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.
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".
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?
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.
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.
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.
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.
Version.dll, which is the ASI loader, will load any file that does not rely on a ScriptHook (so No Bullet Trails and No Hitmarker will work). Other mods will not work.
P.S. EasyHook is something entirely unrelated in this case and is a generic hooking library.
I've released an update for LST for the latest game version. I did not test everything but it should hopefully all work fine again, If not, let me know in the comments.
I've released an update for LST for the latest game version. I did not test everything but it should hopefully all work fine again, If not, let me know in the comments.
Do you know the "reason" why you cannot lasso them? Is it because they are friendlies or something? Depending on what it is, it might be easier or harder to remove.
If it spawns in a mission it is almost guaranteed that you can spawn it via scripts. Have a look at that particular mission script and see if you can narrow it down.
I'd say it's it relatively easy (a few hours) if you know what you are doing and nearly impossible if you don't know as I assume you need to remove some game code that renders the effect. That is, if it is rendered explicitly. Would be interesting to see if there were any side effects to it.
An update to address most of the bugs (alongside a new version of RPH which should fix the horse callout issues) will be available soon. As for future plans, we will have to see how we can best divide our resources between our projects.