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How to get dead peds around?


Cyron43
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Hi there,

the World.GetNearbyPeds method of the ScriptHookVDotNet (which uses the GET_PED_NEARBY_PEDS native under the hood) only returns alive peds. I want to migrate my undertaker mod from GTA IV but haven't found out yet how to retrieve dead peds.

Can anyone help?

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I'm pretty sure, there isn't method for that. But you can make your own with something like that. This code should work.

Array ReturnDeadPeds(){    Ped[] nearbypeds = World.GetNearbyPeds(args);    List<Ped> deadpeds = new List<Ped>();    for(int i = 0; i < nearbypeds.Length; i++)    {        if(nearbypeds[i].IsDead)        {           deadpeds.Add(nearbypeds[i]);        }   } return deadpeds.ToArray();}
Edited by 0Root1
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Prof_Farnsworth

I think 5 releases peds after a certain amount of time where 4 didn't. If you watch closely, for a while, cars will "bounce" off of a ped when driving over it. Then they just pass right through. I think this is when the ped no longer "exists" as an entity. Therefore, I believe making a list that adds peds when they die would be more accurate. It seems that you can catch them while dead if they haven't been "released" by the engine.

 

Just my two cents, I could be way off.

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Ped[] nearbyDeadPeds = World.GetNearbyPeds(Game.Player.Character, 100.0f).Where(p => p.IsDead).ToArray();

Won't work no?

Edited by frodzet
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