Jump to content

LMS

Administrators
  • Posts

    918
  • Joined

  • Last visited

  • Days Won

    301

 Content Type 

Profiles

Forums

Gallery

Downloads

News Articles

Modding Wiki

RDR2 Native Database

RDR2 Native Parameters

RDR2 Player Clothes Database

RDR2 Ped Voices Database

RDR2 Ped Speech Lines

RDR Modding Tutorials

RDR2 Ped Model Database

RDR2 Animations Database

RDRFR Changelog

RDRFR Installation Guide

RDRFR Features

RDRFR Settings

LML User Contributions

Everything posted by LMS

  1. The way it is done in my trainer, there is no workaround for the side effects. It would need a different approach for that.
  2. 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?
  3. 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.
  4. 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.
  5. How do you guys envision that process?
  6. Are you able to confirm that when they die, their health is still high?
  7. 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?
  8. 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.
  9. 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.
  10. I believe that the hitmarker is controlled by the scripts. You could try terminating a few scripts, see if it still shows, if not, try to narrow down.
  11. You still need to use the trainer to give yourself the weapon 🙂
  12. 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 🙂
  13. 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.
  14. I know that everyone has been waiting for a long time, but I am just developing this myself so it takes a while to get in a shape that makes it enjoyable for most people. One of the main challenges is that we need to work around a lot of general problems with the game, such as not being able to reload or use your cores as a different model, which unfortunately takes away a lot of time actually developing the mod itself. Most of those issues have been resolved now, however, and we have started improving our API to make more callouts available on release, such as the ones by @SneakySteve and @Will (huge thanks for your work!).
  15. I gave it to him as a test, will release it soon.
  16. They are different values, but the game clock is the "world time", e.g. 6 pm in the game. Game timer is the time in milliseconds since that game itself has started and it scales with the timescale. So when you set the time scale to 0.1, the game timer no longer match real-time milliseconds, but 1/10 of that.
  17. Try using GET_GAME_TIMER to measure how much time has elapsed in game-time. It should operate in milliseconds. If you then measure the same time using system-time (e.g. using the Windows API), it might allow you to tell whether it is running slower than expected.
  18. Are you saying you cannot use the single sign on to use your LCPDFR.com account here? Please PM me with your LCPDFR.com account so I can have a look.
  19. I did mean it that way, but you could maybe see if after 10 real life milliseconds the gametimer has not increased as much. I don't recall exactly how it works, but it might be sufficient.
  20. Currently not, unfortunately. There is an experimental option to make it a bit better, but I don't think it prevents all changes.
  21. If there is no native you might be able to estimate it by using the game time vs real time. It is obviously not perfect, but might help in most cases.
  22. I could delete/hide it, but I do not really see the point. If someone ends up finding names, they can just post and share them here 🙂 You could try looking through some datafiles with OpenIV, some of them contain animation names. It is a bit tedious, though.
  23. I am not sure if there is a mod currently that lets you change the outfit of a selected ped. My statement was more regarding what could technically work.
  24. Swapping out a model (Bartender for Javier) would require a bit more work since you need to replace the model in the corresponding script. Changing the clothing of an existing NPC should be quite simple, all the outfit natives etc. will work fine.
×
×
  • Create New...