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Mytical49

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About Mytical49

  • Rank
    Detective
  • Birthday April 28

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  • Location
    France
  • Country
    France
  • Interests
    Police, cyber security, develloping
  • Gender
    Male

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    Mytical#9830

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  1. Hi, can you please give us the RagePluginHook.log
  2. Okay, thanks. I now use NativeFunction.CallByName<uint>("TASK_COMBAT_HATED_TARGETS_AROUND_PED") to make my ped fight and I have an other gamefiber who contain : while (true) { nearPed = mySuspect.GetNearbyPeds(5); foreach (Ped ped in nearPed) { if (ped.Exists()) { ped.RelationshipGroup = victimGroup; } } GameFiber.Wait(2500); GameFiber.Yield(); } and it works pretty well
  3. thanks, I didn't knew that. Sorry I don't understand what this is, english is not my native language If I understand well, the purpose of this, is changing the behaviour of my ped ? Didn't you said Ped are only pedestrian ? I didn't know we could use bike with Rage, but how do you assign a task to a pig ?
  4. Does someone know how to use GET_PED_NEARBY_PEDS, because there is the pointer thing in the arguments and I can't understand how does it works and how to do it, we can't use the unsafe mode.
  5. Post your ragepluginhook.log and calm down
  6. I think it is because c# do not support every character but I'am not sure, you should try to investigate what character encoding is used
  7. So I tried to use a custom command and it works but then on the code I still have the same problem but it is easier to try things, thanks. My ped is fighting agains't victim who is defined by : (Ped)World.GetClosestEntity(mySuspect.Position, 30f, GetEntitiesFlags.ConsiderHumanPeds); I believe the main problem is that when I execute FightAgainst(victim); the victim must be set in the memory and even when victim will change of value it will do nothing because it is the victim of the memory who is the target. To make it possible i would have need the function to take dynamique variable. I have a question, how does the time affect the function ? if I put 5000 what will happend at the end ? If I put -1, will the ped be chasing the victim indefinitely ? How does mine is so different of yours ? Because I want my victim to be a Human Ped, so i have the ConsiderHumanPeds, it will return to me the closest human ped within 30f of my suspect position. How would you do ? What do you mean by check frequency and how ? I tried to use relationship at the first try with the FightAgainstClosestHated(); and it didn't work, I had a part where I wanted ped who are not a certain area to be set back to a normal relationship because when the shooting will start peds are going to run, and I don't want my suspect to chase them, I want my suspect to stay where he is, wait for the cops and shoot them. It does I have totally no idea I didn't modified anythings, here is the link if I remember well.
  8. Have you tried to put suspect.IsRagdoll = false; in the process, so it's in a loop ?
  9. Hi, thanks for your reply, I don't know the difference between them, both of them show in-game in the console and both are in the RagePluginHook.log. In fact I'am still learning to do a callout, what I want to do is having a suspect that shoot at everyone and focus on the police and the player when they arrive, I tried multiple things to achieve it but either, they don't work or didn't do exactly what I want. What I actually want to try is having a ped which is defined by : (Ped)World.GetClosestEntity(mySuspect.Position, 30f, GetEntitiesFlags.ConsiderHumanPeds); every time in the process, and then who got the task : if (done == false) { mySuspect.Tasks.FightAgainst(victim); done = true; } which is executed one time. But it don't work (I will post a video to show what happend). So what I want now is trying to debug it by getting the ped my suspect want to attack (victim), and then attach a blip to him to see where he is (but I guess if I debug it, it won't be necessary), the main problem is that when the I run the callout my suspect is running somewhere indefinitely. My combat is not even happening (that's why I don't understand why the task is "InProgress")(you will see in the video), but yeah my suspect a a gun, here is the part where my suspect is defined : mySuspect = new Ped(SpawnPoint); mySuspect.BlockPermanentEvents = true; mySuspect.IsPersistent = true; mySuspect.Inventory.GiveNewWeapon("weapon_pistol_mk2", -1, true); mySuspect.Accuracy = 30; mySuspect.Armor = 75; mySuspect.FiringPattern = FiringPattern.BurstFireInCover; mySuspect.KeepTasks = true; mySuspect.RelationshipGroup = RelationshipGroup.Gang1; mySuspect.RelationshipGroup.SetRelationshipWith(RelationshipGroup.Player, Relationship.Hate); mySuspect.RelationshipGroup.SetRelationshipWith(RelationshipGroup.Cop, Relationship.Hate); mySuspect.RelationshipGroup.SetRelationshipWith(RelationshipGroup.Medic, Relationship.Neutral); I'am not sure to understand your last question, can you develop ? Forgot to ask something, is the .NET framework version important and may cause that, because I saw something like that in an other topic, I'am using 4.8 .NET ? HERE IS THE VIDEO : https://youtu.be/zQxaC-f0fP8 (it is even weirder because at 01:45 you can see him changing direction suddently after blocking him)
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