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@ALEXSYS Is this a mod or is it a vanilla file? Either way, you can get all or most of the hashes in the links below. If you absolutely need a hex hash you can convert it. link below as well:
https://github.com/scripthookvdotnet/scripthookvdotnet/blob/main/source/scripting_v3/GTA/Entities/Peds/PedHash.cs
https://github.com/scripthookvdotnet/scripthookvdotnet/blob/main/source/scripting_v3/GTA/Entities/Vehicles/VehicleHash.cs
https://www.rapidtables.com/convert/number/decimal-to-hex.html
if this not what you're looking more let me know if this is a vanilla ymt or a mod ymt because and I'll look up the decimal hash vs hex
@ALEXSYS Hi. Of course I can help you, but I need more information. Where did you get that hash? GTA V entities like peds and vehicles have names and hashes (decimal and hexadecimal). In your case its the Hexadecimal version. Can you tell me where you got this hash?
@ALEXSYS Just to add a few comments about differentiation. A scenario mod has a fixed location, fixed peds, and fixed animations. This mod, still evolving, allows any location, any number of peds, any peds, and hopefully soon any animation. One animation is a no brainer, customizable animations per ped will be more challenging.
@fruitspring Yes you can. The true value of this script will be in a future version where you, as the user, will define the animations to use. For a room, you will need to configure the size (length and width) which is now possible in the ini file.
@ALEXSYS Not exactly. Scenarios are less flexible, I mean the mods one, not the ones you create for personal use. Thanks for feedback and ratings. I'm uploading volume 2 now, which has an ini file.
@MissySnowie lol. thanks, i thought that was funny too, unscripted, but funny
@fruitspring Have you ever been on a map without peds? Or wanted to add more peds, even addons? And more specifically, you wanted the peds to do certain actions (either animations, scenarios, or both)?
Well that's the purpose of this project, and as I wrote earlier, this is much more ambitious than just editing meta data to create a scenario. That's why I call it a scene, not a scenario (that term being misleading as well because a scenario is also a type of animation).
User variables will include:
- enter the total number of peds (limit unknown at this point)
- the hash or name of multiple peds (limit unknown at this point)
- the area size. Could be tiny, could be huge
- the animations for all or specific peds
Project will take time because of the number of variables but Volume 1 is the fully functional prototype with 50 peds, about 4 different peds, and a huge 80 x 80 area of interaction.
@JoyLucien Major improvements to be uploaded soon. I'm not a fan of the fake looking warp into vehicle of Trainers. I tried my best to make entry, spawn, and exit more natural and more immersive. Also added more code to fix vehicles that spawn broken. Need to prepare documentation and then will upload.
https://www.youtube.com/watch?v=WyR03iQm-m8
@JoyLucien HI and thanks. Yes I'm working on that. I'm not at all a fan of spawning directly into the vehicle and yes I've noticed this undesired behaviour. One of the reasons it happens is that each vehicle goes through a "fix this mod" method which automatically replaces missing parts. This happens with the 296GTB in the video which is incredibly screwed up at spawn because of its vertices/modkits.
I'm currently working on fixing this but I want it to be immersive. This poses 2 problems. One is the camera position because I want the player to walk to the vehicle and the camera prefers a static position. The second issue is once more with the "fix this mod" method. The issue here has to do with synch vs asynch, not just yielding the script, so that things are done properly and smoothly.
Once more thanks for capturing this and I'll release an update soon....hopefully.
@Anas0133 Thank you and thanks for the feedback, suggestions, and encouragement.