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How to get restraints working?


neusaap22
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Dear all,

I've been trying to learn myself C# through modding GTA (I've watched some video's on youtube about it and I have read some documentation about C#) and now I wanted to do a little project, making it possible to add restraints into the game, in order to have RDR-like fun :whistle:, the (initial) goal was to recreate this mod's arresting mechanic but then without the arresting and redirecting you to the police station, and giving some more options (likely through hotkeys) 'controlling' the victim-ped (such as getting making them follow me into the car, prevent them from going into the car, have them stay where they are, have them stay inside the car, or not) instead of just dumb following like in that mod. It seemed like a nice challenge.


The first part was to get the ped into a restrained pose like in that mod, which soon proved to be too hard for me;

I've had multiple ideas, from trying to attach the hand bones of the ped to eachother, to just trying to force an animation (which I couldn't do either because the only site that I could find to show a list of animation hashes kept timing out), to using the GTA-hash SET_PED_HANDCUFFS (which got me as far as compiling and testing in game, only to find out it didn't do anything.) to my last idea, force the ped to use the handcuff-weapon that is being used in GTA online, as part of the prison heist. Nothing seemed to work.

 

Under this spoiler the code of when I tried to use weapon-way (I decided it'd be better if I'd try to get it working on the player first, that's why I used the player char for it), the problem here was that I couldn't get the code to recognize the original weapon hash (WEAPON_HANDCUFFS) (found it in OpenIV)

 

using GTA;
using GTA.Native;
using GTA.Math;
using System;
using System.Windows.Forms;

public class RestraintScript : Script
{
Ped player = Game.Player.Character;

public RestraintScript()
{
Tick += OnTick;
KeyDown += OnKeyDown;
KeyUp += OnKeyUp;

Interval = 0;
}

void OnTick(object sender, EventArgs e)
{

}

void OnKeyDown(object sender, KeyEventArgs e)
{

}

void OnKeyUp(object sender, KeyEventArgs e)
{
if (e.KeyCode == Keys.H)
{
player.Weapons.Give(WeaponHash.HandCuffs, 0, 1); //HandCuffs is not recognized
}
}
}

 

 

Anyone gifted with a brilliant idea I could try to implement or with a solution for this problem?

Thanks in advance...

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  • 2 weeks later...

Yeah, however, when I try to play the animation it 1. doesn't do anything and 2. even if I get another animation to work, they don't move anymore, so I wanted to use the handcuff weapon from online as a workaround...

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I noticed in your code, you only passed three arguments. You have to pass the weapon model, int amount (ammo) value, and the boolean values for if they use the weapon immediately and if it's reloaded. Try using the same weapon hash and pass 9999, true, and true.

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Tried that. but it still didn't work, I think there just isn't a handcuffs weaponhash, so I tried using the native "GIVE_WEAPON_TO_PED" with your arguments (checked if it *could* work with the nativedb) and compiled it, pressing H didn't do anything however...

 

Thanks anyways...

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