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ENTITY::SET_ENTITY_ALPHA on player


GTBunny
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Hi all,

 

I've been struggling to get this to work... I wanted to write a simple invisibility mod -- easy enough with ENTITY::SET_ENTITY_VISIBLE -- but also wanted a shadow or slight alpha view of the character.

 

I can do a crude alpha view with ENTITY::SET_ENTITY_ALPHA(PLAYER::PLAYER_PED_ID(), 50, false), which gives a cool semi-pixelated image, and seems to be used in ENTITY::RESET_ENTITY_ALPHA to fade the entity in/out, but I find it 'too' visible. (Alpha is only available in 20% steps above 0.)

 

So, going with the idea of showing the player shadow only, I'm using ENTITY::SET_ENTITY_ALPHA(PLAYER::PLAYER_PED_ID(), 50, true). However, although it almost gives the desired result, parts of the character remain visible -- currently head and hands, although it was upper body earlier! It would be perfect if not for this problem.

Can anyone see a way to make this work? Is there a way to parse an entity and apply to each part, for example?

 

The main part of the code is currently:

void main(){    int toggle = 0;    ENTITY::RESET_ENTITY_ALPHA(PLAYER::PLAYER_PED_ID());    while (true)    {            if (IsKeyJustUp(VK_F10))        {            toggle = 1 - toggle;            if (toggle == 1)            {                ENTITY::SET_ENTITY_ALPHA(PLAYER::PLAYER_PED_ID(), 50, true);                PLAYER::SET_EVERYONE_IGNORE_PLAYER(PLAYER::PLAYER_ID(), true);            }            else            {                ENTITY::RESET_ENTITY_ALPHA(PLAYER::PLAYER_PED_ID());                PLAYER::SET_EVERYONE_IGNORE_PLAYER(PLAYER::PLAYER_ID(), false);            }        }        WAIT(0);    }}

Any help or advice would be much appreciated!

Edited by GTBunny
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Use ENTITY::SET_ENTITY_VISIBLE(playerPed, false);

But does this have "a shadow or slight alpha view of the character"?

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Yeah, thanks for the reply, but I do know about SET_ENTITY_VISIBLE (see first part of my post), and I'm trying to get the character to be either slightly visible, or just his shadow. Like I say, the above almost works for shadow-only, but for some reason the alpha doesn't apply to the whole model...

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