Grand Theft Auto V We added support for highly requested PSO file – pedpersonality.ymt. As always with OpenIV this is means, you have all the names and string values in file. You can edit pedpersonality.ymt in inbuilt OpenIV Text Editor or export and import it as META/XML. The “Tit...
hash, PLAYER::GET_PLAYER_PED_SCRIPT_INDEX(id)); const auto spawn_location = vehicle::get_spawn_location(id == self::id ? g.spawn_vehicle.spawn_inside : false, hash, PLAYER::GET_PLAYER_PED_SCRIPT_INDEX(id)); const auto spawn_heading = ENTITY::GET_ENTITY_HEADING(PLAYER::GET_PLAYER_...
You apply the driving style to the ped like this: C# (ScriptHookVDotNet)ped.DrivingStyle=DrivingStyle.Rushed or GTA.Native.Function.Call(GTA.Native.Hash.SET_DRIVE_TASK_DRIVING_STYLE, ped, int);C++AI::SET_DRIVE_TASK_DRIVING_STYLE(ped,int) Here are all the flags, their corresponding integer...
1.3Data 1.4Rules and details 2Sections 3IDE Flags 3.1GTA III 3.2GTA Vice City 3.2.1Reference table 3.3GTA San Andreas 3.4GTA IV 4Difference between GTA III and GTA IV engines 5Tools 6See also 7References 8External links Format The files are plain text, so they can be opened with text ...
Remove all ped and pickup references from your xml files, these are not supported in ymaps and you will get an xml error when trying to import the map. CREDITS Credits toUnknown Modderfor supplying me with a prop hash table. Credits toDekurwinatorfor helping me with quaternion conversion ...
8b - 4b int Name of the object (CRC32 Hash encryption) 4b - 1b int Type (1: objs, 3:tobj, 4:weap, 5:hier, 6:cars, 7:ped) 1b int Count 2dfx (ex. if 2dfxID=8 and Count2dfx=4, then the assigned IDs are 8, 9, 10, 11) 1b int Collision in .DTZ (boolean, 0:not ...
What’s new in OpenIV 3.1 Grand Theft Auto V We added support for highly requested PSO file – pedpersonality.ymt. As always with OpenIV this is means, you have all the names and string values in file. You can edit pedpersonality.ymt in inbuilt OpenIV Text Editor or export and import...
First of all English is not my native language and I'll try my best to explain how to get this working. So after a few days of discovering how does GTAV handl its stuff I came up with this: If you change active character to any model, active model hash w
(playerPed), false,false); table.insert(FTT.data["vehicles"],v); STREAMING.SET_MODEL_AS_NO_LONGER_NEEDED(skin); end function FTT.setupGame() print("Flip All The Things v"..FTT.data["version"].." by CoreLogic"); -- let's initialize the wave counter delay (how long between Dank ...
really easy hex math. Sometimes it's easier to set a lot of flags using binary and then converting to hex. Windows calculator and spreadsheets can perform the calculations as needed. The enex flags have a complete reference table for it's bit flags, so let's copy it here for reference....