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@The_XXI Good point, but that's also the reason why I made it so newly purchased weapons from Ammu-Nation will always have the highest condition as opposed to weapons picked up from the floor, which are given the impression that they are old and well-worn. Each weapon's depletion rate can be adjusted in the INI file too, which means players can choose whether to have guns jam more often, or very rarely.
@Voimics Good idea! That is something which I didn't really like about GTA V; ped reactions were fewer than that in GTA IV. It's always either; a) flee, b) run you over, or c) saying some stupid ambient speech e.g. "fuck me in the ass!" This will be something which I'll be improving on for sure, it would add more immersion to the game world and peds won't just run away in a frenzy just because you tapped their bumper anymore. Maybe I'll have them come out and fight you, call the police (or even a friend), or even ask you for your insurance details(?). I could also have it where if you flee a car accident, the victim chases you down and the cops get involved. Many possibilities!
@Feexy Change "BoxX" and "BoxY" in WeaponJamming.ini.
Version 1.1 finished and awaiting approval. This version adds several new options in the INI file, including an option to disable the box/progress bar above the map. You can also change the colors (RGBA) of the bar aswell! Also, you can now change the unjam animation if you don't like the current one. And finally, I added two new INI options; "UnjamCondition" and "UnjamCooldown"—check the INI file for more details. As always, thanks for your feedback!
@Kryo4lex I used "Game.Player.DisableFiringThisFrame()" under Tick which I believe translates to "DISABLE_PED_FIRING(Game.Player.Character, true)".
@EnforcerZhukov Thanks! The shot when unjamming the weapon is just a random discharge which I added for immersion, however you can disable it by setting "DischargeChance" to 0 in the INI file. The weapon switching is a good idea, could probably call it "UnjamUponSwitch" or something like that. I'll be sure to add it in the next version or so!
@fydeadtuber Many thanks for the video!
@ethannn_ You have ScriptHookV and all that installed? Check ScriptHookVDotNet.txt to see if there's any errors, and ensure that there aren't any other scripts conflicting with this one.
@Jax765 Yeah should be possible, although a bit tricky. I'll do some experimenting once I get around to it though.
It's been an entire month since I pushed out an update for this mod, due to me being busy with other things. So, here is version 1.4, pending approval from mods. I've made changes to FleeAction no. 4 (fleeing and calling cops) now the ped will take out their cellphone and hold it up to their head while fleeing, rather than just fleeing like before. I've added two new INI settings, "DriverFacePlayer" and "MarkHitAndRuns" (the latter suggested by @nkjellman), both which are described in the description in the sidebar and README.txt. Thanks to everyone for their feedback and suggestions!
@nkjellman That's a great idea. Hate it when I attempt to jack someone's vehicle only to get ran over, then he despawns once I finally end up in a vehicle, preventing me from carrying out my act of revenge against the perpetrator. Perhaps I could call it "MarkAsEnemy". It'll be added in the next update for sure!
@Tominator08 There's no way to disable the reticle in the vanilla game, only an option to switch it from complex to simple. Of course if you do switch to the dot reticle (simple) you can change the size of it, but even at its smallest it's still blatantly noticeable, so it's impossible to actually disable it without the use of modding.
@TheLoneWolf293 This one -> https://www.gta5-mods.com/weapons/heckler-koch-usp-45
@bur587 Try setting "DisableOnStart" to true and "ToggleKey" to 0 in NoReticle.ini. This is what I use to completely disable the reticle myself, along with the toggle key (as all my keys are used up by other scripts).
@Feexy Actually on ~medium. I use NaturalVision with some ReShade presets disabled.
@lipskamafia Many thanks!