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[SOLVED] Need help with some code, please.
try ENTITY::SET_ENTITY_MAX_HEALTH(ped, 240); ENTITY::_SET_ENTITY_HEALTH(ped, 240, 0);
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Melee Weapons Glow
Object object, BOOL toggle
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Melee Weapons Glow
0x7DFB49BCDB73089A
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Melee Weapons Glow
the mod creator can add GRAPHICS::_SET_PICKUP_OBJECT_GLOW_ENABLED(content, false); to stop items from glowing
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Extended Death/Busted Screen Mod
and i think they call the gray effect with this native GRAPHICS::_0x3A9A281FF71249E9(const char* p0, int time);
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Extended Death/Busted Screen Mod
//iLocal_23084 = player_id PLAYER::_0x1D77B47AFA584E90(iLocal_23084, -1, 1); // RESTORE_SPECIAL_ABILITY //1 of these natives calls the orange screen effect; another calls the slow motion but i just not 100% haven't played with them much PLAYER::_0x3ACAC8832E77BC93(iLocal_23084, 1); // i think the second parameter are bools PLAYER::_0x570A13A4CA2799BB(iLocal_23084, 1); // i think the second parameter are bools PLAYER::_0xBBA140062B15A8AC(iLocal_23084);
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Extended Death/Busted Screen Mod
i found the native for slow motion deadeye but its wired its uses 2 natives and i didn't save it. i'm going to see if i find it real quick.
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Random nubbie Research
//another find for native triggerbot/aimbot int boneindex = ENTITY::GET_ENTITY_BONE_INDEX_BY_NAME(player_ped_id(), "Gun_Muzzle"); Vector3 m_pos = ENTITY::GET_WORLD_POSITION_OF_ENTITY_BONE(player_ped_id(), boneindex);
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Random nubbie Research
the reason i say it does, because i use it for my trigger-bot i tested 2 values and they work. i pulled the values from the decompiled scripts and they used the values to attaches weapons n cigars etc. here my code i've test it on i could give it another go tho and draw text on surrounded peds. void set_trigger_bot() { if (aiming_at_entity && PLAYER::GET_ENTITY_PLAYER_IS_FREE_AIMING_AT(player_id(), &entity)) { Vector3 m_pos = PED::GET_PED_BONE_COORDS(player_ped_id(), 9650, 0.f, 0.f, 0.f); Vector3 e_pos = PED::GET_PED_BONE_COORDS(entity, 9650, 0.f, 0.f, 0.f); if (ENTITY::IS_ENTITY_A_PED(entity) && !ENTITY::IS_ENTITY_DEAD(entity)) MISC::SHOOT_SINGLE_BULLET_BETWEEN_COORDS(m_pos.x, m_pos.y, m_pos.z, e_pos.x, e_pos.y, e_pos.z, 1, true, MISC::GET_HASH_KEY("weapon_sniperrifle_rollingblock"), player_ped_id(), false, false, -1.f, false); } }
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Random nubbie Research
it works for both; someone told me they used gta's bone index but it didn't work for me. idk about animals they structure is alittle different but idk it should work for them as well.
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Random nubbie Research
/*bone index*/ int left_hand = 37709; int right_hand = 7966; int neck = 14284; int mouth = 9650; Blip treasure = MAP::_BLIP_ADD_FOR_ENTITY(408396114, object); MAP::SET_BLIP_NAME_FROM_TEXT_FILE(treasure, "MPINTRO_BLIP_TREASURE_MAP"); static Blip _BLIP_ADD_FOR_ENTITY(Hash blipHash, Entity entity) { return invoke<Any>(0x23F74C2FDA6E7C61, blipHash, entity); } // 0x23F74C2FDA6E7C61 b1207 static void SET_BLIP_NAME_FROM_TEXT_FILE(Blip blip, const char* gxtEntry) { invoke<Void>(0x0A062D6D7C0B2C2C, blip, gxtEntry); } // 0x0A062D6D7C0B2C2C b1207 Blip horse = MAP::_BLIP_ADD_FOR_ENTITY(-1230993421, mount); if (MAP::DOES_BLIP_EXIST(horse)) { MAP::SET_BLIP_NAME_FROM_TEXT_FILE(horse, "MPINTRO_BLIP_HORSE"); } static BOOL DOES_BLIP_EXIST(Blip blip) { return invoke<BOOL>(0xCD82FA174080B3B1, blip); } // 0xCD82FA174080B3B1 b1207 // set enemy blip "little red dot in mini map" Any iVar4 = MAP::_0x23F74C2FDA6E7C61(MISC::GET_HASH_KEY("BLIP_STYLE_ENEMY"), ped); MAP::_0x662D364ABF16DE2F(iVar4, 2096805056); MAP::_0x662D364ABF16DE2F(iVar4, 1086257954); MAP::SET_BLIP_NAME_FROM_TEXT_FILE(blip, "MPINTRO_BLIP_WARDROBE"); MAP::SET_BLIP_NAME_FROM_TEXT_FILE(blip, "MPINTRO_BLIP_HITCH"); MAP::SET_BLIP_NAME_FROM_TEXT_FILE(blip, "MPINTRO_BLIP_POST_CLERK"); MAP::SET_BLIP_NAME_FROM_TEXT_FILE(blip, "MPINTRO_BLIP_HIDEOUT"); MAP::SET_BLIP_NAME_FROM_TEXT_FILE(blip, "MPINTRO_BLIP_GANG_BOSS"); some visual effects they are mostly used when the game transitions instances or when you respawn GRAPHICS::_0x3A9A281FF71249E9("RespawnPulseMP01", 500); GRAPHICS::_0x3A9A281FF71249E9("RespawnMissionCheckpoint", 1250); GRAPHICS::_0x3A9A281FF71249E9("MP_MatchEndPulseWinner", 3000); GRAPHICS::_0x3A9A281FF71249E9("MP_MatchEndPulseLoser", 3000);
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Any animation names known (or any idea how I can figure them out)?
i found a couple for task_play_anim void play_animation(const char* animDictionary, const char* animationName) { STREAMING::REQUEST_ANIM_DICT(animDictionary); TASK::TASK_PLAY_ANIM(player_ped_id(), animDictionary, animationName, 1000.f, -1000.f, -1, 1, 0, 0, 0, 0, 0, 0); } "MECH_DYNAMIC@WORLD_PLAYER_DYNAMIC_KNEEL_GROUND@GENERIC@MALE_A@base", "base" "MINI_GAMES@POKER_MG@BASE", "HOLD_CARDS_IDLE_A" "script_re@murder_campfire@knife_note", "enter" "script_re@drunk_dueler", "intro_idle_drunk" "script_re@drunk_dueler", "pass_out_drunk"
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[SOLVED] How to make a ped flee or cower properly?
i use void combat_state(Ped ped, Ped player) { PED::SET_PED_COMBAT_RANGE(ped, 2); PED::SET_PED_COMBAT_MOVEMENT(ped, 2); PED::SET_PED_COMBAT_ATTRIBUTES(ped, 28, true); PED::SET_PED_COMBAT_ATTRIBUTES(ped, 50, true); WEAPON::SET_PED_DROPS_WEAPONS_WHEN_DEAD(ped, false); PED::SET_PED_FLEE_ATTRIBUTES(ped, 32768, false); PED::SET_PED_FLEE_ATTRIBUTES(ped, 16384, true); PED::SET_PED_FLEE_ATTRIBUTES(ped, 512, true); PED::SET_PED_FLEE_ATTRIBUTES(ped, 1024, true); PED::SET_PED_COMBAT_ATTRIBUTES(ped, 5, true); PED::SET_PED_COMBAT_ATTRIBUTES(ped, 17, false); PED::SET_PED_COMBAT_ATTRIBUTES(ped, 14, false); PED::SET_PED_COMBAT_ATTRIBUTES(ped, 58, true); PED::SET_PED_COMBAT_ATTRIBUTES(ped, 46, true); PED::SET_PED_CONFIG_FLAG(ped, 225, false); TASK::TASK_COMBAT_PED(ped, player, 0, 0); PED::SET_PED_KEEP_TASK(ped, 1); } to make them not flee xd most peds flee on there own