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[C#] Give NOOSE and Marines helmets


Aldebaraan
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I'm trying to make the Swat01SMY (NOOSE agent) and Marine03SMY (Fully equipped Marine) always wear their helmets. But when spawned the NOOSE agents never get a helmet/goggles and the marines only get the gas mask and helmet SOMETIMES. How can i do that?

 

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Are you spawning these with a script, or are you talking about the ones the game spawns naturally?

Edited by LeeC22
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6 hours ago, LeeC22 said:

Are you spawning these with a script, or are you talking about the ones the game spawns naturally?

Uh sorry about that. I should have said it before. It's through a script like:


            Ped ped = World.CreatePed(PedHash.Swat01SMY, PositionToUse);

            Ped ped2 = World.CreatePed(PedHash.Marine03SMY, PositionToUse);

 

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3 hours ago, Aldebaraan said:

Uh sorry about that. I should have said it before. It's through a script like:


            Ped ped = World.CreatePed(PedHash.Swat01SMY, PositionToUse);

            Ped ped2 = World.CreatePed(PedHash.Marine03SMY, PositionToUse);

 

Okay... so the two peds use slightly different methods to add the parts you want. The Swat model's helmet is a prop and the Marine's helmet and mask are a Hair variation.

 

To set the Helmet Prop, you use this:

Function.Call(Hash.SET_PED_PROP_INDEX, Ped, PropIndex, PropDrawable, PropTextureVariant, true);

The PropIndex is based on this:

0 - Helmets, hats, earphones, masks
1 - Glasses
2 - Ear accessories

So the helmet Index is 0, the Drawable is 0 (if no prop is set then it is -1) and the Variant is 0 (as there is only one variant), which gives you this:

    SwatPed = World.CreatePed(PedHash.Swat01SMY, Game.Player.Character.GetOffsetInWorldCoords(new Vector3(0, 2f, 0)));
    Function.Call(Hash.SET_PED_PROP_INDEX, SwatPed, 0, 0, 0, true);

The Marine's Hair is set with this:

Function.Call(Hash.SET_PED_COMPONENT_VARIATION, Ped, ComponentIndex, Drawable, Variant, 0);

and the ComponentIndex is based on this list:

0 - Head
1 - Beard
2 - Hair
3 - Torso
4 - Legs
5 - Hands
6 - Foot
7 - Eyes
8 - Accessories like parachute, scuba tank
9 - Accessories like bags, mask, scuba mask
10- Decals and mask
11 - Auxiliary parts for torso

So the Hair Index = 2, the Helmet & Mask ComponentIndex = 3 (they are in sequence none = 0, helmet = 1, mask = 2, helmet & mask = 3), the Drawable and the Variant are both 0.

    MarinePed = World.CreatePed(PedHash.Marine03SMY, Game.Player.Character.GetOffsetInWorldCoords(new Vector3(0, 2f, 0)));
    Function.Call(Hash.SET_PED_COMPONENT_VARIATION, MarinePed, 2, 3, 0, 0);

That will spawn you both peds in the configuration you want. I could probably have just given you the direct answer but thought it would help more if I explained what the answers are based on for future reference.

Edited by LeeC22
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6 hours ago, LeeC22 said:

Okay... so the two peds use slightly different methods to add the parts you want. The Swat model's helmet is a prop and the Marine's helmet and mask are a Hair variation.

 

To set the Helmet Prop, you use this:

Function.Call(Hash.SET_PED_PROP_INDEX, Ped, PropIndex, PropDrawable, PropTextureVariant, true);

The PropIndex is based on this:

0 - Helmets, hats, earphones, masks
1 - Glasses
2 - Ear accessories

So the helmet Index is 0, the Drawable is 0 (if no prop is set then it is -1) and the Variant is 0 (as there is only one variant), which gives you this:

    SwatPed = World.CreatePed(PedHash.Swat01SMY, Game.Player.Character.GetOffsetInWorldCoords(new Vector3(0, 2f, 0)));
    Function.Call(Hash.SET_PED_PROP_INDEX, SwatPed, 0, 0, 0, true);

The Marine's Hair is set with this:

Function.Call(Hash.SET_PED_COMPONENT_VARIATION, Ped, ComponentIndex, Drawable, Variant, 0);

and the ComponentIndex is based on this list:

0 - Head
1 - Beard
2 - Hair
3 - Torso
4 - Legs
5 - Hands
6 - Foot
7 - Eyes
8 - Accessories like parachute, scuba tank
9 - Accessories like bags, mask, scuba mask
10- Decals and mask
11 - Auxiliary parts for torso

So the Hair Index = 2, the Helmet & Mask ComponentIndex = 3 (they are in sequence none = 0, helmet = 1, mask = 2, helmet & mask = 3), the Drawable and the Variant are both 0.

    MarinePed = World.CreatePed(PedHash.Marine03SMY, Game.Player.Character.GetOffsetInWorldCoords(new Vector3(0, 2f, 0)));
    Function.Call(Hash.SET_PED_COMPONENT_VARIATION, MarinePed, 2, 3, 0, 0);

That will spawn you both peds in the configuration you want. I could probably have just given you the direct answer but thought it would help more if I explained what the answers are based on for future reference.

Thanks! Very informative btw.

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