Everything posted by HughJanus
-
Ped Damage Overhaul
In theory, yes. But practically it does not always work that way - what it really does is make NPCs harder to kill with leg or arm shots (and thats what we were going for).
- 1,271 comments
- 5 reviews
-
Ped Damage Overhaul
New beta. Tweaked falling/stumbling behavior. Tweaked limb damage. Carriage drivers shouldnt be overpowered now. Added a few ini values. Fixed a seemingly old bug with the damage modifiers. Added springfield and bolt action rifles to special weapons modifier. PedDamageOverhaul.asi PedDamageOverhaul.ini
- 1,271 comments
- 5 reviews
-
Ped Damage Overhaul
@SAC I have tested a few builds since then, so I cant say for sure. You could compare the two files with notepad++ (highly recommended).
- 1,271 comments
- 5 reviews
-
Ped Damage Overhaul
New build. Still not finished reworking the code. @SAC BleedWhenShot should work now. Bleeding stopping at DyingMovementThreshold should be fixed now. NPCs getting up in Dying States almost all the time should be fixed now. MuteNoosedNPCs - I dont know what else I could do to prevent noise. Maybe force them to play some silent speech? I dont know. ModEffectRange - since the function I am using does not really have a proper documentation, I cant say for sure, but I am pretty convinced its the NPCs around the player (or loaded in the current grid) which are effected (the first X NPCs the script finds). You could disable it by setting it to 0, I suppose. PedDamageOverhaul.asi PedDamageOverhaul.ini
- 1,271 comments
- 5 reviews
-
Ped Damage Overhaul
@ChristianW. at the bottom of the ini you can find multiple task ids. Could you try setting them all to 0 and check if you still get NPCs with 3 health left, please?
- 1,271 comments
- 5 reviews
-
Ped Damage Overhaul
I am now through with the first iteration of cleaning up. Here are the changes I made while untangling everything: Removed all the dying state force pushing stuff (from the ini and from the code). Removed the current "bring an NPC down to the ground" logic. Built a new "bring an NPC down to the ground" logic, the ini values are as follows: DSEuphoriaStumbleChance (the percentage of NPCs which will be stumbling instead of just going down) DSEuphoriaStumbleMin (minimum time in milliseconds and NPC will stumble) DSEuphoriaStumbleMax (maximum time in milliseconds an NPC will stumble) If the force of the bullet does not bring an NPC out of balance (e.g. if you shoot someone in the chest using an old cattleman revolver), the stumbling will still not happen often times. But instead of freezing, the NPCs should now grab their wound and stand (for the random time between DSEuphoriaStumbleMin and DSEuphoriaStumbleMax), then fall more or less theatrically. I quite like how it is now, but if all of you strongly dislike the new going down mechanic, I am open to suggestions. Please try it out and provide some feedback. If I have the time, I will work it into the code while restructuring it further. Also please dont use your old ini files (if you want to keep your custom changes, please edit the new file (notepad++ using the comparison plugin is handy for that)). PedDamageOverhaul.ini PedDamageOverhaul.asi
- 1,271 comments
- 5 reviews
-
Making PEDs ignore dead bodies
There are also functions for cancelling tasks "immediately" and cancelling "secondary" tasks. In PDO I use the "immediately" function for some purposes - after cancelling one task, I give NPCs another one (this way the old one does not get triggered again). But I guess you have already tried that :/
-
Ped Damage Overhaul
@ChristianW. The delta defines the radius of a theoretical sphere around an NPCs head. The time defines the time for the spheres existence (after the time has elapsed, another sphere with the same duration is created and so on). If during a spheres existence the NPCs head does not leave the sphere, the script puts the NPC to the ground as soon as the sphere disappears.
- 1,271 comments
- 5 reviews
-
-
- 1
-
-
Ped Damage Overhaul
@WS179 This mod does not touch the conditions of arterial bleeding. @ChristianW. Yes, the freezing occurs if the last shot did not throw the NPC out of balance. Increasing the pushing force was one thing I tried, but it made other situations look goofy. I also tried decreasing the time for which euphoria reactions are allowed - this solved the freezing, but also removed long euphoria reactions. Thats why I came up with HeadVecMaxDelta and HeadVecMaxTime (but never had the time to properly configure those values). In theory, those should be able to fix the issue, since the only time when an NPCs head stands still (when the health is under the dying movement threshold) is when the NPC is currently freezing - all other times the NPC is either stumbling around, moving/falling or already on the ground - so if those values are set in a way where they can determine an NPC standing still, they will be able to put any freezing NPC to the ground.
- 1,271 comments
- 5 reviews
-
Making PEDs ignore dead bodies
I suppose you already tried stopping the unwanted task?
-
Ped Damage Overhaul
@ScarletFox If you include the story NPCs, those NPCs get StoryNPCHealth (so if they limp around, you should increase this value). Or they will also move in a wounded way if they got hit in their legs or hurt themselves. FYI - those are the NPC models affected: CS_johnmarston CS_MicahBell CS_dutch CS_lenny CS_hoseamatthews CS_leostrauss CS_rainsfall CS_javierescuella CS_billwilliamson CS_uncle CS_sean CS_charlessmith CS_EagleFlies CS_PAYTAH CS_hercule CS_leon CS_mrsadler CS_kieran CS_mrpearson CS_JAMIE CS_Jules CS_bronte CS_revswanson CS_MARSHALL_THURWELL CS_LARAMIE CS_ArchieDown CS_thomasdown CS_EdithDown U_M_M_BHT_BENEDICTALLBRIGHT CS_creolecaptain CS_josiahtrelawny
- 1,271 comments
- 5 reviews
-
Ped Damage Overhaul
@Tuberculobster OK, so the script does the following (with DSEuphoriaStumbleChance setting in and NPCs health below DyingMovementThreshold): The head bone position of the NPC is checked - if the head bone is between ZValueForHeadBone and ZValueForHeadBone2 above the ground, the NPC counts as standing. If the NPC is not standing, it will transition to the wounded animation and dying state behavior. If it is standing and currently ragdolling (= euphoria reaction) the time of DSDelay will be waited, then the following will happen: it will be able to move in euphoria/ragdoll for DSMaxEuphTime. If the NPC is still in ragdoll after this time, it will be pushed according to DyingPushChance, DyingForcePushX, DyingForcePushY and DyingForcePushZ (for the time of DSMaxStumbleTime). If this time has passed, and the NPC is still standing, it is forced to the ground. If during any of the above behavior, the NPCs head does not leave the radius of HeadVecMaxDelta for HeadVecMaxTime, the NPC will be forced to the ground (these two settings were implemented for preventing the freezing, but they need to be configured together with all the above mentioned values in order to properly function - I have not put the time in to do this, yet). Edit: So in theory this is what the values should be for DSDelay is for flinching (when an NPC is shot) - every hit reaction lasting longer than this will make the script think the NPC is euphoria reacting (grabbing a wound, stumbling, or such). DSMaxEuphTime is for euphoria reactions - this is the maximum time (after the flinching time has passed) an euphoria reaction is allowed to last. DSMaxStumbleTime is for stumbling induced by the script - after the euphoria reaction has supposedly ended (and the NPC is still standing), it will be pushed to the ground while trying to balance the pushes out (resulting in stumbling like behavior). ZValueForHeadBone and ZValueForHeadBone2 are the values determining whether an NPC is standing or not. DyingPushChance, DyingForcePushX, DyingForcePushY and DyingForcePushZ are the values used for inducing the stumbling like behavior. HeadVecMaxDelta for HeadVecMaxTime are the values used to combat the freezing-issue, which occurs when an NPC is shot, but the shot does not bring the NPC out of balance (thus the stumbling wont set in).
- 1,271 comments
- 5 reviews
-
Ped Damage Overhaul
Over time I have added bits and bits of code to the main one (new features) because I wanted to implement something more quickly. Now all the features added over all the releases have left the code pretty tangled up - features such as the EuphoriaModInstalled ini parameter, which reach into a lot of different functions, are hard to implement and the error tracking is even harder (same goes for things like the freezing of NPCs some of you described). For this reason I have decided to restructure the code before further working on it. This means that it will take me a while before I can supply you with a new beta. But I hope that this will make error tracking and the implementation of new features easier in the future. Thank you all for constantly providing good feedback!
- 1,271 comments
- 5 reviews
-
-
- 2
-
-
Ped Damage Overhaul
Hey all, I am planning on removing the force push option for dying states (which is disabled by default). Is anyone using this? Because currently it just makes implementing new features a lot harder, since we have to test everything with this option off and on. It is buggy (physics go wild while time is slowed down (e.g. while in weapon wheel)) and doesnt look as good as the wounded animations. Would be nice to get some feedback on this (to know if a shitstorm will break loose when removing this option). BR HJ
- 1,271 comments
- 5 reviews
-
Ped Damage Overhaul
New beta. Fixed a bug when EuphoriaModInstalled enabled (there was still the maximum euphoria time counting down, then setting NPCs who were still standing to ragdoll). PedDamageOverhaul.asi PedDamageOverhaul.ini
- 1,271 comments
- 5 reviews
-
Ped Damage Overhaul
Please use the latest beta: https://www.rdr2mods.com/downloads/rdr2/scripts/42-ped-damage-overhaul/?do=findComment&comment=4183
- 1,271 comments
- 5 reviews
-
Ped Damage Overhaul
@SAC EuphoriaModInstalled is the ini setting and the bug I stumbled upon when implementing the setting (had to do with force pushes being applied too late - dont know if it would have been noticed while playing, but it was some incorrect code).
- 1,271 comments
- 5 reviews
-
-
- 2
-
-
Ped Damage Overhaul
New beta. Fixed a bug and added an ini parameter which disables NPCs being forced to the ground when under the dyingmovementthreshold, they will stay on the ground if they go down by themselves, though (this is an experimental setting for euphoria mod compatibility). PedDamageOverhaul.ini PedDamageOverhaul.asi
- 1,271 comments
- 5 reviews
-
-
- 1
-
-
Cineastic Euphoria Ragdoll Rework (C.E.R.R)
@AnymYo What I could do in PDO is implement an ini setting. If its enabled, the force pushes will be turned off. NPCs will only be held on the ground by setting them to ragdoll, once their health is low and they have fallen down by themselves. But in order for this to work. NPCs would need to fall often (since if they dont fall by themselves, the dying states cannot start).
-
Ped Damage Overhaul
@IIrish Could it be that youre using an old ini file? What you are describing is exactly the behavior which used to happen when we used force pushes in dying states (before we discovered how to use the wounded animation). After discovering the wounded animation, we deactivated the force pushing, but left it in the ini in case someone wanted to still use it.
- 1,271 comments
- 5 reviews
-
-
- 1
-
-
Ped Damage Overhaul
new beta fixed two bugs and expanded the TYL features a bit PedDamageOverhaul.ini PedDamageOverhaul.asi
- 1,271 comments
- 5 reviews
-
Ped Damage Overhaul
@IIrish Did you change anything in the ini? There should be no force applied to NPCs in dying states.
- 1,271 comments
- 5 reviews
-
Ped Damage Overhaul
@SAC Yeah, ABs blog is the place to go. The latest version is the one from July 19th 2021: https://www.dev-c.com/rdr2/scripthookrdr2/ I dont have the ScriptHookDotNet installed - might be that this one spits in your soup? I have no idea. Just wanted to clarify, that I do not have any other hooks installed and it works as intended for me -> maybe try to uninstall other hooks for one run and check if it works then?
- 1,271 comments
- 5 reviews
-
Ped Damage Overhaul
@coltraz Great to hear the problem is fixed for you 🙂 @SAC Concerning the Ctrl+R to reload the scripts - are you using ABs script hook and/or any other hooks? Worked fine for me the last time I tested.
- 1,271 comments
- 5 reviews
-
Ped Damage Overhaul
- 1,271 comments
- 5 reviews