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LMS

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Everything posted by LMS

  1. 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.
  2. There is no such option currently. It only offers unlimited items but you need to have at least one.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. This native here might also be helpful in your case:
  9. 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".
  10. 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.
  11. It shows you as an Insider on here so I assume that you now have access?
  12. 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.
  13. 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.
  14. 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.
  15. Yes, Insiders get early access to a variety of projects and updates we work on, including early access to RDRFR currently.
  16. Perhaps it only works for animations played via the task natives? Might be worth a shot.
  17. It does not look like it takes a hash. Those are few examples from the game scripts: Line 11070: TASK::SET_ANIM_RATE(iLocal_38, 0.75f, 0, false); Line 11071: TASK::SET_ANIM_RATE(iLocal_39, 0.75f, 0, false); Line 11080: TASK::SET_ANIM_RATE(iLocal_38, 0.5f, 0, false); Line 11081: TASK::SET_ANIM_RATE(iLocal_39, 0.5f, 0, false); Line 1459: TASK::SET_ANIM_RATE(iLocal_1284, 1f, 0, false); Line 1463: TASK::SET_ANIM_RATE(iLocal_1285, 1f, 0, false); Line 17862: TASK::SET_ANIM_RATE(iLocal_1284, 0f, 0, false); Line 17863: TASK::SET_ANIM_RATE(iLocal_1285, 0f, 0, false);
  18. I am not sure what it changes, but I don't think you can. What are you seeing when yo set it to like 0.1f?
  19. Her model name is CS_MP_JESSICA I think.
  20. Usually you can specify the speed already when starting the animation. I am not sure what this native actually changes, perhaps just the ped's running anim?
  21. We do not have any definitive dates, but a testing version is more or less around the corner. When a full public release is ready is hard to say, but we try to get it out as fast as possible. Just trying to find the right balance between fast release and features/polishing.
  22. The trainer pulls the models from the lst.ini file, so if you want more either add them yourself there or download one of the premade files which has all the models and more. You can find those in the Downloads section too. As for mp_male, this it he male multiplayer model and unfortunately since one of the recent game patches this cannot be spawned in SP.
  23. The trainer has its own ScriptHook and is up to date. There is no need for any additional files. Mostly working on RDRFR when it comes to modding 🙂 Glad to hear you are enjoying it!
  24. There are no plans for any updates in the near future as we are focusing on other things, but I'm sure we will find new cool stuff to add to the trainer somewhere down the road.
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