I haven't really worked with components in a long time, but you should be able to toggle them via category hashes:
NativeFunction.Call(0x0DF631E4BCE1B1FC4, ped, slotHash, 0, 0);
NativeFunction.Call(0xCC8CA3E88256E58F, ped, 0, 1, 1, 1, 0);
It could be an on screen effect that needs to be applied. Perhaps looking at the screenshot mode script could help, it allows to toggle various effects. I believe all of it is script controlled.
You need to pass the entity handle to _PROMPT_GET_GROUP_ID_FOR_TARGET_ENTITY, I am not sure if that's what you are doing. Try spawning a ped for debugging purposes and attach the prompt to it instead.
Just half a year late, we are happy to release our official trailer for RDRFR! We hope to make the mod available publicly soon™
Thank you to all of our Patreon subscribers for the support and special thanks to willpv23 for the trailer.
Check it out here:
Interesting - so you are saying when using Pimp My Horse all components work but when normally mounting a wild horse they do not? I suspect it is because horse/animal components are the same for SP and MP and the game presumably uses the SP flag whereas Pimp My Horse can use the MP one.
This could work similar to an "alert" system in other games, where you make a noise to distract an enemy. Perhaps a whistle sound to make them investigate an area?
You can attach a prompt to an object so that it shows when you interact with it. To get an entity's group, use _PROMPT_GET_GROUP_ID_FOR_TARGET_ENTITY. Then use _PROMPT_SET_GROUP to give the prompt the group.
Could you name the game mission by any chance? I still haven't played much of the game, so unfortunately I do not know. That might help me figure out a way.
To better understand: You are setting the health back to 100 after every shot (and have verified it gets reset to it), but they will still die from a leg shot?
Does it work when you finish the mission where you switch characters without the trainer and then use the trainer again on the next game load? The model change introduced by the game can confuse the trainer.
PageUp/Down should work to move quicker.
You could try installing your own exception filter (https://docs.microsoft.com/en-us/windows/win32/api/errhandlingapi/nf-errhandlingapi-setunhandledexceptionfilter) and see if that catches your crashes. Generally speaking C++ does not out of the box provide you with a nice stack trace combined with debug information like Java does.
It's not my video and no, I haven't tested anything really. Keep in mind these things are only broken as long as you have the option enabled, so no harm in temporarily enabling them. If you find more things, feel free to add them here 🙂
I have updated the trainer to include an option load in MP weapons. Due to the way I have to hack them in other stuff in the game will break, so up to you if you want to use it.