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whorse

ENTITY::IS_ENTITY_STATIC() - how to make non-static?

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whorse

I've been working on some mods that deal with default ambient-ped AI, and I have noticed that there is one commonality between almost all the peds who give me trouble: the native ENTITY::IS_ENTITY_STATIC() returns true - that these entities indeed are "static." Apparently, this means that - among other things - my gravity gun will not work on them unless I get very close; that they will ignore commands like TASK_COMBAT_PED; and that (among other things) they will just stand still in the middle of the sky (just standing on nothing) if I throw them too high into the air. I can only manipulate them if I first force them into ragdoll-mode. Also, peds will not parachute if I first put them into ragdoll mode with a native - I have to clear their tasks immediately (so they instantly go to standing up idle-pose) in midair first

 

Is there any way I can make these entities non-"static" without forcing them to go ragdoll? What does it even technically mean to be a "static" entity? It seems that peds who are actively fist fighting, taking cover, or who are doing pre-programmed "scenario"-tasks (I think?) -- like beach-combing or crossing the street -- are usually static, and peds who are a long distance away seem to be static 90% of the time (while IIRC much more distant things like jumbo jets are not). I can clear their tasks (even clear "immediately") and they will just resume their task right after.

 

Secondary question: Is there any way to just use a native to take an object without physics (such as a streetlight, a beach umbrella, or that great big orange ball on the cabin) and "hit" it so that it does have physics, as though I'd hit it with my car or something? I mean without creating a damaging explosion at the site of the object. I've tried "REQUEST COLLISION AT COORDS" and "...AT_ENTITY" and they didnt seem to do anything. Thanks guys

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CamxxCore

Secondary question: Is there any way to just use a native to take an object without physics (such as a streetlight, a beach umbrella, or that great big orange ball on the cabin) and "hit" it so that it does have physics, as though I'd hit it with my car or something? I mean without creating a damaging explosion at the site of the object. I've tried "REQUEST COLLISION AT COORDS" and "...AT_ENTITY" and they didnt seem to do anything. Thanks guys

ENTITY::APPLY_FORCE_TO_ENTITY? REQUEST_COLLISION would be dealing with world collision. Like whether you fall through the world or not..

Edited by CamxxCore

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whorse

 

Secondary question: Is there any way to just use a native to take an object without physics (such as a streetlight, a beach umbrella, or that great big orange ball on the cabin) and "hit" it so that it does have physics, as though I'd hit it with my car or something? I mean without creating a damaging explosion at the site of the object. I've tried "REQUEST COLLISION AT COORDS" and "...AT_ENTITY" and they didnt seem to do anything. Thanks guys

ENTITY::APPLY_FORCE_TO_ENTITY? REQUEST_COLLISION would be dealing with world collision. Like whether you fall through the world or not..

 

No, APPLY_FORCE_TO_ENTITY doesnt work on a fixed object (until it has been broken by a collision); you have to just say ENTITY::SET_ENTITY_COORDS to move them at all.

Sorry, when I said "...AT_ENTITY," I meant to say "...FOR_MODEL"

I was referring to the native called STREAMING::REQUEST_COLLISION_FOR_MODEL(Hash model). I tried both it and "request collision at coords" on peds, objects and vehicles (both their models as returned by ENTITY::GET_ENTITY_MODEL and their coordinates) and they didnt seem to do anything. I also tried STREAMING::REQUEST_ADDITIONAL_COLLISION_AT_COORD and HAS_COLLISION_FOR_MODEL_LOADED, and they also appeared to do nothing. I was just experimenting, though. The purpose of these natives, you say, is something about them falling through the world/not colliding with anything? I thought that was just something you toggled on or off with ENTITY::SET_ENTITY_COLLISION() How do they work?

Edited by whorse

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