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  1. MulleDK19

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Popular Content

Showing content with the highest reputation since 10/29/2019 in Native Comments

  1. Added name. I believe this is the actual name of the native, based on comments in the scripts. if (!PED::_0x34D6AC1157C8226C((uParam0->f_107[iParam1 /*113*/])->f_5, (uParam0->f_107[iParam1 /*113*/])->f_8.f_1)) { SharedFunction19111(uParam0, "Is ped in enter scenario - FALSE - not using scenario type", 60, iParam1); return 0; } if (!TASK::IS_PED_ACTIVE_IN_SCENARIO((uParam0->f_107[iParam1 /*113*/])->f_5, 0)) { SharedFunction19111(uParam0, "Is ped in enter scenario - FALSE - not active in scenario", 60, iParam1); return 0; }
  2. This is from the gta 5 natives for the int ragdollType 0 : Normal ragdoll 1 : Falls with stiff legs/body 2 : Narrow leg stumble(may not fall) 3 : Wide leg stumble(may not fall)
  3. This return -1 for inactive players and 1 for active players, i called this IS_PLAYER_VALID p0 is player index int __fastcall IS_PLAYER_VALID(unsigned int a1) { __int64 v1; // rax __int64 v2; // rdx unsigned __int64 v3; // rax __int64 v4; // rdx float result; // xmm0_4 v1 = get_player_addr(a1); if ( v1 && (v2 = *(328i64 * ((*(v1 + 0x9C) & 0x1FFFFu) - dword_7FF7E77304F8) + qword_7FF7E7730500 + 0xA0), v3 = *(328i64 * ((*(v1 + 0x9C) & 0x1FFFFu) - dword_7FF7E77304F8) + qword_7FF7E7730500 + 0xA0) & 0xFFFFFFFFFFFFFFFEui64, v4 = -v2, v3 & -(v4 != 0)) ) { result = *((v3 & -(v4 != 0)) + 0xA8); } else { result = *&return_minus_1; } return result; }
  4. Planes in RDR2 😂
  5. Blocking Flags: enum eRagdollBlockingFlags { RBF_BULLET_IMPACT = (1 << 0), RBF_VEHICLE_IMPACT = (1 << 1), RBF_FIRE = (1 << 2), RBF_ELECTROCUTION = (1 << 3), RBF_PLAYER_IMPACT = (1 << 4), RBF_EXPLOSION = (1 << 5), RBF_IMPACT_OBJECT = (1 << 6), RBF_MELEE = (1 << 7), RBF_RUBBER_BULLET = (1 << 8), RBF_FALLING = (1 << 9), RBF_WATER_JET = (1 << 10), RBF_DROWNING = (1 << 11), RBF_0x9F52E2C4 = (1 << 12), RBF_PLAYER_BUMP = (1 << 13), RBF_PLAYER_RAGDOLL_BUMP = (1 << 14), RBF_PED_RAGDOLL_BUMP = (1 << 15), RBF_VEHICLE_GRAB = (1 << 16), RBF_SMOKE_GRENADE = (1 << 17), RBF_HORSE_BUMP = (1 << 18), RBF_ACTIVATE_ON_COLLISION = (1 << 19) };
  6. 1 point
    Example Use in C#: public static async void PlayClipset(string dict, string anim, int flag, int duration = -1) { // PlayClipset("mech_loco_m@generic@reaction@handsup@unarmed@tough", "loop", 31); // https://rdr2.mooshe.tv/animations/ API.RequestAnimDict(dict); while (!API.HasAnimDictLoaded(dict)) { await BaseScript.Delay(100); } if (API.IsEntityPlayingAnim(API.PlayerPedId(), dict, anim, 3)) API.ClearPedSecondaryTask(API.PlayerPedId()); else Function.Call(Hash.TASK_PLAY_ANIM, API.PlayerPedId(), dict, anim, 1.0f, 8.0f, duration, flag, 0, true, 0, false, 0, false); }
  7. What do all those SET_PED_CAN_XXX_IK do? Edit: I read somewhere a few months ago that IK means that the ragdoll/model interacts with things (so e.g. a foot is placed on a step -> if the foot only touches the step with its toes, the rest of the foot will move downwards touching the step below while the toes are still on the step above...if that makes sense?).
  8. 1 point
    Return: 0 - none 1 - Ped 2- Vehicle 3 - Object
  9. 1 point
    ExplosionTypes: 1: Big explosion 2. Molotov style explosion 3. Molotov style explosion 4. Big rock explosion 5. Smaller rock explosion 6. Smaller rock explosion 7. Smaller explosion with metallic/ train sound 8. Small water geyser 9. NONE 10. Big Geyser 11. Big Explosion metallic sound 12. Very small explosion 13. Only sound 14. NONE 15. Small explosion metallic sound with fire afterwards 16. NONE 17. Big Explosion (Slow Mo -with low/no sound?) 18. Huge gas/fire flame (oil refinery flame) 19. Small explosion with no sound 20. NONE 21 Big explosion with no sound 22. Small explosion with loud sound 23. Medium Explosion 24 Molotov type explosion + fire 25. Big explosion 26. Huge Explosion 27.Big explosion 28 Big explosion 29 Big explosion 30. Fire (starts a small fire) 31. Big Explosion 32 Sparks with fire afterwards. 33. Firework 34 Green splash (small) 35. Glass smashing sound - Toxic gas cloud
  10. 1 point
    I tested this and only returns true once ped is dead.
  11. Sets the currently equipped weapons current ammo to max, basically instantly reloads it. Player character as param, dont know about other peds.
  12. If you put player character as a parameter, it will start reloading the weapon. Returns true if reloading, false if weapon is fully loaded.
  13. I've added types and zone names. Example usage with RAGE Plugin Hook: private static bool IsPositionInZone(Vector3 position, string zoneName) { const int ZoneMapTypeTown = 1; const int ZoneMapTypeDestrict = 10; uint desiredZoneHash = Game.GetHashKey(zoneName); uint zoneHash = Game.CallNative<uint>(0x43AD8FC02B429D33ul, position.X, position.Y, position.Z, ZoneMapTypeTown); if (zoneHash == desiredZoneHash) { return true; } zoneHash = Game.CallNative<uint>(0x43AD8FC02B429D33ul, position.X, position.Y, position.Z, ZoneMapTypeDestrict); return zoneHash == desiredZoneHash; }
  14. Seems to be some sort of health check for scripts. If this returns true an enum is checked against native 54AE4FDEEFEAB77E(). Enum value ranges from 0 to 4. Typical usage in dairyfarm.c (return 1 means stop the script execution gracefully): This method is found in many scripts. Copy & paste style. Interestingly in most scenarios I've seen, when the result of 54AE4FDEEFEAB77E() is 2 and bParam0 is true, the script will continue. int func_49(bool bParam0, bool bParam1) { int iVar0; if (Global_1572887->f_12) { return 0; } if (!NETWORK::NETWORK_IS_GAME_IN_PROGRESS()) { if (bParam1 && NETWORK::_0xF2CBC969C4F090C7()) { } else if (bParam1 && NETWORK::NETWORK_IS_SESSION_ACTIVE()) { } else if (bParam1 && &Global_1572887 < 39) { } else { return 1; } } if (!NETWORK::NETWORK_IS_SIGNED_ONLINE()) { return 1; } if (SCRIPTS::_0x9E4EF615E307FBBE()) { switch (SCRIPTS::_0x54AE4FDEEFEAB77E()) { case 0: return 1; case 1: return 1; case 2: if (!bParam0) { return 1; } break; case 4: return 1; case 3: return 1; default: return 1; } } iVar0 = 0; while (iVar0 < SCRIPTS::GET_NUMBER_OF_EVENTS(1)) { if (SCRIPTS::GET_EVENT_AT_INDEX(1, iVar0) == 1976253964) { return 1; } iVar0++; } return 0; }
  15. real give weapon to ped: 0x5e3bddbcb83f3d84

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