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 Edited by julionib, 27 August 2013 - 09:33 PM.
...call("SET_ANIM_GROUP_FOR_CHAR", player.character, "move_rpg")
you may need to request anim category before use:
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 Edited by hardsty1e, 28 August 2013 - 05:01 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.
Posted 28 August 2013 - 01:39 PM
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