jedijosh920 Posted August 28, 2015 Share Posted August 28, 2015 (edited) Here are a list of NM messages you can use in scripts that makes a pedestrian/player do Euphoria stuff. Special thanks to Zorg for finding these! To use these: first use CREATE_NM_MESSAGE then GIVE_PED_NM_MESSAGE exactly right after. nm0000_stopAllBehaviours, nm0001, nm0002_start, nm0003_activePose, nm0004, nm0005_mask, nm0006_useGravityCompensation, nm0007_animSource, nm0008_applyImpulse, nm0009, nm0010_equalizeAmount, nm0011_partIndex, nm0012_impulse, nm0013_hitPoint, nm0014_localHitPointInfo, nm0015_localImpulseInfo, nm0016_angularImpulse, nm0017_applyBulletImpulse, nm0018, nm0019_equalizeAmount, nm0020_partIndex, nm0021_impulse, nm0022_hitPoint, nm0023_localHitPointInfo, nm0024_buoyancy, nm0025, nm0026_surfacePoint, nm0027_surfaceNormal, nm0028_buoyancy, nm0029_chestBuoyancy, nm0030_damping, nm0031_righting, nm0032_rightingStrength, nm0033_rightingTime, nm0034_bodyRelax, nm0035, nm0036_relaxation, nm0037_damping, nm0038_mask, nm0039_holdPose, nm0040_carried, nm0041, nm0042_configureBalance, nm0043, nm0044_stepHeight, nm0045_stepHeightInc4Step, nm0046_legsApartRestep, nm0047_legsTogetherRestep, nm0048_legsApartMax, nm0049_taperKneeStrength, nm0050_legStiffness, nm0051_leftLegSwingDamping, nm0052_rightLegSwingDamping, nm0053_opposeGravityLegs, nm0054_opposeGravityAnkles, nm0055_leanAcc, nm0056_hipLeanAcc, nm0057_leanAccMax, nm0058_resistAcc, nm0059_resistAccMax, nm0060_footSlipCompOnMovingFloor, nm0061_ankleEquilibrium, nm0062_extraFeetApart, nm0063_dontStepTime, nm0064_balanceAbortThreshold, nm0065_giveUpHeight, nm0066_stepClampScale, nm0067_stepClampScaleVariance, nm0068_predictionTimeHip, nm0069_predictionTime, nm0070_predictionTimeVariance, nm0071_maxSteps, nm0072_fallType, nm0073_fallMult, nm0074_fallReduceGravityComp, nm0075_maxBalanceTime, nm0076_stableLinSpeedThresh, nm0077_stableRotSpeedThresh, nm0078_failMustCollide, nm0079_ignoreFailure, nm0080_changeStepTime, nm0081_balanceIndefinitely, nm0082_rampHipPitchOnFail, nm0083_movingFloor, nm0084_airborneStep, nm0085_useComDirTurnVelThresh, nm0086_minKneeAngle, nm0087_flatterSwingFeet, nm0088_flatterStaticFeet, nm0089_leanAgainstVelocity, nm0090_stepDecisionThreshold, nm0091_stepIfInSupport, nm0092_alwaysStepWithFarthest, nm0093_standUp, nm0094_depthFudge, nm0095_depthFudgeStagger, nm0096_footFriction, nm0097_footFrictionStagger, nm0098_giveUpHeightEnd, nm0099_balanceAbortThresholdEnd, nm0100_giveUpRampDuration, nm0101_leanToAbort, nm0102_configureBalanceReset, nm0103, nm0104_configureBullets, nm0105, nm0106_impulseSpreadOverParts, nm0107_impulseLeakageStrengthScaled, nm0108_impulsePeriod, nm0109_impulseTorqueScale, nm0110_loosenessFix, nm0111_impulseDelay, nm0112_impulseReductionPerShot, nm0113_impulseRecovery, nm0114_impulseMinLeakage, nm0115_torqueMode, nm0116_torqueSpinMode, nm0117_torqueFilterMode, nm0118_torqueAlwaysSpine3, nm0119_torqueDelay, nm0120_torquePeriod, nm0121_torqueGain, nm0122_torqueCutoff, nm0123_torqueReductionPerTick, nm0124_liftGain, nm0125_counterImpulseDelay, nm0126_counterImpulseMag, nm0127_counterAfterMagReached, nm0128_doCounterImpulse, nm0129_counterImpulse2Hips, nm0130_impulseAirMult, nm0131_impulseAirMultStart, nm0132_impulseAirMax, nm0133_impulseAirApplyAbove, nm0134_impulseAirOn, nm0135_impulseOneLegMult, nm0136_impulseOneLegMultStart, nm0137_impulseOneLegMax, nm0138_impulseOneLegApplyAbove, nm0139_impulseOneLegOn, nm0140_rbRatio, nm0141_rbLowerShare, nm0142_rbMoment, nm0143_rbMaxTwistMomentArm, nm0144_rbMaxBroomMomentArm, nm0145_rbRatioAirborne, nm0146_rbMomentAirborne, nm0147_rbMaxTwistMomentArmAirborne, nm0148_rbMaxBroomMomentArmAirborne, nm0149_rbRatioOneLeg, nm0150_rbMomentOneLeg, nm0151_rbMaxTwistMomentArmOneLeg, nm0152_rbMaxBroomMomentArmOneLeg, nm0153_rbTwistAxis, nm0154_rbPivot, nm0155_configureShotInjuredArm, nm0156, nm0157_injuredArmTime, nm0158_hipYaw, nm0159_hipRoll, nm0160_forceStepExtraHeight, nm0161_shrugTime, nm0162_forceStep, nm0163_stepTurn, nm0164_velMultiplierStart, nm0165_velMultiplierEnd, nm0166_velForceStep, nm0167_velStepTurn, nm0168_velScales, nm0169_configureShotInjuredLeg, nm0170, nm0171_timeBeforeCollapseWoundLeg, nm0172_legInjuryTime, nm0173_legForceStep, nm0174_legLimpBend, nm0175_legLiftTime, nm0176_legInjury, nm0177_legInjuryHipPitch, nm0178_legInjuryLiftHipPitch, nm0179_legInjurySpineBend, nm0180_legInjuryLiftSpineBend, nm0181_dangle, nm0182, nm0183_doGrab, nm0184_grabFrequency, nm0185_defineAttachedObject, nm0186, nm0187_partIndex, nm0188_objectMass, nm0189_worldPos, nm0190_forceToBodyPart, nm0191, nm0192_partIndex, nm0193_force, nm0194_forceDefinedInPartSpace, nm0195_leanInDirection, nm0196, nm0197_leanAmount, nm0198_dir, nm0199_leanRandom, nm0200, nm0201_leanAmountMin, nm0202_leanAmountMax, nm0203_changeTimeMin, nm0204_changeTimeMax, nm0205_leanToPosition, nm0206, nm0207_leanAmount, nm0208_pos, nm0209_leanTowardsObject, nm0210, nm0211_leanAmount, nm0212_offset, nm0213_instanceIndex, nm0214_boundIndex, nm0215_hipsLeanInDirection, nm0216, nm0217_leanAmount, nm0218_dir, nm0219_hipsLeanRandom, nm0220, nm0221_leanAmountMin, nm0222_leanAmountMax, nm0223_changeTimeMin, nm0224_changeTimeMax, nm0225_hipsLeanToPosition, nm0226, nm0227_leanAmount, nm0228_pos, nm0229_hipsLeanTowardsObject, nm0230, nm0231_leanAmount, nm0232_offset, nm0233_instanceIndex, nm0234_boundIndex, nm0235_forceLeanInDirection, nm0236, nm0237_leanAmount, nm0238_dir, nm0239_bodyPart, nm0240_forceLeanRandom, nm0241, nm0242_leanAmountMin, nm0243_leanAmountMax, nm0244_changeTimeMin, nm0245_changeTimeMax, nm0246_bodyPart, nm0247_forceLeanToPosition, nm0248, nm0249_leanAmount, nm0250_pos, nm0251_bodyPart, nm0252_forceLeanTowardsObject, nm0253, nm0254_leanAmount, nm0255_offset, nm0256_instanceIndex, nm0257_boundIndex, nm0258_bodyPart, nm0259_setStiffness, nm0260, nm0261_bodyStiffness, nm0262_damping, nm0263_mask, nm0264_setMuscleStiffness, nm0265, nm0266_muscleStiffness, nm0267_mask, nm0268_setWeaponMode, nm0269, nm0270_weaponMode, nm0271_shotRelax, nm0272, nm0273_relaxPeriodUpper, nm0274_relaxPeriodLower, nm0275_fireWeapon, nm0276, nm0277_firedWeaponStrength, nm0278_gunHandEnum, nm0279_applyFireGunForceAtClavicle, nm0280_inhibitTime, nm0281_direction, nm0282_split, nm0283_configureConstraints, nm0284, nm0285_handCuffs, nm0286_handCuffsBehindBack, nm0287_legCuffs, nm0288_rightDominant, nm0289_passiveMode, nm0290_bespokeBehaviour, nm0291_blend2ZeroPose, nm0292_stayUpright, nm0293, nm0294_useForces, nm0295_useTorques, nm0296_lastStandMode, nm0297_lastStandSinkRate, nm0298_lastStandHorizDamping, nm0299_lastStandMaxTime, nm0300_turnTowardsBullets, nm0301_velocityBased, nm0302_torqueOnlyInAir, nm0303_forceStrength, nm0304_forceDamping, nm0305_forceFeetMult, nm0306_forceSpine3Share, nm0307_forceLeanReduction, nm0308_forceInAirShare, nm0309_forceMin, nm0310_forceMax, nm0311_forceSaturationVel, nm0312_forceThresholdVel, nm0313_torqueStrength, nm0314_torqueDamping, nm0315_torqueSaturationVel, nm0316_torqueThresholdVel, nm0317_supportPosition, nm0318_noSupportForceMult, nm0319_stepUpHelp, nm0320_stayUpAcc, nm0321_stayUpAccMax, nm0322_setCharacterStrength, nm0323, nm0324_characterStrength, nm0325_setFallingReaction, nm0326, nm0327_handsAndKnees, nm0328_callRDS, nm0329_comVelRDSThresh, nm0330_resistRolling, nm0331_armReduceSpeed, nm0332_reachLengthMultiplier, nm0333_inhibitRollingTime, nm0334_changeFrictionTime, nm0335_groundFriction, nm0336_animPose, nm0337, nm0338_muscleStiffness, nm0339_stiffness, nm0340_damping, nm0341_effectorMask, nm0342_overideHeadlook, nm0343_overidePointArm, nm0344_overidePointGun, nm0345_useZMPGravityCompensation, nm0346_gravityCompensation, nm0347_muscleStiffnessLeftArm, nm0348_muscleStiffnessRightArm, nm0349_muscleStiffnessSpine, nm0350_muscleStiffnessLeftLeg, nm0351_muscleStiffnessRightLeg, nm0352_stiffnessLeftArm, nm0353_stiffnessRightArm, nm0354_stiffnessSpine, nm0355_stiffnessLeftLeg, nm0356_stiffnessRightLeg, nm0357_dampingLeftArm, nm0358_dampingRightArm, nm0359_dampingSpine, nm0360_dampingLeftLeg, nm0361_dampingRightLeg, nm0362_gravCompLeftArm, nm0363_gravCompRightArm, nm0364_gravCompSpine, nm0365_gravCompLeftLeg, nm0366_gravCompRightLeg, nm0367_connectedLeftHand, nm0368_connectedRightHand, nm0369_connectedLeftFoot, nm0370_connectedRightFoot, nm0371_animSource, nm0372_armsWindmill, nm0373, nm0374_leftPartID, nm0375_leftRadius1, nm0376_leftRadius2, nm0377_leftSpeed, nm0378_leftNormal, nm0379_leftCentre, nm0380_rightPartID, nm0381_rightRadius1, nm0382_rightRadius2, nm0383_rightSpeed, nm0384_rightNormal, nm0385_rightCentre, nm0386_shoulderStiffness, nm0387_shoulderDamping, nm0388_elbowStiffness, nm0389_elbowDamping, nm0390_leftElbowMin, nm0391_rightElbowMin, nm0392_phaseOffset, nm0393_dragReduction, nm0394_IKtwist, nm0395_angVelThreshold, nm0396_angVelGain, nm0397_mirrorMode, nm0398_adaptiveMode, nm0399_forceSync, nm0400_useLeft, nm0401_useRight, nm0402_disableOnImpact, nm0403_armsWindmillAdaptive, nm0404, nm0405_angSpeed, nm0406_bodyStiffness, nm0407_amplitude, nm0408_phase, nm0409_armStiffness, nm0410_leftElbowAngle, nm0411_rightElbowAngle, nm0412_lean1mult, nm0413_lean1offset, nm0414_elbowRate, nm0415_armDirection, nm0416_disableOnImpact, nm0417_setBackAngles, nm0418_useAngMom, nm0419_bendLeftElbow, nm0420_bendRightElbow, nm0421_mask, nm0422_balancerCollisionsReaction, nm0423, nm0424_numStepsTillSlump, nm0425_stable2SlumpTime, nm0426_exclusionZone, nm0427_footFrictionMultStart, nm0428_footFrictionMultRate, nm0429_backFrictionMultStart, nm0430_backFrictionMultRate, nm0431_impactLegStiffReduction, nm0432_slumpLegStiffReduction, nm0433_slumpLegStiffRate, nm0434_reactTime, nm0435_impactExagTime, nm0436_glanceSpinTime, nm0437_glanceSpinMag, nm0438_glanceSpinDecayMult, nm0439_ignoreColWithIndex, nm0440_slumpMode, nm0441_reboundMode, nm0442_ignoreColMassBelow, nm0443_ignoreColVolumeBelow, nm0444_fallOverWallDrape, nm0445_fallOverHighWalls, nm0446_snap, nm0447_snapMag, nm0448_snapDirectionRandomness, nm0449_snapLeftArm, nm0450_snapRightArm, nm0451_snapLeftLeg, nm0452_snapRightLeg, nm0453_snapSpine, nm0454_snapNeck, nm0455_snapPhasedLegs, nm0456_snapHipType, nm0457_unSnapInterval, nm0458_unSnapRatio, nm0459_snapUseTorques, nm0460_impactWeaknessZeroDuration, nm0461_impactWeaknessRampDuration, nm0462_impactLoosenessAmount, nm0463_objectBehindVictim, nm0464_objectBehindVictimPos, nm0465_objectBehindVictimNormal, nm0466_bodyBalance, nm0467_balance, nm0468_armStiffness, nm0469_elbow, nm0470_shoulder, nm0471_armDamping, nm0472_useHeadLook, nm0473_headLookPos, nm0474_headLookInstanceIndex, nm0475_spineStiffness, nm0476_somersaultAngle, nm0477_somersaultAngleThreshold, nm0478_sideSomersaultAngle, nm0479_sideSomersaultAngleThreshold, nm0480_armsOutOnPush, nm0481_backwardsAutoTurn, nm0482_backwardsArms, nm0483_blendToZeroPose, nm0484_armsOutOnPushMultiplier, nm0485_armsOutOnPushTimeout, nm0486_returningToBalanceArmsOut, nm0487_armsOutStraightenElbows, nm0488_armsOutMinLean2, nm0489_spineDamping, nm0490_useBodyTurn, nm0491_elbowAngleOnContact, nm0492_bendElbowsTime, nm0493_bendElbowsGait, nm0494_hipL2ArmL2, nm0495_shoulderL2, nm0496_shoulderL1, nm0497_shoulderTwist, nm0498_headLookAtVelProb, nm0499_turnOffProb, nm0500_turn2VelProb, nm0501_turnAwayProb, nm0502_turnLeftProb, nm0503_turnRightProb, nm0504_turn2TargetProb, nm0505_angVelMultiplier, nm0506_angVelThreshold, nm0507_bodyFoetal, nm0508, nm0509_stiffness, nm0510_dampingFactor, nm0511_asymmetry, nm0512_randomSeed, nm0513_backTwist, nm0514_mask, nm0515_bodyRollUp, nm0516, nm0517_stiffness, nm0518_useArmToSlowDown, nm0519_armReachAmount, nm0520_mask, nm0521_legPush, nm0522_asymmetricalLegs, nm0523_noRollTimeBeforeSuccess, nm0524_rollVelForSuccess, nm0525_rollVelLinearContribution, nm0526_bodyWrithe, nm0527, nm0528_armStiffness, nm0529_backStiffness, nm0530_legStiffness, nm0531_armDamping, nm0532_backDamping, nm0533_legDamping, nm0534_armPeriod, nm0535_backPeriod, nm0536_legPeriod, nm0537_mask, nm0538_armAmplitude, nm0539_backAmplitude, nm0540_legAmplitude, nm0541_elbowAmplitude, nm0542_kneeAmplitude, nm0543_rollOverFlag, nm0544_blendArms, nm0545_blendBack, nm0546_blendLegs, nm0547_applyStiffness, nm0548_braceForImpact, nm0549, nm0550_braceDistance, nm0551_targetPredictionTime, nm0552_reachAbsorbtionTime, nm0553_instanceIndex, nm0554_bodyStiffness, nm0555_grabDontLetGo, nm0556_grabStrength, nm0557_grabDistance, nm0558_grabReachAngle, nm0559_grabHoldTimer, nm0560_maxGrabCarVelocity, nm0561_legStiffness, nm0562_timeToBackwardsBrace, nm0563_look, nm0564_pos, nm0565_minBraceTime, nm0566_handsDelayMin, nm0567_handsDelayMax, nm0568_moveAway, nm0569_moveAwayAmount, nm0570_moveAwayLean, nm0571_moveSideways, nm0572_bbArms, nm0573_newBrace, nm0574_roll2Velocity, nm0575_rollType, nm0576_catchFall, nm0577_catchFall, nm0578_torsoStiffness, nm0579_legsStiffness, nm0580_armsStiffness, nm0581_backwardsMinArmOffset, nm0582_forwardMaxArmOffset, nm0583_zAxisSpinReduction, nm0584_useHeadLook, nm0585_mask, nm0586_debugRig, nm0587, nm0588_stiffness, nm0589_damping, nm0590_speed, nm0591_joint, nm0592_debugSkeleton, nm0593, nm0594_mode, nm0595_root, nm0596_mask, nm0597_dragged, nm0598, nm0599_armStiffness, nm0600_armDamping, nm0601_armMuscleStiffness, nm0602_radiusTolerance, nm0603_ropeAttachedToInstance, nm0604_ropePos, nm0605_ropedBodyPart, nm0606_ropeTaut, nm0607_playerControl, nm0608_grabLeft, nm0609_grabRight, nm0610_lengthTolerance, nm0611_armTwist, nm0612_reach, nm0613_electrocute, nm0614, nm0615_tazeTime, nm0616_relaxTime, nm0617_normalTime, nm0618_tazeMag, nm0619_tazeInterval, nm0620_directionRandomness, nm0621_leftArm, nm0622_rightArm, nm0623_leftLeg, nm0624_rightLeg, nm0625_spine, nm0626_neck, nm0627_phasedLegs, nm0628_applyStiffness, nm0629_useTorques, nm0630_hipType, nm0631_fallOverWall, nm0632_fallOverWall, nm0633_fallOverWallState, nm0634_bodyStiffness, nm0635_damping, nm0636_magOfForce, nm0637_maxDistanceFromPelToHitPoint, nm0638_maxForceDist, nm0639_stepExclusionZone, nm0640_minLegHeight, nm0641_bodyTwist, nm0642_maxTwist, nm0643_fallOverWallEndA, nm0644_fallOverWallEndB, nm0645_forceAngleAbort, nm0646_forceTimeOut, nm0647_moveArms, nm0648_moveLegs, nm0649_bendSpine, nm0650_angleDirWithWallNormal, nm0651_leaningAngleThreshold, nm0652_maxAngVel, nm0653_adaptForcesToLowWall, nm0654_maxWallHeight, nm0655_distanceToSendSuccessMessage, nm0656_useArmIK, nm0657_reachDistanceFromHitPoint, nm0658_minReachDistanceFromHitPoint, nm0659_angleTotallyBack, nm0660_grab, nm0661_rightArmGrab, nm0662_useLeft, nm0663_useRight, nm0664_dropWeaponIfNecessary, nm0665_dropWeaponDistance, nm0666_grabStrength, nm0667_stickyHands, nm0668_turnToTarget, nm0669_grabHoldMaxTimer, nm0670_pullUpTime, nm0671_pullUpStrengthRight, nm0672_pullUpStrengthLeft, nm0673_pos1, nm0674_pos2, nm0675_pos3, nm0676_pos4, nm0677_normalR, nm0678_normalL, nm0679_normalR2, nm0680_normalL2, nm0681_handsCollide, nm0682_justBrace, nm0683_useLineGrab, nm0684_pointsX4grab, nm0685_surfaceGrab, nm0686_instanceIndex, nm0687_instancePartIndex, nm0688_dontLetGo, nm0689_bodyStiffness, nm0690_reachAngle, nm0691_oneSideReachAngle, nm0692_grabDistance, nm0693_move2Radius, nm0694_armStiffness, nm0695_reachDistance, nm0696_orientationConstraintScale, nm0697_maxWristAngle, nm0698_useHeadLookToTarget, nm0699_lookAtGrab, nm0700_targetForHeadLook, nm0701, nm0702_leftArmGrab, nm0703_headLook, nm0704, nm0705_damping, nm0706_stiffness, nm0707_instanceIndex, nm0708_vel, nm0709_pos, nm0710_alwaysLook, nm0711_alwaysEyesHorizontal, nm0712_keepHeadAwayFromGround, nm0713_extraTilt, nm0714_twistSpine, nm0715_highFall, nm0716_highFall, nm0717_bodyStiffness, nm0718_bodydamping, nm0719_catchfalltime, nm0720_crashOrLandCutOff, nm0721_pdStrength, nm0722_pdDamping, nm0723_armAngSpeed, nm0724_armAmplitude, nm0725_armPhase, nm0726_armBendElbows, nm0727_legRadius, nm0728_legAngSpeed, nm0729_legAsymmetry, nm0730_arms2LegsPhase, nm0731_arms2LegsSync, nm0732_armsUp, nm0733_orientateBodyToFallDirection, nm0734_orientateTwist, nm0735_orientateMax, nm0736_alanRickman, nm0737_fowardRoll, nm0738_useZeroPose_withFowardRoll, nm0739_aimAngleBase, nm0740_fowardVelRotation, nm0741_footVelCompScale, nm0742_sideD, nm0743_fowardOffsetOfLegIK, nm0744_legL, nm0745_catchFallCutOff, nm0746_legStrength, nm0747_balance, nm0748_ignorWorldCollisions, nm0749_adaptiveCircling, nm0750_hula, nm0751_landing, nm0752, nm0753_bodyStiffness, nm0754_bodydamping, nm0755_catchfalltime, nm0756_crashOrLandCutOff, nm0757_angleToCatchFallCutOff, nm0758_pdStrength, nm0759_legRadius, nm0760_legAngSpeed, nm0761_armsUp, nm0762_armsFrontward, nm0763_orientateBodyToFallDirection, nm0764_predictedTimeToOrientateBodytoFallDirection, nm0765_factorToReduceInitialAngularVelocity, nm0766_limitNormalFall, nm0767_aimAngleBase, nm0768_fowardVelRotation, nm0769_sideD, nm0770_legL, nm0771_legStrength, nm0772_ignorWorldCollisions, nm0773_forwardRoll, nm0774_feetBehindCOM, nm0775_feetBehindCOMVel, nm0776_cheatingTorqueToForwardRoll, nm0777_maxAngVelForForwardRoll, nm0778_stopFWCOMRoT, nm0779_stopEndFWCOMRoT, nm0780_standUpCOMBehindFeet, nm0781_standUpRotVel, nm0782_strengthKneeToStandUp, nm0783_sideRoll, nm0784_maxVelForSideRoll, nm0785_incomingTransforms, nm0786, nm0787_injuredOnGround, nm0788, nm0789_numInjuries, nm0790_injury1Component, nm0791_injury2Component, nm0792_injury1LocalPosition, nm0793_injury2LocalPosition, nm0794_injury1LocalNormal, nm0795_injury2LocalNormal, nm0796_attackerPos, nm0797_dontReachWithLeft, nm0798_dontReachWithRight, nm0799_strongRollForce, nm0800_learnedCrawl, nm0801, nm0802_stiffness, nm0803_damping, nm0804_learn, nm0805_numFrames2Learn, nm0806_inputSequence, nm0807_inputSequenceSize, nm0808_yawOffset, nm0809_targetPosition, nm0810_speed, nm0811_animIndex, nm0812_learnFromAnimPlayback, nm0813_useSpine3Thing, nm0814_useRollBoneCompensation, nm0815_useTwister, nm0816_pedalLegs, nm0817, nm0818_pedalLeftLeg, nm0819_pedalRightLeg, nm0820_backPedal, nm0821_radius, nm0822_angularSpeed, nm0823_legStiffness, nm0824_pedalOffset, nm0825_randomSeed, nm0826_speedAsymmetry, nm0827_adaptivePedal4Dragging, nm0828_angSpeedMultiplier4Dragging, nm0829_radiusVariance, nm0830_legAngleVariance, nm0831_centreSideways, nm0832_centreForwards, nm0833_centreUp, nm0834_spread, nm0835_ellipse, nm0836_dragReduction, nm0837_hula, nm0838_pointArm, nm0839, nm0840_targetLeft, nm0841_twistLeft, nm0842_armStraightnessLeft, nm0843_useLeftArm, nm0844_armStiffnessLeft, nm0845_armDampingLeft, nm0846_instanceIndexLeft, nm0847_pointSwingLimitLeft, nm0848_useZeroPoseWhenNotPointingLeft, nm0849_targetRight, nm0850_twistRight, nm0851_armStraightnessRight, nm0852_useRightArm, nm0853_armStiffnessRight, nm0854_armDampingRight, nm0855_instanceIndexRight, nm0856_pointSwingLimitRight, nm0857_useZeroPoseWhenNotPointingRight, nm0858_pointGun, nm0859_pointGun, nm0860_enableRight, nm0861_enableLeft, nm0862_leftHandTarget, nm0863_leftHandTargetIndex, nm0864_rightHandTarget, nm0865_rightHandTargetIndex, nm0866_leadTarget, nm0867_armStiffness, nm0868_armStiffnessDetSupport, nm0869_armDamping, nm0870_gravityOpposition, nm0871_gravOppDetachedSupport, nm0872_massMultDetachedSupport, nm0873_allowShotLooseness, nm0874_clavicleBlend, nm0875_elbowAttitude, nm0876_supportConstraint, nm0877_constraintMinDistance, nm0878_makeConstraintDistance, nm0879_reduceConstraintLengthVel, nm0880_breakingStrength, nm0881_constraintStrength, nm0882_constraintThresh, nm0883_brokenSupportTime, nm0884_brokenToSideProb, nm0885_connectAfter, nm0886_connectFor, nm0887_oneHandedPointing, nm0888_alwaysSupport, nm0889_poseUnusedGunArm, nm0890_poseUnusedSupportArm, nm0891_poseUnusedOtherArm, nm0892_maxAngleAcross, nm0893_maxAngleAway, nm0894_pistolNeutralType, nm0895_neutralPoint4Pistols, nm0896_neutralPoint4Rifle, nm0897_checkNeutralPoint, nm0898_point2Side, nm0899_add2WeaponDistSide, nm0900_point2Connect, nm0901_add2WeaponDistConnect, nm0902_usePistolIK, nm0903_useSpineTwist, nm0904_useTurnToTarget, nm0905_useHeadLook, nm0906_errorThreshold, nm0907_fireWeaponRelaxTime, nm0908_fireWeaponRelaxAmount, nm0909_fireWeaponRelaxDistance, nm0910_extraTilt, nm0911_useIncomingTransforms, nm0912_measureParentOffset, nm0913_leftHandParentOffset, nm0914_leftHandParentEffector, nm0915_rightHandParentOffset, nm0916_rightHandParentEffector, nm0917_primaryHandWeaponDistance, nm0918_weaponMask, nm0919_constrainRifle, nm0920_rifleConstraintMinDistance, nm0921_stabilizeRifleStock, nm0922_timeWarpActive, nm0923_timeWarpStrengthScale, nm0924_oriStiff, nm0925_oriDamp, nm0926_posStiff, nm0927_posDamp, nm0928_disableArmCollisions, nm0929_disableRifleCollisions, nm0930_registerWeapon, nm0931, nm0932_hand, nm0933_levelIndex, nm0934_constraintHandle, nm0935_gunToHandA, nm0936_gunToHandB, nm0937_gunToHandC, nm0938_gunToHandD, nm0939_gunToMuzzleInGun, nm0940_gunToButtInGun, nm0941_rollDownStairs, nm0942, nm0943_stiffness, nm0944_damping, nm0945_forcemag, nm0946_asymmetry, nm0947_m_useArmToSlowDown, nm0948_useZeroPose, nm0949_spinWhenInAir, nm0950_m_armReachAmount, nm0951_m_legPush, nm0952_tryToAvoidHeadButtingGround, nm0953_armReachLength, nm0954_customRollDir, nm0955_useCustomRollDir, nm0956_stiffnessDecayTarget, nm0957_stiffnessDecayTime, nm0958_asymmetricalLegs, nm0959_zAxisSpinReduction, nm0960_targetLinearVelocityDecayTime, nm0961_targetLinearVelocity, nm0962_onlyApplyHelperForces, nm0963_useVelocityOfObjectBelow, nm0964_useRelativeVelocity, nm0965_applyFoetalToLegs, nm0966_movementLegsInFoetalPosition, nm0967_maxAngVelAroundFrontwardAxis, nm0968_minAngVel, nm0969_applyNewRollingCheatingTorques, nm0970_maxAngVel, nm0971_magOfTorqueToRoll, nm0972_applyHelPerTorqueToAlign, nm0973_delayToAlignBody, nm0974_magOfTorqueToAlign, nm0975_airborneReduction, nm0976_setCharacterUnderwater, nm0977, nm0978_underwater, nm0979_viscosity, nm0980_gravityFactor, nm0981_stroke, nm0982_linearStroke, nm0983_shot, nm0984, nm0985_bodyStiffness, nm0986_spineDamping, nm0987_armStiffness, nm0988_initialNeckStiffness, nm0989_initialNeckDamping, nm0990_neckStiffness, nm0991_neckDamping, nm0992_kMultOnLoose, nm0993_kMult4Legs, nm0994_loosenessAmount, nm0995_looseness4Fall, nm0996_looseness4Stagger, nm0997_minArmsLooseness, nm0998_minLegsLooseness, nm0999_grabHoldTime, nm1000_spineBlendExagCPain, nm1001_spineBlendZero, nm1002_bulletProofVest, nm1003_alwaysResetLooseness, nm1004_alwaysResetNeckLooseness, nm1005_angVelScale, nm1006_angVelScaleMask, nm1007_flingWidth, nm1008_timeBeforeReachForWound, nm1009_exagDuration, nm1010_exagMag, nm1011_exagTwistMag, nm1012_exagSmooth2Zero, nm1013_exagZeroTime, nm1014_cpainSmooth2Time, nm1015_cpainDuration, nm1016_cpainMag, nm1017_cpainTwistMag, nm1018_cpainSmooth2Zero, nm1019_crouching, nm1020_chickenArms, nm1021_reachForWound, nm1022_shotRFW, nm1023_fling, nm1024_allowInjuredArm, nm1025_allowInjuredLeg, nm1026_allowInjuredLowerLegReach, nm1027_allowInjuredThighReach, nm1028_stableHandsAndNeck, nm1029_melee, nm1030_useCatchFallOnFall, nm1031_useExtendedCatchFall, nm1032_initialWeaknessZeroDuration, nm1033_initialWeaknessRampDuration, nm1034_initialNeckDuration, nm1035_initialNeckRampDuration, nm1036_useCStrModulation, nm1037_cStrUpperMin, nm1038_cStrUpperMax, nm1039_cStrLowerMin, nm1040_cStrLowerMax, nm1041_deathTime, nm1042_shotSnap, nm1043, nm1044_snap, nm1045_snapMag, nm1046_snapDirectionRandomness, nm1047_snapLeftArm, nm1048_snapRightArm, nm1049_snapLeftLeg, nm1050_snapRightLeg, nm1051_snapSpine, nm1052_snapNeck, nm1053_snapPhasedLegs, nm1054_snapHipType, nm1055_snapUseBulletDir, nm1056_snapHitPart, nm1057_unSnapInterval, nm1058_unSnapRatio, nm1059_snapUseTorques, nm1060_shotNewBullet, nm1061, nm1062_bodyPart, nm1063_localHitPointInfo, nm1064_normal, nm1065_hitPoint, nm1066_bulletVel, nm1067_shotShockSpin, nm1068, nm1069_addShockSpin, nm1070_randomizeShockSpinDirection, nm1071_alwaysAddShockSpin, nm1072_shockSpinMin, nm1073_shockSpinMax, nm1074_shockSpinLiftForceMult, nm1075_shockSpinDecayMult, nm1076_shockSpinScalePerComponent, nm1077_shockSpinMaxTwistVel, nm1078_shockSpinScaleByLeverArm, nm1079_shockSpinAirMult, nm1080_shockSpin1FootMult, nm1081_shockSpinFootGripMult, nm1082_bracedSideSpinMult, nm1083_shotFallToKnees, nm1084, nm1085_fallToKnees, nm1086_ftkAlwaysChangeFall, nm1087_ftkBalanceTime, nm1088_ftkHelperForce, nm1089_ftkHelperForceOnSpine, nm1090_ftkLeanHelp, nm1091_ftkSpineBend, nm1092_ftkStiffSpine, nm1093_ftkImpactLooseness, nm1094_ftkImpactLoosenessTime, nm1095_ftkBendRate, nm1096_ftkHipBlend, nm1097_ftkFricMult, nm1098_ftkHipAngleFall, nm1099_ftkPitchForwards, nm1100_ftkPitchBackwards, nm1101_ftkFallBelowStab, nm1102_ftkBalanceAbortThreshold, nm1103_ftkOnKneesArmType, nm1104_ftkReleaseReachForWound, nm1105_ftkReleasePointGun, nm1106_ftkReleasePointGun, nm1107_shotFromBehind, nm1108, nm1109_shotFromBehind, nm1110_sfbSpineAmount, nm1111_sfbNeckAmount, nm1112_sfbHipAmount, nm1113_sfbKneeAmount, nm1114_sfbPeriod, nm1115_sfbForceBalancePeriod, nm1116_sfbArmsOnset, nm1117_sfbKneesOnset, nm1118_sfbNoiseGain, nm1119_shotInGuts, nm1120, nm1121_shotInGuts, nm1122_sigSpineAmount, nm1123_sigNeckAmount, nm1124_sigHipAmount, nm1125_sigKneeAmount, nm1126_sigPeriod, nm1127_sigForceBalancePeriod, nm1128_sigKneesOnset, nm1129_shotHeadLook, nm1130, nm1131_useHeadLook, nm1132_headLook, nm1133_headLookAtWoundMinTimer, nm1134_headLookAtWoundMaxTimer, nm1135_headLookAtHeadPosMaxTimer, nm1136_headLookAtHeadPosMinTimer, nm1137_shotConfigureArms, nm1138, nm1139_brace, nm1140_pointGun, nm1141_useArmsWindmill, nm1142_releaseWound, nm1143_alwaysReachTime, nm1144_AWSpeedMult, nm1145_AWRadiusMult, nm1146_AWStiffnessAdd, nm1147_reachWithOneHand, nm1148_allowLeftPistolRFW, nm1149_allowRightPistolRFW, nm1150_rfwWithPistol, nm1151_staggerFall, nm1152, nm1153_armStiffness, nm1154_armDamping, nm1155_spineDamping, nm1156_spineStiffness, nm1157_armStiffnessStart, nm1158_armDampingStart, nm1159_spineDampingStart, nm1160_spineStiffnessStart, nm1161_timeAtStartValues, nm1162_rampTimeFromStartValues, nm1163_staggerStepProb, nm1164_stepsTillStartEnd, nm1165_timeStartEnd, nm1166_rampTimeToEndValues, nm1167_lowerBodyStiffness, nm1168_lowerBodyStiffnessEnd, nm1169_predictionTime, nm1170_perStepReduction1, nm1171_leanInDirRate, nm1172_leanInDirMaxF, nm1173_leanInDirMaxB, nm1174_leanHipsMaxF, nm1175_leanHipsMaxB, nm1176_lean2multF, nm1177_lean2multB, nm1178_pushOffDist, nm1179_maxPushoffVel, nm1180_hipBendMult, nm1181_alwaysBendForwards, nm1182_spineBendMult, nm1183_useHeadLook, nm1184_headLookPos, nm1185_headLookInstanceIndex, nm1186_headLookAtVelProb, nm1187_turnOffProb, nm1188_turn2TargetProb, nm1189_turn2VelProb, nm1190_turnAwayProb, nm1191_turnLeftProb, nm1192_turnRightProb, nm1193_useBodyTurn, nm1194_upperBodyReaction, nm1195_stumble, nm1196, nm1197_torsoStiffness, nm1198_legsStiffness, nm1199_armsStiffness, nm1200_armReduceSpeed, nm1201_armTwist, nm1202_staggerTime, nm1203_dropVal, nm1204_injuryRate, nm1205_backwardsMinArmOffset, nm1206_forwardMaxArmOffset, nm1207_zAxisSpinReduction, nm1208_twistSpine, nm1209_dampPelvis, nm1210_pitchInContact, nm1211_different, nm1212_useHeadLook, nm1213_leanRate, nm1214_maxLeanBack, nm1215_maxLeanForward, nm1216_grabRadius2, nm1217_leanTowards, nm1218_wristMS, nm1219_feetMS, nm1220_fallMask, nm1221_teeter, nm1222_teeter, nm1223_edgeLeft, nm1224_edgeRight, nm1225_useExclusionZone, nm1226_callHighFall, nm1227_leanAway, nm1228_upperBodyFlinch, nm1229, nm1230_rightHanded, nm1231_leftHanded, nm1232_handDistanceLeftRight, nm1233_handDistanceFrontBack, nm1234_handDistanceVertical, nm1235_bodyStiffness, nm1236_bodyDamping, nm1237_backBendAmount, nm1238_useRightArm, nm1239_useLeftArm, nm1240_noiseScale, nm1241_newHit, nm1242_protectHeadToggle, nm1243_dontBraceHead, nm1244_applyStiffness, nm1245_headLookAwayFromTarget, nm1246_useHeadLook, nm1247_turnTowards, nm1248_pos, nm1249_yanked, nm1250, nm1251_armStiffness, nm1252_armDamping, nm1253_spineDamping, nm1254_spineStiffness, nm1255_armStiffnessStart, nm1256_armDampingStart, nm1257_spineDampingStart, nm1258_spineStiffnessStart, nm1259_timeAtStartValues, nm1260_rampTimeFromStartValues, nm1261_stepsTillStartEnd, nm1262_timeStartEnd, nm1263_rampTimeToEndValues, nm1264_lowerBodyStiffness, nm1265_lowerBodyStiffnessEnd, nm1266_perStepReduction, nm1267_hipPitchForward, nm1268_hipPitchBack, nm1269_spineBend, nm1270_footFriction, nm1271_turnThresholdMin, nm1272_turnThresholdMax, nm1273_useHeadLook, nm1274_headLookPos, nm1275_headLookInstanceIndex, nm1276_headLookAtVelProb, nm1277_comVelRDSThresh, nm1278_hulaPeriod, nm1279_hipAmplitude, nm1280_spineAmplitude, nm1281_minRelaxPeriod, nm1282_maxRelaxPeriod, nm1283_rollHelp, nm1284_groundLegStiffness, nm1285_groundArmStiffness, nm1286_groundSpineStiffness, nm1287_groundLegDamping, nm1288_groundArmDamping, nm1289_groundSpineDamping, nm1290_groundFriction, nm1291_configureLimits, nm1292, nm1293_mask, nm1294_enable, nm1295_toDesired, nm1296_toCurAnimation, nm1297_restore, nm1298_index, nm1299_lean1, nm1300_lean2, nm1301_twist, nm1302_margin, nm1303_quadDeath, nm1304, nm1305_startStiffness, nm1306_endStiffness, nm1307_legStartStiffness, nm1308_legEndStiffness, nm1309_bodyRampDuration, nm1310_neckRampDuration, nm1311_legsRampDuration, nm1312_dampingScale, nm1313_muscleStiffness, nm1314_headLift, nm1315_legsFlexAmount, nm1316_legsFlexDuration, nm1317_tendonOffset, nm1318_helperImpulse, nm1319_angVelScale, nm1320_angVelScaleMask, nm1321_handAnimation, nm1322_nmstring_end, Edited August 28, 2015 by jedijosh920 NModds, R3QQ, CamxxCore and 2 others 5 Link to comment Share on other sites More sharing options...
Konijima Posted August 28, 2015 Share Posted August 28, 2015 Awesome, thanks for sharing buddy! jedijosh920 1 Link to comment Share on other sites More sharing options...
alloc8or Posted August 28, 2015 Share Posted August 28, 2015 Correction: You mean GIVE_PED_NM_MESSAGE and not GIVE_NM_MESSAGE. jedijosh920 1 Link to comment Share on other sites More sharing options...
jedijosh920 Posted August 28, 2015 Author Share Posted August 28, 2015 Correction: You mean GIVE_PED_NM_MESSAGE and not GIVE_NM_MESSAGE. My mistake, thanks! Link to comment Share on other sites More sharing options...
alloc8or Posted August 28, 2015 Share Posted August 28, 2015 Correction: You mean GIVE_PED_NM_MESSAGE and not GIVE_NM_MESSAGE. My mistake, thanks! Link to comment Share on other sites More sharing options...
CamxxCore Posted August 30, 2015 Share Posted August 30, 2015 Awesome! ;D Any idea how we can modify some of these? Wasn't there a native for pushing NM function arguments in IV? jedijosh920 1 Link to comment Share on other sites More sharing options...
jedijosh920 Posted August 31, 2015 Author Share Posted August 31, 2015 Awesome! ;D Any idea how we can modify some of these? Wasn't there a native for pushing NM function arguments in IV? In V, I believe it is an UNK. It's definitely not named because I searched everywhere, it might not even be a native. Link to comment Share on other sites More sharing options...
CamxxCore Posted September 1, 2015 Share Posted September 1, 2015 Awesome! ;D Any idea how we can modify some of these? Wasn't there a native for pushing NM function arguments in IV? In V, I believe it is an UNK. It's definitely not named because I searched everywhere, it might not even be a native. Not that I really know anything about scripting in IV.. but from some research I had done, I found that in IV we had these natives static void SetNmMessageBool(ScriptAny p0, ScriptAny p1) { NativeInvoke::Invoke<ScriptVoid>("SET_NM_MESSAGE_BOOL", p0, p1); } static void SetNmMessageFloat(ScriptAny p0, ScriptAny p1) { NativeInvoke::Invoke<ScriptVoid>("SET_NM_MESSAGE_FLOAT", p0, p1); } static void SetNmMessageInstanceIndex(ScriptAny p0, ScriptAny p1, ScriptAny p2, ScriptAny p3) { NativeInvoke::Invoke<ScriptVoid>("SET_NM_MESSAGE_INSTANCE_INDEX", p0, p1, p2, p3); } static void SetNmMessageInt(ScriptAny p0, ScriptAny p1) { NativeInvoke::Invoke<ScriptVoid>("SET_NM_MESSAGE_INT", p0, p1); } static void SetNmMessageString(ScriptAny p0, ScriptAny p1) { NativeInvoke::Invoke<ScriptVoid>("SET_NM_MESSAGE_STRING", p0, p1); } static void SetNmMessageVec3(ScriptAny p0, ScriptAny p1, ScriptAny p2, ScriptAny p3) { NativeInvoke::Invoke<ScriptVoid>("SET_NM_MESSAGE_VEC3", p0, p1, p2, p3); } Which obviously could be very useful.. jedijosh920 1 Link to comment Share on other sites More sharing options...
jedijosh920 Posted September 1, 2015 Author Share Posted September 1, 2015 Awesome! ;D Any idea how we can modify some of these? Wasn't there a native for pushing NM function arguments in IV? In V, I believe it is an UNK. It's definitely not named because I searched everywhere, it might not even be a native. Not that I really know anything about scripting in IV.. but from some research I had done, I found that in IV we had these natives static void SetNmMessageBool(ScriptAny p0, ScriptAny p1) { NativeInvoke::Invoke<ScriptVoid>("SET_NM_MESSAGE_BOOL", p0, p1); } static void SetNmMessageFloat(ScriptAny p0, ScriptAny p1) { NativeInvoke::Invoke<ScriptVoid>("SET_NM_MESSAGE_FLOAT", p0, p1); } static void SetNmMessageInstanceIndex(ScriptAny p0, ScriptAny p1, ScriptAny p2, ScriptAny p3) { NativeInvoke::Invoke<ScriptVoid>("SET_NM_MESSAGE_INSTANCE_INDEX", p0, p1, p2, p3); } static void SetNmMessageInt(ScriptAny p0, ScriptAny p1) { NativeInvoke::Invoke<ScriptVoid>("SET_NM_MESSAGE_INT", p0, p1); } static void SetNmMessageString(ScriptAny p0, ScriptAny p1) { NativeInvoke::Invoke<ScriptVoid>("SET_NM_MESSAGE_STRING", p0, p1); } static void SetNmMessageVec3(ScriptAny p0, ScriptAny p1, ScriptAny p2, ScriptAny p3) { NativeInvoke::Invoke<ScriptVoid>("SET_NM_MESSAGE_VEC3", p0, p1, p2, p3); } Which obviously could be very useful.. I don't think we have these natives in V, maybe we do but most likely UNKs. Link to comment Share on other sites More sharing options...
whorse Posted September 3, 2015 Share Posted September 3, 2015 Amazing! I read these about how to use it on NativeDB: void CREATE_NM_MESSAGE(BOOL startImmediately, int messageId) // 0x418EF2A1BCE56685 0x1CFBFD4B Creates a new NaturalMotion message.startImmediately: If set to true, the character will perform the message the moment it receives it by GIVE_PED_NM_MESSAGE. If false, the Ped will get the message but won't perform it yet. While it's a boolean value, if negative, the message will not be initialized.messageId: The ID of the NaturalMotion.If a message already exists, this function does nothing. A message exists until the point it has been successfully dispatched by GIVE_PED_NM_MESSAGE. void GIVE_PED_NM_MESSAGE(Ped ped) // 0xB158DFCCC56E5C5B 0x737C3689 Sends the message that was created by a call to CREATE_NM_MESSAGE to the specified Ped.If a message hasn't been created already, this function does nothing.If the Ped is not ragdolled with Euphoria enabled, this function does nothing.The following call can be used to ragdoll the Ped with Euphoria enabled: SET_PED_TO_RAGDOLL(ped, 4000, 5000, 1, 1, 1, 0);Call order:SET_PED_TO_RAGDOLLCREATE_NM_MESSAGEGIVE_PED_NM_MESSAGEMultiple messages can be chained. Eg. to make the ped stagger and swing his arms around, the following calls can be made: SET_PED_TO_RAGDOLL(ped, 4000, 5000, 1, 1, 1, 0);CREATE_NM_MESSAGE(true, 0); // stopAllBehaviours - Stop all other behaviours, in case the Ped is already doing some Euphoria stuff.GIVE_PED_NM_MESSAGE(ped); // Dispatch message to Ped.CREATE_NM_MESSAGE(true, 1151); // staggerFall - Attempt to walk while falling.GIVE_PED_NM_MESSAGE(ped); // Dispatch message to Ped.CREATE_NM_MESSAGE(true, 372); // armsWindmill - Swing arms around.GIVE_PED_NM_MESSAGE(ped); // Dispatch message to Ped. What about the messages that do not seem to be commands/animations? Do you string them together to do more advanced stuff? For example, could I give a ped these two messages in sequence to order him to turn around and melee-fight back against an attacker? I can't imagine attackerPos being an animation: nm0796_attackerPos nm1029_melee I've been trying to figure out how to get peds to stop doing the "stare-down" that some peds do at the beginning of a melee fight (staring "menacingly" at their opponent, even as they keep getting punched in the face) for ages, I wonder if this could help? I would command the peds to turn and fight their attackers, but the default/NM animations and behavior seemed to take precidence over that, and so they would just keep getting hit in the back of the head while staring at some person who was far away and not even fighting them, until they finally said something like "Yeah, thats what I thought, bitch." Only THEN were they free to do something else. Maybe I could stop these "stare downs" simply by clearing the NM behaviors with nm0000_stopAllBehaviours? I'll look into it when I can. Also there are interesting non-command messages that look like they're meant to be stringed together between the command ones, or something: nm0811_animIndex, //looks useful?nm0902_usePistolIK, // I see this "IK" in a bunch of game natives as well.. what does IK stand for?nm0804_learn, //maybe can make peds copy another ped's actions?nm0805_numFrames2Learn, //works with above?nm0809_targetPosition, //would this send a value to other NM messages to make the commands work?nm0866_leadTarget, //this could be very useful for aiming projectiles at moving targetsnm1204_injuryRate, //set the rate at which peds bleed out somehow?nm0597_dragged, //maybe related to cops dragging their dead comrades behind cover? and what about all the blank messages with commas? Anyway, great thread and thanks again! Link to comment Share on other sites More sharing options...
InfamousSabre Posted September 3, 2015 Share Posted September 3, 2015 IK stands for Inverse Kinematics Link to comment Share on other sites More sharing options...
unknown modder Posted September 4, 2015 Share Posted September 4, 2015 Awesome! ;D Any idea how we can modify some of these? Wasn't there a native for pushing NM function arguments in IV? In V, I believe it is an UNK. It's definitely not named because I searched everywhere, it might not even be a native. Not that I really know anything about scripting in IV.. but from some research I had done, I found that in IV we had these natives static void SetNmMessageBool(ScriptAny p0, ScriptAny p1) { NativeInvoke::Invoke<ScriptVoid>("SET_NM_MESSAGE_BOOL", p0, p1); } static void SetNmMessageFloat(ScriptAny p0, ScriptAny p1) { NativeInvoke::Invoke<ScriptVoid>("SET_NM_MESSAGE_FLOAT", p0, p1); } static void SetNmMessageInstanceIndex(ScriptAny p0, ScriptAny p1, ScriptAny p2, ScriptAny p3) { NativeInvoke::Invoke<ScriptVoid>("SET_NM_MESSAGE_INSTANCE_INDEX", p0, p1, p2, p3); } static void SetNmMessageInt(ScriptAny p0, ScriptAny p1) { NativeInvoke::Invoke<ScriptVoid>("SET_NM_MESSAGE_INT", p0, p1); } static void SetNmMessageString(ScriptAny p0, ScriptAny p1) { NativeInvoke::Invoke<ScriptVoid>("SET_NM_MESSAGE_STRING", p0, p1); } static void SetNmMessageVec3(ScriptAny p0, ScriptAny p1, ScriptAny p2, ScriptAny p3) { NativeInvoke::Invoke<ScriptVoid>("SET_NM_MESSAGE_VEC3", p0, p1, p2, p3); } Which obviously could be very useful.. There arent any equivalent natives for that on V, if you want to set nmMessageArguments you would have to do it with raw memory editing, the memory you need to edit however, i dont know how to find it Link to comment Share on other sites More sharing options...
whorse Posted September 4, 2015 Share Posted September 4, 2015 (edited) is there any way to use these without having the ped fall over? I remember in IV, people made "parkour" mods where you could jump in the air and do a backflip using Euphoria, and then land on your feet and keep running. So far, the majority of messages I have tried have barely been noticeable as the ped falls to the ground, and none of them lasted more than a second. The peds stay up a little longer if you use AI::CLEAR_PED_TASKS_IMMEDIATELY() before you ragdoll them. Even with the ragdoll, I could easily see this being used to make an amazing injury/realism mod, where the player would hold their hands over the location of their wound as they ragdoll from pain. What does NM/Euphoria actually control, other than ragdoll animations? What controls the way a ped's knees bend when they are standing sideways on a steep incline? Is that "IK"? Edited September 4, 2015 by whorse Link to comment Share on other sites More sharing options...
CamxxCore Posted September 4, 2015 Share Posted September 4, 2015 Awesome! ;D Any idea how we can modify some of these? Wasn't there a native for pushing NM function arguments in IV? In V, I believe it is an UNK. It's definitely not named because I searched everywhere, it might not even be a native. Not that I really know anything about scripting in IV.. but from some research I had done, I found that in IV we had these natives static void SetNmMessageBool(ScriptAny p0, ScriptAny p1) { NativeInvoke::Invoke<ScriptVoid>("SET_NM_MESSAGE_BOOL", p0, p1); } static void SetNmMessageFloat(ScriptAny p0, ScriptAny p1) { NativeInvoke::Invoke<ScriptVoid>("SET_NM_MESSAGE_FLOAT", p0, p1); } static void SetNmMessageInstanceIndex(ScriptAny p0, ScriptAny p1, ScriptAny p2, ScriptAny p3) { NativeInvoke::Invoke<ScriptVoid>("SET_NM_MESSAGE_INSTANCE_INDEX", p0, p1, p2, p3); } static void SetNmMessageInt(ScriptAny p0, ScriptAny p1) { NativeInvoke::Invoke<ScriptVoid>("SET_NM_MESSAGE_INT", p0, p1); } static void SetNmMessageString(ScriptAny p0, ScriptAny p1) { NativeInvoke::Invoke<ScriptVoid>("SET_NM_MESSAGE_STRING", p0, p1); } static void SetNmMessageVec3(ScriptAny p0, ScriptAny p1, ScriptAny p2, ScriptAny p3) { NativeInvoke::Invoke<ScriptVoid>("SET_NM_MESSAGE_VEC3", p0, p1, p2, p3); }Which obviously could be very useful.. There arent any equivalent natives for that on V, if you want to set nmMessageArguments you would have to do it with raw memory editing, the memory you need to edit however, i dont know how to find itHmm. That's too bad. Obviously it would give us more flexibility as far as what we can do with natural motion. Could it be that the method of setting arguments has changed? For example, TASK_PLAY_ANIM_WITH_FLAGS was consolidated into one native in V (TASK_PLAY_ANIM). It was just added as an extra parameter. jedijosh920 1 Link to comment Share on other sites More sharing options...
jedijosh920 Posted September 5, 2015 Author Share Posted September 5, 2015 Awesome! ;D Any idea how we can modify some of these? Wasn't there a native for pushing NM function arguments in IV? In V, I believe it is an UNK. It's definitely not named because I searched everywhere, it might not even be a native. Not that I really know anything about scripting in IV.. but from some research I had done, I found that in IV we had these natives static void SetNmMessageBool(ScriptAny p0, ScriptAny p1) { NativeInvoke::Invoke<ScriptVoid>("SET_NM_MESSAGE_BOOL", p0, p1); } static void SetNmMessageFloat(ScriptAny p0, ScriptAny p1) { NativeInvoke::Invoke<ScriptVoid>("SET_NM_MESSAGE_FLOAT", p0, p1); } static void SetNmMessageInstanceIndex(ScriptAny p0, ScriptAny p1, ScriptAny p2, ScriptAny p3) { NativeInvoke::Invoke<ScriptVoid>("SET_NM_MESSAGE_INSTANCE_INDEX", p0, p1, p2, p3); } static void SetNmMessageInt(ScriptAny p0, ScriptAny p1) { NativeInvoke::Invoke<ScriptVoid>("SET_NM_MESSAGE_INT", p0, p1); } static void SetNmMessageString(ScriptAny p0, ScriptAny p1) { NativeInvoke::Invoke<ScriptVoid>("SET_NM_MESSAGE_STRING", p0, p1); } static void SetNmMessageVec3(ScriptAny p0, ScriptAny p1, ScriptAny p2, ScriptAny p3) { NativeInvoke::Invoke<ScriptVoid>("SET_NM_MESSAGE_VEC3", p0, p1, p2, p3); }Which obviously could be very useful.. There arent any equivalent natives for that on V, if you want to set nmMessageArguments you would have to do it with raw memory editing, the memory you need to edit however, i dont know how to find itHmm. That's too bad. Obviously it would give us more flexibility as far as what we can do with natural motion. Could it be that the method of setting arguments has changed? For example, TASK_PLAY_ANIM_WITH_FLAGS was consolidated into one native in V (TASK_PLAY_ANIM). It was just added as an extra parameter. You might be right, I've seen some weird parameters with the set ragdoll and set ragdoll to fall. Link to comment Share on other sites More sharing options...
Mr.Arrow Posted September 20, 2015 Share Posted September 20, 2015 was testing it and wow Im surprise that R* didnt use this fully... jedijosh920 1 Link to comment Share on other sites More sharing options...
unknown modder Posted September 26, 2015 Share Posted September 26, 2015 There arent any equivalent natives for that on V, if you want to set nmMessageArguments you would have to do it with raw memory editing, the memory you need to edit however, i dont know how to find it Hmm. That's too bad. Obviously it would give us more flexibility as far as what we can do with natural motion. Could it be that the method of setting arguments has changed? For example, TASK_PLAY_ANIM_WITH_FLAGS was consolidated into one native in V (TASK_PLAY_ANIM). It was just added as an extra parameter. Scratch that. I think I have found out how to do this, but I need to test it out properly first jedijosh920 1 Link to comment Share on other sites More sharing options...
whorse Posted October 7, 2015 Share Posted October 7, 2015 (edited) was testing it and wow Im surprise that R* didnt use this fully... There arent any equivalent natives for that on V, if you want to set nmMessageArguments you would have to do it with raw memory editing, the memory you need to edit however, i dont know how to find it Hmm. That's too bad. Obviously it would give us more flexibility as far as what we can do with natural motion. Could it be that the method of setting arguments has changed? For example, TASK_PLAY_ANIM_WITH_FLAGS was consolidated into one native in V (TASK_PLAY_ANIM). It was just added as an extra parameter. Scratch that. I think I have found out how to do this, but I need to test it out properly first What did you guys find out? I tried giving peds 2 random NM messages from 1-1322 (after ragdolling them and sending them NM msg #0) whenever I picked them up with my gravity gun mod, and it seems to be quite difficult to just have them perpetually keep on doing the NM-animation until they hit the ground. The amount of time specified in the args for SET_PED_TO_RAGDOLL seems to be crucially important here. The ped will stop-ragdolling/doing the NM anim and will play the "get-up" animation even in mid-air once the timer expires, but if the timer has not yet expired, they will usually not even get up from laying limp on the ground. Because of these complications (and also because SET_PED_TO_RAGDOLL seems to mute the peds voice), I changed my ragdoll command back to "AI::SET_HIGH_FALL_TASK(ped, 0, 0, 0)" which unfortunately does not seem to support the NM messages. I got SET_PED_TO_RAGDOLL_WITH_FALL to work as well, but I didn't notice any functional differences between it and SET_PED_TO_RAGDOLL; just extra parameters. Almost all the NM messages I saw that did actually work caused the peds to flail around the air in different ways (I guess that's all I should expect to see, considering I was picking them up w/ a gravity gun after all). Most of the ones that "didn't work" seemed to freeze the peds in the pose that they were in when I grabbed them, and made them lay there until the ragdoll timer went up. There were some - like "leg stiffness" (#746) - that seemed to cause the ped to freeze while standing up, but you could go over and shove them and they would do some amazing stumbling to keep their balance Edited October 7, 2015 by whorse Link to comment Share on other sites More sharing options...
GRANDHEIST Posted January 31, 2016 Share Posted January 31, 2016 Does any of these allow animation on ragdolls? Link to comment Share on other sites More sharing options...
jedijosh920 Posted January 31, 2016 Author Share Posted January 31, 2016 Yeah I believe so. Link to comment Share on other sites More sharing options...
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