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Lambda

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Everything posted by Lambda

  1. nope
  2. .
  3. .
  4. If it's a scenario it will attach and spawn the object by default atleast from my testing.
  5. .
  6. 😱
  7. You are still trying to pass a string when SET_TEXT is expecting a char pointer strings and char pointers are vastly different types, you might need to add it as an Input argument yourself unless you can marshal / use stringbuilder but without knowing the underlaying functions it's mostly guesswork.. string promptString = Function.Call<string>(Hash._CREATE_VAR_STRING, 10, "LITERAL_STRING", new string(promptText));
  8. So what type is the Native.InputArgument?
  9. It needs to be literal dont pass the promptText straight to the SET_TEXT you need to use CREATE_VAR_STRING and pass the return form that into your SET_TEXT
  10. No, the difference is most likely in the types. The create string both wants a char pointer in and returns a char pointer back. C# is a managed language so the support for pointers is limited thats why i suspect you would need to use unmanaged/unsafe to make it work...
  11. It's like magic, almost like if used them before right? I even create them at runtime and the magic still works...
  12. Even tho you can use labels theres no issues using your own custom strings using that native like so: UI::_UIPROMPT_SET_TEXT(promptid, GAMEPLAY::CREATE_STRING(10, "LITERAL_STRING", t_text)); Been a while since i played around with C# but you might need unmanaged code to get a char pointer to work.
  13. Read my post again, there is no magic involved its all basic stuff check if the dictionary is loaded if not request it, if it is loaded draw the sprite. Had a quick look again and i see your issue..check the image. //Example if (TEXTURE::HAS_STREAMED_TEXTURE_DICT_LOADED("inventory_items_mp")) { GRAPHICS::DRAW_SPRITE("inventory_items_mp", "kit_camp_wilderness", 0.5f, 0.5f, 0.1f, 0.2f, 0.0f, 255, 255, 255, 255, 0); } else { TEXTURE::REQUEST_STREAMED_TEXTURE_DICT("inventory_items_mp", 0); }
  14. DrawTexture("inventory_items_mp", "kit_camp_wilderness", 0.5f, 0.5f, 0.1f, 0.2f, 0.0f, 255, 255, 255, 255); It works fine a few tips: Always and i mean always use curly brakets for any statement you make. Also make sure to use literals on all your floats.
  15. For me atleast its a massive time saver when i can create new ui without the need of compiling or restarting the game. Works pretty much as c++ and you can test any texture really quickly to see if they work and easily move it in to your own mod heres what it takes to display a texture: // Dict, Texture, x, y, size_x, size_y, heading, r, g, b, a DrawTexture("blips","blip_ambient_secret", 0.565f, 0.5f, 0.035f, 0.035f, 0, 255, 255, 255, 255);
  16. They do work, dont let the engine decide when to unload the textures until you are done with them for starters, im using a ton of mp textures from hud and blips to social club ones, and even some leftovers from gta online. Being biased of course since im the creator but you can much faster test textures by using scripts in the map editor and make changes in realtime i made a really quick test with a mix of sp/mp textures:
  17. Have only played with it really briefly on npc's so no idea how much it affects the running, alot of the styles are very hard to even notice.
  18. char* BaseStanceInfo[]{ "default", "gold_panner", "lone_prisoner", "lost_Man", "rally", "default_female", "murfree", "angry_female", "primate", "old_female", "algie", "waiter", "lilly_millet", "casual", "john_marston", "guard_lantern", "free_slave_01", "free_slave_02", "war_veteran", "arthur_healthy" }; // WalkStyles char* WalkstyleInfo[]{ "depressed", "spool", "stealth", "panic", "intimidate", "brace", "angry", "normal_basic_idle", "default", "action", "nervous", "injured_left_leg" "injured_general", "injured_right_leg", "directional_nervous" "scared", "very_drunk", "default_brave", "injured_left_arm", "injured_right_arm", "default_nervous", "agitated", "normal", "chain_gang_legs", "sad", "cry", "injured_torso", "lost_man_normal", "cautious", "piss_pot_b", "piss_pot_a", "combat", "rally_sad", "intimidated_on_feet", "intimidated_on_feet_reaction", "shocked", "searching_high_energy_indirect", "searching_low_energy_indirect", "cower_known", "slightly drunk", "chain_gang_catchup", "chain_gang_normal", "dehydrated_unarmed", "bucking_high", "carry_pitchfork", "moderate_drunk", "normal_town", "incombat_low_intensity_longarm", "incombat_zero_intensity", "marston_cautious", "snow" };
  19. it's part of the mapeditor already with the StDenisFerryMan.chai just attach it to a ped and you can take the ferry to guarma it includes ui and even a small cutscene. If you want more locations or similar just modify the script to your liking..
  20. Not that i know of, you can set the ambient voice name for peds so it's likely that there is an for now unkown native to get the voice from a ped.
  21. There are several big warning signs here. Why do you call PedFearTest to only call another function? Not to mention it's return type is bool and you return nothing. And it should be quite obvious that you cant set the voice to be 0 when it expects a string representing a voice. Looking a bit closer i would not recommend you going thru the entire ped pool each frame to check the timer it's a massive waste of cpu time.
  22. Was problaby a bit unclear with that comment the ScriptedSpeechParams struct has an entity variable. That one is 0 in my example and that works just fine. In the native AUDIO::_PLAY_AMBIENT_SPEECH1 you pass the ped you want to be the source of the sound (where i use this->id).
  23. I offered it in the mapeditor thru the chaiscript implementation with a single line: Ped.PlayAmbientSpeech("FAREWELL_NO_SALE", "0078_U_M_M_BLWTRAINSTATIONWORKER_01"); But heres how you do it in c++
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