Jump to content

LMS

Administrators
  • Posts

    904
  • Joined

  • Last visited

  • Days Won

    296

 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

RDR2 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. We have no record of your LCPDFR being linked, could you please try again? If you are still having issues, please PM me on LCPDFR.com from your account there.
  2. I just tested it myself and it works fine, but due to an API change you need to change one line of code. Make sure to use the latest SDK dll in your "Dependencies" folder (it's from January 24). Once you have updated it, line 35 should throw an error when trying to compile. Change it to "if (Input.WasKeyJustPressed(Keys.G))" and it should then compile just fine. Copy the updated plugin into the C#Plugins folder. Also please note that you are not supposed to copy the SDK DLL into the game folder or the C#Plugins folder. You just need it in your project folder.
  3. Yeah hooks can co-exist fine just like on GTA V, that's not a problem. Does your logfile reveal anything? Perhaps some files are missing causing it to crash.
  4. The native hash is 049D5C615BD38BAD but the arguments are two structures, so it's a bit more effort to get it working. RAGE Plugin Hook has that function wrapped for you in C#, so that might be the easier way.
  5. No, it is not an open source project.
  6. RAGE Plugin Hook has a function to print help and it also works with any .NET language, so perhaps you can give that a try. We have a tutorial here: Disclaimer: I am one of the authors of RPH.
  7. What ScriptHook are you using?
  8. The OpenIV team has finally released the new version 4.0 which adds support to explore RDR2's game files! You can already open and view textures, meta files, audio (including playback!) and language files. Find more details about the release here: https://openiv.com/?p=1665
  9. Version 4.0

    6,431 downloads

    Explore RDR's files!
  10. For hogtied you can try using GET_IS_TASK_ACTIVE with ID 399, I think that is the hogtied task.
  11. Try spawning s_interact_lantern01x with a trainer and see if that works for you already.
  12. I looked into it some more and it seems that pathfinding unfortunately breaks if you get too far away. So we would have to see if we can somehow simulate it nicely.
  13. There is no such option currently. It only offers unlimited items but you need to have at least one.
  14. I played around with the lantern weapon a bit and it seems possible by merely spawning the lantern object. Nicely placing it might be a bit difficult though. You easily knock it over and getting it on a table is a bit messy. But if you want, I could throw something together quickly that allows you to just create a new lantern in front of you. As for camp weapons, I don't think you need an RPF editor for it but I also don't think anyone has really looked into it.
  15. Interesting, I wonder if it is actual pathfinding or faked somehow. I'll play around with far away peds a bit and see if I get anywhere. Since we have the locations of all the stations, perhaps it is as simple as just spawning backup there.
  16. I think even the singleplayer models have a badge that could be attached to it, so yeah you could probably play as any model with a badge which is quite neat. That could certainly be done! We would have to see if it works due to pathfinding (might not be loaded for areas far away), but it should still be simulated/estimated based on distance. I am not sure if we really need to worry too much about "how did they know", it is a game after all so we have some creative freedom 🙂 I will throw something together for different response times for one of the next builds and we can see how it works.
  17. I agree that it would most likely be Pinkertons, but a good comprise could perhaps be a prisoner transport which you are supposed to protect. Same for mail I guess, since that is also done by government agents.
  18. I like your suggestions, we actually have had similar discussions in the team when it comes to how much other cops should be part of the experience. In LSPDFR it is obviously very natural to have backup, whereas in RDRFR it could be seen a lot more like almost a lone wolf at times. Currently we do not differentiate response times based on your location (and I am not sure if everyone would like that), but it's something we could perhaps add in as an option for those who do. Regarding uniforms, we currently have quite a few default models in the selection with their available outfits as well as the option for users to add their own models to the list, so that should be taken care of.
  19. This native here might also be helpful in your case:
  20. Interesting, it could be a fleeing style then (potentially bitfield). I think I got mine from the game scripts, I wonder why they chose that value then. Maybe 3 is something like "flee but still react to new threats" whereas 4 would be just "flee forever".
  21. Testing is currently underway by our Staff Team and Community Insiders and depending on how well everything goes, we should have a public release shortly.
  22. It shows you as an Insider on here so I assume that you now have access?
  23. Mine does essentially the same, not sure about the internal differences. And no, unfortunately I do not know about the flags, but hopefully someone will clear that up soon.
  24. We don't think it is ready for a public release yet as there has been barely any testing of what we have developed. That is what we are doing right now as well as adding more features. I cannot make the decision for you, but if you are looking for a more polished experience then the beta is probably not for you.
  25. I've used this one successfully (_TASK_SMART_FLEE_STYLE_PED): 0xFD45175A6DFD7CE9(ped, pedToFleeFrom, 3, 0, -1.0f, -1, 0); It is also important to note that fleeing behavior can be altered using flags, but I don't think those are documented yet.
×
×
  • Create New...