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Good work so far, buddy! I'll have to check out the new version later. BTW if you need some tips on a working ambulance, try looking at this. I have no idea if it still works, but maybe it'll help you figure something out: https://www.gta5-mods.com/scripts/real-paramedics
Also, remember what I said about changing how medkits function? Would it be reasonable to suggest that you disable the vanilla function of medkits entirely and just trigger a script when the player touches one?
@sdasdf Those aren't likely caused by this mod. Try troubleshooting some more.
https://youtu.be/y_cRv_xkXzw?t=100 you have to pay real close attention, he's not that bad of a driver, she's jerking the wheel.
https://youtu.be/RuWlN-7JjSc?t=293 When they die and smack their head on the horn.
Switching player-peds while in a mission with multiple player-peds occasionally screws up the mod. Switching player-peds invalidates the player-ped wound disable in the config, and also prevents the player from healing with the hotkey.
Can you make it so that a stumbling shot makes a ped jerk the wheel like in that one carjacking mission, or that a brainshot or spine shot makes the ped smack their head on the horn as if they're dead?
The Bureau Raid has at least two spots where it happens. It is certainly your mod, because setting the range to minimum makes it so I have to get within 5 feet of a security guard before it happens. You may have to fail the mission and hit retry in order to see anything, though I'm not sure. I said it might be a conflict because of that, although I'm pretty sure it's not a conflict. Your mod doesn't have to modify behavior, it just has to trigger a dormant function -- for example they might take a tiny amount of damage when the script is enabled, so they go hostile.
Hey, bug report. This mod seems to cause peds affected by its system to become 'spooked.' Missions where you have to refrain from blowing your cover or spooking a certain ped fail instantly when a spookable ped enters the enabling range. It doesn't happen 100% of the time, but if it happens once, it will continue happening until the part of the mission is skipped or the game is restarted. ***SPOILERS AHEAD*** The Bureau Raid has several points where this happens - namely entering the building as a janitor and leaving the building as a firefighter. Let me know if you can't reproduce it and I'll try to figure out if it's a script conflict, although I doubt it as I don't think I have any behavior altering mods installed.
@SH42913 Seems like all you need to do to make your own WYD in this mod is to add a kill key when the player has 1% or lower health. Is there any way you can see the player's max health in the API? Because max health is increased 10x when a riot suit is being worn. You can modify the script's behavior when you find that the player's max health is over 100%.
Lastly, please make sure that there are no nil pointers in your mod that could be causing problems... Caught a nil pointer exception in Windows Event Viewer when I got shot just now. Not particularly sure if this would be helpful for you, but here's the event data: Application: GTA5.exe Framework Version: v4.0.30319 Description: The process was terminated due to an unhandled exception. Exception Info: exception code c0000005, exception address 00007FFCF0734633 Stack:
Ooh, and a few suggestions! If the player somehow survives a heart shot or brain shot, do not let a first aid kit fix them. Instead, a brain shot should reduce the skills for special, shooting, stealth, flying, and driving to 0 until the player sees a paramedic or respawns. A heart shot should reduce their stamina, strength, and lung capacity until the same conditions are met. If that's too difficult, perhaps just reduce their effect multipliers to a very low number. I'd also like to suggest that first aid kits and soda cans work slowly, over time. Do it the Bethesda way, where a first aid kit heals 200% health over the course of a minute (3.33% per second) and sodas heal 100% over the course of five or so minutes (0.33% health per second).