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LMS

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RDR2 Native Database

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Everything posted by LMS

  1. I changed my model to U_M_M_ValSheriff_01 and only filled the first parameter (speech name) and the fourth: GENERIC_THANKS and 0xE7176FB2 respectively. The rest I left as their default values. It played just fine for me when calling the native with player ped and the params. RPH mods do not use C++, but C# so it is definitely quite some work to port it.
  2. Yes, you need the latest version.
  3. Unfortunately I have no idea why it is not working for you. That's all I am doing (but from RPH). I will test you code tomorrow in my game as well and see if I can narrow it down.
  4. Not sure how boost::any works internally, but I'd just use "raw" memory for it. It seems someone also defined a type for it though, so you can try this: struct ScriptedSpeechParams { const char* speechName; const char* voiceName; alignas(8) int v3; alignas(8) Hash speechParamHash; alignas(8) Entity entity; alignas(8) BOOL v6; alignas(8) int v7; alignas(8) int v8; }; static_assert(sizeof(ScriptedSpeechParams) == 0x40, "incorrect ScriptedSpeechParams size"); Example: ScriptedSpeechParams params{"RE_PH_RHD_V3_AGGRO", "0405_U_M_M_RhdSheriff_01", 1, 0x67F3AB43, 0, true, 1, 1}; _PLAY_AMBIENT_SPEECH1(PLAYER_PED_ID(), (Any*)&params);
  5. I believe those are pulled from data files and not set via natives. There might be a way to override them, though.
  6. From game memory, if you are not familiar with what that means I'd recommend sticking to normal mod development first as it's a bit of its own world. And no problem 🙂
  7. I read all currently loaded doors from memory, then get their positions and compare them to the player location. I don't think you can get the hash via natives (at least I don't know how).
  8. You can find all the default information in update/common/data/relationships.meta including all groups and their relationships. Since you set the relationship group per ped, it is definitely worth trying to work with it. We did it for RDRFR and it seems fine for the most part.
  9. The first is the ped, the second is the container. And there is no "type" for this, you can define your own struct or just use new memory and pass a pointer to that.
  10. The hashes for the two doors (they are single doors) are: 55C8DDE4 (right) 5F12F078 (left) Example when setting the state to (in doors view, so reversed order):
  11. Unfortunately animal control was revamped a bit in the latest update and land and air animals now use different internal substates. I do not know exactly why and if it can be fixed easily, but be sure that I will have a look.
  12. Please provide me with the exact coordinates and I can verify.
  13. Whereabouts are these doors? I can check myself and see if they work for me. Some doors are constantly being relocked by the game scripts, which could complicate matters. The sheriff door in Valentine's is one example, early on in the game it is always locked for you - we had to work around that.
  14. That is the correct native, first param is the door hash, second is the state. 0 = unlocked 1 = locked 2 = locked, but can be kicked in
  15. You can use the native below. It needs a struct as argument though, which you need to set up properly first. Like this: var1[0] = speechline; var1[1] = voice; // Can be 0 var1[2] = 0; // uparam5 var1[3] = 291934926; // iparam11 var1[4] = target; // Ped target var1[5] = NativeFunction.Call<int>(0x10FAB35428CCC9D7); // network is game in progress var1[6] = 1; // bool at the end? Then you can use it with lines like "GENERIC_THANKS" or "GOING_WELL".
  16. I have not messed with gang members, but to be able to shoot cops it worked when changing relationship between REL_PLAYER and REL_COP or by changing the player relationship group or the cop relationship group via SET_PED_RELATIONSHIP_GROUP_HASH. Have you tried that one?
  17. Thank you and no worries, it's not about the formatting 🙂
  18. Feel free to post the list here or add it to our Wiki 🙂
  19. You could try checking if the player is in any interior combined with probing the ground Z slightly above the player and see if it returns a position below or above the player.
  20. You need to change their actual relationship group or change the relationship between groups.
  21. This is not supported by the API currently, but if we have any news on translations in the future, I will let you know 🙂
  22. It depends on the NPC. For most of them, changing yours or their relationship group or the relationship between groups is enough. For some, such as kids, it requires (at least according to my testing) some binary patching.
  23. It could certainly mean that a director mode is being worked on. The code has had references to parsing this variable in previous builds too, so perhaps we are starting to see datafiles actually using it. I did not verify whether this flag has occurred for previous data files, though.
  24. Please try with the update from a few minutes ago, it hopefully no longer crashes.
  25. Thanks for the reports of the broken features so far, please keep reporting and I will address them this week. When you go to the spawn menu, you should be able to cycle left and right per model.
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