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Posted 27 August 2013 - 07:58 PM
I found Native Function Call:
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?
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
Posted 27 August 2013 - 09:32 PM
...call("SET_ANIM_GROUP_FOR_CHAR", player.character, "move_rpg")
you may need to request anim category before use:
Edited by julionib, 27 August 2013 - 09:33 PM.
Posted 27 August 2013 - 09:45 PM
Get some cookie:
I just tried with decision mark... Nobody know how use it in ScriptHookDotNet ;<
Posted 28 August 2013 - 12:59 PM
|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 |
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.
Edited by hardsty1e, 28 August 2013 - 05:01 PM.
Posted 28 August 2013 - 01:39 PM
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