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  • 9b7e69 noiseface

    This is a good attempt! I think you should replace this with a gauntlet arrow and use the point animation for aiming to shoot. I know how frustrating the lack of animation override is in this game.

    23 hours ago
  • 9b7e69 noiseface

    I enjoyed this mod until I noticed peds spawning every time I pressed G. I laughed. Then I deleted the mod.

    23 hours ago
  • 9b7e69 noiseface

    @HelpoMeo The scripts folder doesn't exist unless it's created. In your GTA5 directory (where gta5.exe is located), create a new folder called scripts. Voila! I should note, this is assuming you have the scripthook and prerequisites to run mods on gta5.

    24 hours ago
  • 9b7e69 noiseface

    Tested this mod today. Radios glitched out a bit, but otherwise the port of online real estate to offline is a fantastic idea. Honestly though are there this many properties for sale online? I ask because I saw at least 80% of the assets for these properties recycled into other properties. If I'm paying a million for a new apartment, I want a new apartment.

    Not the same apartment in another location. I know this isn't something you can fix and I see this SPA program lets me pick and choose which places I own and can purchase. I plan on weeding out duplicates and just focusing on places that appear different inside and out unless they can be customized specifically inside of the apartment (I noticed some can). I did notice two houses in vinewood that were invisible though. They didn't render no matter what I did. Other then that and the radios not working, I tested every single house. Really appreciate all the hard work that went into this.

    Excellent addon!

    en dag siden
  • 9b7e69 noiseface

    @nm710 This makes me think of ways to improve subtly. With "Random finishers" toggled off and with no weapon in hand, or maybe wearing brass knuckles if you want to make it optional, the kill streak animation automatically exploits this feature and runs the character through every target on the kill list with one punch animation.

    Basically the mod would swing the jumping punch animation and mid punch slow down to .1 time while teleporting to everyone on the kill streak list one after the other for just enough time to register a hit before teleporting to the next target automatically. When you get to the end of the streak, the time returns to normal and you basically get to see everyone fall over from that one punch.

    I chose that punch animation for two reasons: 1) It's a jump punch. Jumper mod. Seemed appropriate. 2) The sequence almost always triggers a cool ragdoll effect that is made even cooler in slow motion.

    3 dage siden
  • 9b7e69 noiseface

    @nm710 About punching three people. I turn on slow motion, punch and teleport to someone. The animation for my punch is in motion. It hits someone. Before my punch is finished, I teleport to someone else. That same animation is still swinging the punch and it immediately hits them when I teleport to them. You can hit upto three people by teleporting to them all before your character finishes the punch animation.

    3 dage siden
  • 9b7e69 noiseface

    @nm710 I've found a work around for my issue that is mitigated by using the flash mod ontop of jumper. You can grab npc weapons out of their hands before going to the group kill thing. Alternatively and as a happy consequence of using the two mods in conjunction together I was able to find an alternative work around.

    With Jumper enabled along with flash, you can select your targets and run over to each one. One punch while in flash mode kills so same concept, cept it's not a kill animation but a basic punch that takes a split second to execute and you can flash away or jump away in slow motion to your next target.

    One final note on this particular strategy. I found an epic way of executing multiple targets with one punch that I think you could incorporate into your jumper mod and get awesome results. I only tested with the punch animation because I like the ragdoll it creates but it goes like this:

    When you punch, the target of the punch is triggered to react with an animation sequence. I though they'd react before contact but they don't. The animation is instant and plays whether you're still standing there swinging or not. You can literally punch one guy, jump to the next guy and then another guy right after and hit *ALL THREE* with one punch as long as your character is still in the punch animation sequence.

    It's awesome fun to do too!

    4 dage siden
  • 9b7e69 noiseface

    @nm710 You could alternatively modify the AI behavior to respond to a kill with a split second shock. In fact, I'm going to see about doing that on my end. I'm sure it's possible using OpenIV. At the very least, it will tell me if they're dead before the animation sequence per target or after it. If the other AI respond with shock instead of shooting me before I teleport away, it's definitely a case of the former.

    4 dage siden
  • 9b7e69 noiseface

    I don't speak french, but I watched those videos in full listening to a narrator as excited as I was to see such a great addition to the game. Absolutely fantastic building. Best custom building I've ever seen added to the game. Textures that match, an aesthetic appeal and no serious glitches.

    4 dage siden
  • 9b7e69 noiseface

    @nm710 Suggestion to improve mod: For the kill animation sequence maintain slow motion and increase the player animation speed. I know this would not sync with the animation speed of the NPC being hit, but it wouldn't matter. The biggest issue I've had with the kill sequence is that the NPC all around you have normal standard time to respond and attack you. The situation you'll use kill streak have a dozen+ enemies who at that moment all have perfect aim at you bonking some turd on the back of the neck for a solid second and a half...You end up eating half a dozen bullets before the sequence continues to the next person and the problem persists.

    4 dage siden