
-
SET_ENTITY_PROOFS
1 bullet proof 2 flame proof 4 explosion proof 8 collision proof 16 melee proof 32 steam proof 64 smoke proof 128 headshots proof 256 projectile proof Source: https://github.com/femga/rdr3_discoveries/tree/master/AI/ENTITY_PROOFS
-
List of Animations Dictionaries and Animations
first you must request anim set/dict, its also good wait until its loaded (checking with the HAS_ANIM_DICT_LOADED): Native.Function.Call(Native.Hash.REQUEST_ANIM_DICT, sDict) then you can task to play (you must wait between calls to avoid issues, i wait 100ms between task play calls): Native.Function.Call(Native.Hash.TASK_PLAY_ANIM, pedToPlayAnim, sDict, sAnim, startSpeed, startSpeed * -1, -1, flag, animStartTime, 0, 0, 0, 0, 0) For startSpeed i use 8, when blending from one to another i use 4, 2, depending on desired result. Im not sure about the param with "startSpeed * -1", but here works LOL Flags that i found (not sure about all, just speculation based on decompiled files): Enum TAnimFlags normal = 0 repeat = 1 stopLastFrame = 2 unk2_air = 4 unk3 = 16 upperBody = 24 playsAboveMidZ = 132 stopLastFrame2 = 1042 repeatToo = 2065 stopLastFrame3 = 49154 repeatTeleToStartPos = 49153 unk1 = 66048 unk2 = 65536 diesInEnd = 131072 dontTurn_stopLastFrame = 1114114 unk4 = 4194324 unk_upper = 67108880 End Enum
- [Mod Request] Live after dismemberment.
-
Blinking DRAW_TEXT issue
yeah, its a odd issue, i also noticed that if i bring the SNT menu (the trainer that comes with scripthookRDR by AB) and then close it, the blinking is reduced, seems that im missing to call something somewhere lol
- [Mod Request] Live after dismemberment.
-
Blinking DRAW_TEXT issue
thats the actual code: Native.Function.Call(Native.Hash.SET_TEXT_SCALE, 0.0, scale) Native.Function.Call(Native.Hash._SET_TEXT_COLOR, col.R, col.G, col.B, col.A) Native.Function.Call(Native.Hash.SET_TEXT_CENTRE, bCentered) If bDropShadow Then Native.Function.Call(Native.Hash.SET_TEXT_DROPSHADOW, 1, 1, 1, 1, 1) Else Native.Function.Call(Native.Hash.SET_TEXT_DROPSHADOW, 0, 0, 0, 0, 0) End If '15533817421857667793UL the draw text method: Native.Function.Call(15533817421857667793UL, Native.Function.Call(Of String)(Native.Hash._CREATE_VAR_STRING, 10, "LITERAL_STRING", sText), x, y)
-
Blinking DRAW_TEXT issue
about the WAIT implementation, this is what we have in ScripthookV RDR DotNet plugin: while (true) { // Yield execution and give it back to ScriptHookRDR2. scriptWait(0); // Switch to our CLR fiber and wait for it to switch back. SwitchToFiber(sScriptFiber); } this method "scriptWait" is imported from scripthookRDR: IMPORT void scriptWait(DWORD time); its very odd this issue, if we disable VSync the blinking is even more visible, more fps, other methods like DRAW_RECT works perfect
-
Blinking DRAW_TEXT issue
the problem is that im not calling any Wait() in the tick, so, there is no pause, just the normal script interval, and the issue disappears after some script reloads, very odd
-
JulioNIB started following Meteor Armageddon WIP , Blinking DRAW_TEXT issue , [SOLVED] Custom Camera AA issue and 1 other
-
Blinking DRAW_TEXT issue
Anyone have experienced a issue with scriptHookRDRDotNet where the draw_text method results in a blinking text like if there was a Wait() being called somewhere? I have this issue only in .net code, in .asi works fine. Also, if i reload scripts like 10 times, the bug disappears and text starts to appear as expected. This is the actual code that is called in a Tick Native.Function.Call(Native.Hash.SET_TEXT_SCALE, 0.0, scale) Native.Function.Call(Native.Hash._SET_TEXT_COLOR, col.R, col.G, col.B, col.A) Native.Function.Call(Native.Hash.SET_TEXT_CENTRE, bCentered) If bDropShadow Then Native.Function.Call(Native.Hash.SET_TEXT_DROPSHADOW, 1, 1, 1, 1, 1) Else Native.Function.Call(Native.Hash.SET_TEXT_DROPSHADOW, 0, 0, 0, 0, 0) End If '15533817421857667793UL = _DRAW_TEXT Native.Function.Call(15533817421857667793UL, Native.Function.Call(Of String)(Native.Hash._CREATE_VAR_STRING, 10, "LITERAL_STRING", sText), x, y)
-
Meteor Armageddon WIP
ahhh, yeah 🙂
-
[SOLVED] Custom Camera AA issue
ok, so, i believe you was talking about the camera_photomode script? i take a look and tried almost everything, finally found the solution, we need to use the method SET_CAM_PARAMS to determine position and rotation 🙂 thanks for the tip the final code for moving and pointing the camera is: Native.Function.Call(Native.Hash.SET_CAM_PARAMS, freeCam, freeCamPos.X, freeCamPos.Y, freeCamPos.Z, freeCamRot.X, freeCamRot.Y, freeCamRot.Z, 50.0F, 0, 1, 1, 2, 0, 0)
-
Meteor Armageddon WIP
police hell?
-
[SOLVED] Custom Camera AA issue
So, when we create a custom camera in game and manually set the rotation to point where we want or when we strafe the camera to one side, the Anti Aliasing seems to be temporary disabled and we can notice big visual changes, example: Stopped camera X Moving camera Anyone know how to avoid this in custom cameras?
-
[Request] FreeCamera
im having same issue with my custom cameras 😞 to reduce the issue i temporary set the following graphics settings: TAA: Medium FXAA: On MSAA: Off TAA Sharpening: Minimum possible
-
Meteor Armageddon WIP
Work in progress