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SuperNovaXM

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  1. Sweet! This worked perfectly, I can't believe it. Thanks for helping me out so much, I was starting to think it wouldn't be possible! No idea why it didn't work when I tried it, maybe I casted the hash at the end wrong.
  2. Thanks for your help, but it turns out I was doing a number of things wrong unrelated to the natives so I'm glad I caught that as well. That said, I have a new issue regarding the natives that ought to modify the player's ammo. I have tried using SET_PED_AMMO, SET_PED_AMMO_BY_TYPE, _ADD_AMMO_TO_PED, and other similar functions and the only two I've actually gotten to work are SET_PED_INFINITE_AMMO which is useless in my case and SET_AMMO_IN_CLIP which isn't robust enough as it only moves stored ammo to and from your gun. I was wondering if I was doing something wrong again or if these functions don't work for the player as I thought they might.
  3. Hmm, it seems like you're using Alexander Blade's c++ scripthook, where I'm using the RDR2.net scripthook api. If I don't find any solutions to my problem then I'll start to look into getting the developing with the AB scripthook, if you have any good resources for starting a project using the AB sdk that would be much appreciated.
  4. Hi, I'm fairly new to modding in general, but I've followed a few tutorials successfully and now I have some questions. I was trying to use the SET_PED_AMMO native function but when I went to put in the weapon hash it gives me the error: cannot convert from 'RDR2.WeaponHash' to 'RDR2.Native.InputArgument'. I tried constructing an InputArgument using this code, but it crashed my game: var hash = new RDR2.Native.InputArgument(CurrentPlayerWeapon()); //CurrentPlayerWeapon() returns the hash of the weapon currently equipped Function.Call(Hash.SET_PED_AMMO, Game.Player.Character.Handle, hash, 100); If there's better documentation than what little I found, or if there's any other way to do this then do let me know.
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