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[C#] How do I edit bullet force?


semaphores
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I want to write a program that causes bullets to send people and cars flying away upon impact.

 

I know how to activate the mod by pressing a button on my keyboard, but I'm not sure how to deal with the in-game physics. I've never worked with a physics engine before, so please understand if I'm not fully getting things right off the bat.

 

Now I've looked at the GTAV NATIVE DB list of functions and came across these two that caught my attention

 

ENTITY::APPLY_FORCE_TO_ENTITY_CENTER_OF_MASS

 

and

 

ENTITY::APPLY_FORCE_TO_ENTITY

 

However, I'm not sure how I'm supposed to call them in my code. Am I supposed to pass a bullet object for the entity parameter? If so, how am I supposed to "retrieve" it (is a bullet object a property that a weapon has?)

 

Thanks guys!

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  • 2 weeks later...

You would have to do something like this

//check that player is alive and is shooting a weaponif (Game.Player.Character.IsAlive && Game.Player.Character.IsShooting){	Ped[] nearbyPeds = World.GetNearbyPeds(Game.Player.Character, 100f);	foreach (Ped p in nearbyPeds)	{		Yield();		//check if ped has been damaged by the player by his current weapon		if (p.HasBeenDamagedBy(Game.Player.Character) && Function.Call<bool>(Hash.HAS_ENTITY_BEEN_DAMAGED_BY_WEAPON, p, (uint)Game.Player.Character.Weapons.Current.Hash, 0))		{			//apply force in the direction of the player's camera (which should be in the same direction as the bullet)			p.ApplyForce(World.RenderingCamera.Direction);			Function.Call(Hash.CLEAR_ENTITY_LAST_DAMAGE_ENTITY, p);			Function.Call(Hash.CLEAR_ENTITY_LAST_WEAPON_DAMAGE, p);			break;		}	}}
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