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Michael Wojtanis
  • Michael Wojtanis

    Rinepim

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  • Poland

#1

Posted 27 August 2013 - 07:58 PM

Hello. I just think, how SNT change the walking style of peds? Someone know?
I found Native Function Call:
SET_DECISION_MAKER_ATTRIBUTE_MOVEMENT_STYLE...
In missions is like:
LOAD_COMBAT_DECISION_MAKER( 8, ref l_U497 );
LOAD_COMBAT_DECISION_MAKER( 3, ref l_U498 );
SET_DECISION_MAKER_ATTRIBUTE_MOVEMENT_STYLE( l_U497, 1 );

What is 'ref'? This is call some value from another script? sad.gif
Lets try to find a way, how to change animation of walking dynamic, because author of SNT i do not think, he will help us sad.gif

julionib
  • julionib

    Coder

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#2

Posted 27 August 2013 - 09:32 PM Edited by julionib, 27 August 2013 - 09:33 PM.

i guess that what you want is:

SET_ANIM_GROUP_FOR_CHAR

for example:

...call("SET_ANIM_GROUP_FOR_CHAR", player.character, "move_rpg")


you may need to request anim category before use:

"request_anims", "move_rpg")

Michael Wojtanis
  • Michael Wojtanis

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#3

Posted 27 August 2013 - 09:45 PM

Thank You!
Get some cookie:
cookie.gif cookie.gif cookie.gif

I just tried with decision mark... Nobody know how use it in ScriptHookDotNet ;<

AgentWD40
  • AgentWD40

    GLITCHED

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#4

Posted 28 August 2013 - 12:59 PM Edited by hardsty1e, 28 August 2013 - 05:01 PM.

the newest scripthook changed decision makers parameter somehow...

QUOTE (hardsty1e @ Monday, Jul 29 2013, 17:34)
decision maker doesn't seem to work anymore with the updated scripthook.net or it must be implemented a different way... i've gotten to the point where police would run up to my first spotted coordinates then idle, even though it work perfectly in sco Shifty41s_beerhatsmilie2.gif


CODE

DecisionMaker dm, cdm;
//int dm,cdm;



GTA.Native.Function.Call("LOAD_CHAR_DECISION_MAKER", 2, dm);
GTA.Native.Function.Call("LOAD_COMBAT_DECISION_MAKER", 3, cdm);
GTA.Native.Function.Call("SET_DECISION_MAKER_ATTRIBUTE_SIGHT_RANGE", dm, 250);
GTA.Native.Function.Call("SET_DECISION_MAKER_ATTRIBUTE_SIGHT_RANGE(dm, 250);

//LOAD_CHAR_DECISION_MAKER(2, &dm);
//LOAD_COMBAT_DECISION_MAKER(3, &cdm);
//SET_DECISION_MAKER_ATTRIBUTE_SIGHT_RANGE(dm, 250);
//SET_DECISION_MAKER_ATTRIBUTE_SIGHT_RANGE(cdm, 250);



GTA.Native.Function.Call("SET_CAN_TARGET_CHAR_WITHOUT_LOS", ped, true);
GTA.Native.Function.Call("SET_CHAR_DECISION_MAKER", ped, dm);
GTA.Native.Function.Call("SET_COMBAT_DECISION_MAKER", ped, cdm);
GTA.Native.Function.Call("SET_DECISION_MAKER_ATTRIBUTE_CAUTION", dm, 2);
GTA.Native.Function.Call("SET_DECISION_MAKER_ATTRIBUTE_CAUTION", cdm, 2);
GTA.Native.Function.Call("SET_PED_IS_BLIND_RAGING", ped, true);

//SET_CAN_TARGET_CHAR_WITHOUT_LOS(ped, true);
//SET_CHAR_DECISION_MAKER(ped, dm);
//SET_COMBAT_DECISION_MAKER(ped, cdm);            
//SET_PED_IS_BLIND_RAGING(ped, true);



GTA.Native.Function.Call("TASK_COMBAT", ped, Player.Character);
//TASK_COMBAT(ped, theplayer);


hey julionib, did you ever figure out how to use decision maker?

if that native doesn't work for your fearless unarmed ped. another way you could probably use is set " Pede.ChangeRelationship(RelationshipGroup.Player, Relationship.Hate); " then add ped to your group " Pede.RelationshipGroup = RelationshipGroup.Player; " then use "GoTo" or "TASK_COMBAT" to create fearless ped.

julionib
  • julionib

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#5

Posted 28 August 2013 - 01:39 PM

nope, didnt worked with hulk, but the blind_rage or something like that made it better




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