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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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  • Joined: 13 Sep 2012
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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.gifcookie.gifcookie.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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