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@bollocksfortnite as an example, let's say your command is "Death Match". You could then run something like this for all hell to break out.
foreach (Ped ped in peds)
{
if (Function.Call<bool>(Hash.DOES_ENTITY_EXIST, ped.Handle))
{
int cougarHash = Function.Call<int>(Hash.GET_HASH_KEY, "COUGAR");
Function.Call(Hash.SET_PED_RELATIONSHIP_GROUP_HASH, ped.Handle, cougarHash);
Function.Call(Hash.GIVE_WEAPON_TO_PED, ped.Handle, (int)WeaponHash.SMG, 100, false, true);
Function.Call(Hash.SET_PED_RELATIONSHIP_GROUP_HASH, ped.Handle, Game.GenerateHash("COUGAR"));
Function.Call(Hash.TASK_PUT_PED_DIRECTLY_INTO_MELEE, ped.Handle, PP.Handle, 0.0f, 0, 0.0f, 0);
}
}
int assaultRifleHash = unchecked((int)(long)WeaponHash.AssaultRifle);
Function.Call(Hash.GIVE_WEAPON_TO_PED, PP.Handle, assaultRifleHash, 500, false, true);
@bollocksfortnite Absolutely. For example, if the command was "Get Lost" you could have the ped flee. Keep in mind there isn't any AI here. What is happening is your voice command is running a script - that script could be as simple or as complicated as you want.
Note: In your phone, the contacts will appear below the game ones. AFAIK there is no way to position custom contacts at the top of the phone or at a specific position. With respect to your own script contacts, they will appear in the phone in the same order that you have them in your script.
@Vindicator12 Lol. Whenever you delete something from your mods folder by mistake, and it's a vanilla entity, you just replace it with the one from your game. If you delete something from your game by mistake, you do a verify integrity, or optionally, you use the one from your mods folder assuming it is untouched.
To add or make changes to the commands themselves, you need to look at 3 areas.
1. You add or change commands that will be spoken here:
commandList = new SrgsOneOf("Airport", "Spawn Franklin", "Spawn Boxville");
2. You add/change to the switch function here:
case "Airport":
currentCommandIndex = 0;
break;
case "Spawn Franklin":
currentCommandIndex = 1;
break;
case "Spawn Boxville":
currentCommandIndex = 2;
break;
3. Finally you edit this section to match what you have in step 2.
case 0:
Function.Call(Hash.SET_ENTITY_COORDS_NO_OFFSET, Game.Player.Character, -1022.7, -2702.2, 13.8, 0, 0, 1);
break;
case 1:
Ped MyPed = World.CreatePed("player_one", PP.Position + PP.ForwardVector * 3f, PP.Heading + 90);
break;
case 2:
Vehicle adderVehicle = World.CreateVehicle(VehicleHash.Boxville, playerPed.Position + playerPed.ForwardVector * 2.0f, playerPed.Heading + 90);
break;
@JoyLucien I have no idea which MLO you're talking about. You can create your MLO from scratch, you can use an addon creator mod, or you can take an existing MLO and use it as your template. As for being online, since the last update I'm offline and I can guarantee you that I can enable online maps while being offline. I've done this dozens of times without getting the forced update message from R* (which occurs on launch, not in game).
I rarely look at the scripts section here and I only use my own simple scripts, but I watched your video and was really impressed. Fantastic job. Also wonderful to see how you share your source code with the community, even though no one here is remotely at your level of programming. So without installation, just on the basis of your video, amazing script.
@William Halverd Thanks I thought that ymaps were maps shaped like the letter "Y" and props meant respect.
@VILZUPLAYER1 I guess there was a misunderstanding when you wrote, on the mod page, " Now i can get wait for it..... 500000 ymap objects and about 80000 of them with working collisions/attachments without any memory errors OMG"
Because this was clearly on this page, a props mod, it implied that you could add unlimited ymaps. Even if it was designed for ymaps you can only push the game so far until it crashes...no matter how many enabling modes, no matter how much VRAM and system RAM. It's much more complicated than that.
@William Halverd , @ReNNie
My comment was based on the comment by @VILZUPLAYER1 which implies your mod not only allows for more props but also more ymaps...which obviously is "in your dreams". No substitute for RAM and VRAM.