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

  1. Xbox controller controls A = INPUT_FRONTEND_ACCEPT (3350541322) B = INPUT_FRONTEND_CANCEL (359624985) X = INPUT_FRONTEND_X (1840825903) Y = INPUT_FRONTEND_Y (2080465600) LB = INPUT_FRONTEND_LB (3901091606) RB = INPUT_FRONTEND_RB (398377320) LT = INPUT_FRONTEND_LT (1360019509) RT = INPUT_FRONTEND_RT (1877832124) LS pressed = INPUT_FRONTEND_LS (1137550768) RS pressed = INPUT_FRONTEND_RS (2107936042) LS moved right = INPUT_FRONTEND_AXIS_X (4216773979) LS moved down = INPUT_FRONTEND_AXIS_Y (152139984) RS moved right = INPUT_FRONTEND_RIGHT_AXIS_X (1025725594) RS moved down = INPUT_FRONTEND_RIGHT_AXIS_Y (3946918111) D-pad up = INPUT_FRONTEND_UP (1662638961) D-pad down = INPUT_FRONTEND_DOWN(97156178) INPUT_FRONTEND_LEFT and INPUT_FRONTEND_RIGHT work as X and B for some reason
  2. Here's a list of most of the in-game voice-lines: https://raw.githubusercontent.com/femga/rdr3_discoveries/refs/heads/master/audio/audio_banks/audio_banks.lua speechParamHash can be found here: https://github.com/femga/rdr3_discoveries/tree/master/audio/audio_banks ("speech_params_force" seems to work best) Text indented on the left such as "0008_S_F_M_ISPWORKER_01_BLACK_02" is the dictionary_name, the strings underneath is the index_name. index_name with a number (E.G _01, _02, _03 etc..) are just extra voice lines, most voice lines seem to works best without the added '_01' on the end Here's the following setup I was able to create for playing voice lines through your Player (this of course can be changed to be used for other Peds) struct ScriptedSpeechParams { const char* IndexName; const char* DictionaryName; alignas(8) int variation; alignas(8) Hash speechParamHash; alignas(8) Ped listenerPed; alignas(8) BOOL syncOverNetwork; alignas(8) int v7; alignas(8) int v8; }; static_assert(sizeof(ScriptedSpeechParams) == 0x40, "incorrect ScriptedSpeechParams size"); void play_npc_voice(Entity npc, const char* dictionary_name, const char* index_name) { // set the ScriptedSpeechParams struct as you wish ScriptedSpeechParams params; params.IndexName = index_name; params.DictionaryName = dictionary_name; params.variation = 0; params.speechParamHash = RAGE_JOAAT("speech_params_force"); params.listenerPed = PLAYER::PLAYER_PED_ID(); params.syncOverNetwork = true; params.v7 = 1; params.v8 = 1; AUDIO::PLAY_PED_AMBIENT_SPEECH_NATIVE(npc, (Any*)&params); } example of use: play_npc_voice(npc, "0405_U_M_M_RhdSheriff_01", "RE_PH_RHD_V3_AGGRO");
  3. 1 point
    This native function checks if the provided Ped is a Player.
  4. 1 point
    By: Hayden Almeida 🧲 In C#: if (API.IsPedOnMount(API.PlayerPedId())) { int mount_id__ = API.GetMount(playerid); int MPTagHorse = Function.Call<int>((Hash)0xE961BF23EAB76B12, mount_id__, "Gerrard"); }
  5. Decreases player cash to 0.00. No matter what you put in the "amount" variable.
  6. Example in C# By: Hayden Almeida bool using = Function.Call<bool>((Hash)0xFB4891BD7578CDC1 ,PlayerPedId(), 0x9925C067) //checking if player is using a hat if(using) //do something.... else //do something...
  7. Sets the core value. Seems to go 0 to 100? 0-Health,1-stamina,2-deadeye

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