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LMS

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Everything posted by LMS

  1. 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!).
  2. I gave it to him as a test, will release it soon.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. Currently not, unfortunately. There is an experimental option to make it a bit better, but I don't think it prevents all changes.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. Our trainer has a key (F12 iirc) to log your current coordinates to the log file.
  13. I don't know about all parameters, but ped, entity, x, y, z, 0, 0 should work.
  14. No idea unfortunately, you would need to test it. I would expect it to work with all entities where you as a player can also stash stuff.
  15. 1.) It works like this: Ped handle, entity handle, horse handle, speed. It is available in RAGE Plugin Hook so no need to invoke it yourself. 2.) I am not sure if you can attach/place it there with a native. Maybe it is easiest to attach it to the wagon?
  16. Very nice, might even solve your problem a bit easier: Use any weapon to determine whether they got first (param 2). If so, then make sure that param = 1 is false, so they have not been damaged by any melee weapon. Should save you from looping through all weapons.
  17. I wonder if some peds just do not have these bones (or use different names). It's hard to say without the models. Can you get valid positions for the forearm bone on the other peds?
  18. Yes, that's exactly how it works. GET_HASH_KEY returns an (unsigned) integer which you can use for the function.
  19. It's not exactly what you are looking for, but you can try using and checking for specific weapons.
  20. They are saved in your ini file where you can easily remove them.
  21. It might require bitflags but 12 is 1100b so it would just mean flag 3 and flag 4 are set.
  22. Just so I understand you correctly, it only crashes if your hit test hits an actual entity, otherwise it works fine?
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