Jump to content

Peds go into animation instead of dying from far away


CowNation

Recommended Posts

https://imgur.com/a/1I0d5g7

 

As far as I can tell, this bug only happens if the ped jumps from more than 50m away. When you walk into the animated body, the cause of death becomes a fist fight. I want them to be able to die from fall damage from far away like normal without going into that animation.

        public override bool OnCalloutAccepted()
        {
			//other codes	
          
            Victim = new Ped(new Model("s_m_y_construct_01"), SpawnPoint, 0);
            Victim.IsPersistent = true;
            Victim.BlockPermanentEvents = true;
            Victim.CanBeDamaged = true;

            Victim.Heading = 0;
            GameFiber.Sleep(1000);
            Victim.Tasks.Jump();

            if (!Victim.Exists()) return false;

            return base.OnCalloutAccepted();
        }

 

Thanks in advance

 

EDIT:

While in that animation, to BetterEMS, the peds are considered 'dead' and the cause of death is in fact falling. But, if anything comes into contact with that ped in the animation, they'll 're-die' and the cause of death will change

 

EDIT2:

Victim.BlockPermanentEvents = true;
Victim.CanBeDamaged = true;

ARE NOT THE CAUSE

 

EDIT3:

Victim.IsPersistent = true; 

IS ALSO NOT THE CAUSE

HALP

 

EDIT4:

It seems doing Victim.Kill(); does the same animation

 

Edited by CowNation

C++, C#, and Python dev with a dream.. and depression

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.



×
×
  • Create New...