kill the npc with that limb shot can you still give him back health percentage ? Also before giving back health points, you should check for arterial bleed because sometimes a limb shot triggers that and if that happens you should leave it as it is. I don't know if you can force an npc to get up, but I'm quite sure that npcs can only be stunned via melee damage so could try this way: 1) Check if npc is alive 2) Check if npc is ragdolled 3) Check if he's not fleeing and not fighting In this way you can be quite sure that the npc has been stunned from melee impact I guess. I've found a native for this https://www.mod-rdr.com/nativedb/index/ped/is_ped_being_stunned/ so you could also try that first and check if it is usable. Also I noticed that npc need something like 2 minutes to drown so when you have some free time, could you add an option similar to the fall damage one?
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