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HughJanus

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Everything posted by HughJanus

  1. The script refreshes every millisecond (because it creates actions which happen every 10 milliseconds or even more often, depending on chance), so I would need to know the time scale every millisecond and cant afford to wait a second to compare how fast time goes by. Or did you mean it in another way?
  2. Can some mod please delete this topic? I suppose we will have to wait until OpenIV releases in a version which has clear names for animations (in the current version the names are still hashed) 🙂
  3. While in slow motion, the physics go apesh*t and a force push of 50 suddenly equals a force push of 500 or so. I need to check wheter the time is running correctly or dead eye or the weapon wheel or some other time modifying feature is used. Is there a simple way to do that (with natives preferably)?
  4. The idea was that if you shot someone three times with a rifle (should be about 50 damage with the correct modifier), they would be downed, but not dead. The 250 health they have left create a ~2min bleedout phase, which would be appropriate, so we thought. But all the values will be rebalanced in v1.4 anyway, so feel free to play around with them. The damage one shot equals to, depends on the weapon itself and the modifiers you have set in your ini.
  5. Depends on what you mean by "wounded". There is the knockdown feature which makes peds stay down for a while, but get back up again - so I guess thats what you want? If you dont want the actual wounded or dying states, just set their thresholds low - like this: NPCHealth = 300 KnockbackThreshold = 290 (so the first shot can not knock an enemy back, but from the second one onwards, its possible) DyingThreshold = 40 (and other thresholds as low as well) Just an example, so the dying modes would only set in when at 40 health, so you have 250 health you can inflict to a ped while which he can be knocked down and get back up again. ...does that make sense?
  6. For those waiting for new versions to test. Here is the first beta (already some days old). We are currently tweaking values and getting rid of bugs, but it is feature complete. Have fun^^ PedDamOv_v1.4b1.zip
  7. Does this work with a controller too? What is the "look back key" on a controller?
  8. Havent tried. I was so frustrated after discovering that, that I moved on with something else^^
  9. I have now used the iterating through weapons, because I didnt want all weapons to cause bleeding :)
  10. The setting for Arthurs health isnt working properly, unfortunately. Please use the NPC Damage Modifier to make NPCs deal more or less damage instead of changing Arthurs health (the effect should be the same).
  11. I need some help. I have been trying to apply force to certain bones, but they seem to vary for each NPC. For example I tried to apply a force push to the right forearm (= 54187), when an NPC is down. The sheriff in Valentine does work, but other NPC might be pushed in the left forearm, some even in the thigh,.. How can I make sure that I push every NPC in the right forearm - can I work with bone names somehow like this: GET_ENTITY_BONE_INDEX_BY_NAME(Ped, "SKEL_R_Forearm"); Or does it need another name? Edit: I just tried it with the bone names, but the result is the same. The Sheriff in Valentine keeps moving his arms, other NPCs mostly dont. Is that a known problem? How can it be solved?
  12. haha I was looking for the third value, where I put the question mark :D I googled and found this from GTA 5, I am now working with the value 0. If youu want to define only a specific weapon, second parameter=weapon hash code, third parameter=0 If you want to define any melee weapon, second parameter=0, third parameter=1. If you want to identify any weapon (firearms, melee, rockets, etc.), second parameter=0, third parameter=2.
  13. So if I want to do it for WEAPON_UNARMED, I do it like this? has_entity_been_damaged_by_weapon(Ped, GET_HASH_KEY("WEAPON_UNARMED"), ?); The method wants an integer and I dont know what to insert^^
  14. What is the weapon type that is requested in this method?
  15. So here is a new alpha version in which Jamie is excluded, there is an option to only disarm someone if you hogtie them and there is some "advanced" dying movement. We have implemented three stages of being downed now - before there was only the dying threshold, under which the NPC just didnt move (except their head, looking around, making faces and maybe their hands a little) - now there is the dyingmovement state 1 (DyingMovementThreshold), the dyingmovement state 2 (DyingMovementThreshold2) and the disabled state (DyingThreshold, same as before). Example for the health: NPCHealt = 200 DyingMovementThreshold = 150 DyingMovementThreshold2 = 100 DyingThreshold = 50 They should have their values in this order, because the first state has somewhat agile movement on the ground (rolling around, twitching strongly, etc.), the second state has less movement (just a little twitch or spasm here and there or some light leg kicking) and the DyingState is the same as before (NPC only looking around, now also making more pain noises). You can tinker with all the values - if you figure out a good combination, please share it with us. This version is just a raw configuration of the new values. PedDamOv_v1.4a11.zip
  16. I found this one already, but would have to go through all the weapons but the fists 😕 Thanks for responding, though.
  17. In a mod I am using a bleeding effect. Currently it also applies when being damaged in a fistfight. How could I check if an NPC has been damaged by a "non-fist-weapon"?^^ I imagine something like checking if the last damaged source was NOT a fist... is that possible somehow?
  18. Could you explain your code? What do the flags and attributes mean?
  19. Thanks for your input, guys. Unfortunately our private lives have gotten a little stressier over the past month, so we dont have that much time for the mod at the moment - but behind the scenes we keep testing stuff (just not spending as much time on it as we did before), so dont worry :)
  20. @fitfondue I have now dumbed the code down so that everything you set in the ini (all the x, y and z values for the different bones) will be executed at once. I omitted all the randomizers and the "remembering" of the NPC push, because the push will always be the same anyway (= whatever you set in the ini). All the randomizer logic, we can re-do when we know what we want. With this code you should be able to force certain behaviors. Would be cool if you share some values here, once you get close to something :) Thanks, as always, for your great work and effort! Did a quick search for the timescale check but couldnt find anything useful. Have you found something already? PedDamOv_v1.4a8.zip
  21. Hey @snuffles, the latest version of PedDamageOverhaul has a modifier for NPC damage - with this you can achieve the same effect as decreasing Arthurs health 🙂
  22. The ones below with the semicolon in front are comments, they are not being executed (I just saved them so I wouldnt forget the initial values I tested with) 🙂
  23. @fitfondue Awesome video xD Yeah, theres still randomness because inside the body zones you can set in the ini, there is a randomizer which can not be set (so a case can occur where both calves are pushed and only one arm and one of the spine vertebras, so the calf push is much stronger). Before changing any of the present logic, I would like to brainstorm a bit with you. If I change it now so that we can set forces separately for each bone and axis, what would be the end goal (so I can already put the code into the right places, when making it new)? Would we like to create x different behaviors (e.g. bone pushing setups) which we then randomize (like the rolling in your video, then some squirming behavior, and some very slow crawling-like behavior, and whatever...)? Or would we like to completely randomize the bones being pushed, so arbitrary behaviors can occur (maybe some we didnt even think of - but this may also lead to weird behavior)? Or do we set up rules for randomizing - like if the left forearm is pushed, there always has to be the right calf pushed in the same movement..? Because when I start to re-do the code, I will have to break up everything I currently have and then I want to make it proper :) Thanks for testing so thoroughly all the time!
  24. I dont have hand and foot bones or leg and arm. I only have some fingers and the forearm as well as the calves and the thighs - more I dont have. If you want the push to be applied all the time of the duration, then wait all the time of the pause duration, then push again for the whole time (without any randomness) the following values have to be set: DyingMovementChance=999 (so every loop the pushing is triggered at 100% chance) DyingMovementPushTime=1000 (pushing duration, 1000 = 1 second) DyingMovementWaitTime=1000 (pause during the push durations, 1000 = 1 second) If you want all limb parts (spine, legs and arms) to be moving at the same time you set the chance values as follows: DyingMovementLegChance01=-1 DyingmovementLegChance02=-1 DyingMovementArmChance01=-1 DyingMovementArmChance02=-1 DyingMovementSpineChance01=-1 DyingMovementSpineChance02=-1 DyingMovementLegArmChance01=-1 DyingMovementLegArmChance02=-1 DyingMovementLegSpineChance01=-1 DyingMovementLegSpineChance02=-1 DyingMovementArmSpineChance01=-1 DyingMovementArmSpineChance02=-1 DyingMovementAllChance01=0 DyingMovementAllChance02=99 -1 disables and the 01 chance of "All" (meaning all body parts) is 0 and the 02 chance is 99, so that means "if randomizer is between 0 and 99, push all parts" (the randomizer generates a number between 0 and 99, so you have a 100% chance of triggering). As for the body parts, they have chance modifiers which cant be confiured yet (making the legs, for example, either one leg move, the other leg moves, or both legs move - everyone of them having the same chance of occuring). I dont know when I will be able to implement the requested parameters, because it will be quite some work, but I will see to get it done during the week :)
  25. I just found a native "SET_PED_MAX_TIME_UNDERWATER" and tested it, but it doesnt seem to do anything. WIth the mod on (NPCHealth = 450) a lawmen takes about 20 seconds to drown - no matter how high I set this value. When did you encounter someone who hasnt drowned in half a minute? How could I reproduce it? For me, everyone drowns in an acceptable amount of time (I throw them in water where they are totally submerged).

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