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@andre500
you can verify yourself and also use this is excellent reference for all SP (single player) animations
https://alexguirre.github.io/animations-list/
And yes, I've used the finger pointing in my own SP Scripts without going online etc
anim@mp_point
1st_person_additive_walk
1st_person_high
1st_person_high_blocked
1st_person_intro_high
1st_person_intro_low
1st_person_intro_med
1st_person_low
1st_person_low_blocked
1st_person_med
1st_person_med_blocked
1st_person_outro_high
1st_person_outro_low
1st_person_outro_med
add_0
additive_walk
intro_0
intro_180_l
intro_180_r
outro_0
outro_180_l
outro_180_r
sweep_high_blocked
sweep_high_full
sweep_high_full_behind_left
sweep_high_full_behind_right
sweep_low_blocked
sweep_low_full
sweep_low_full_behind_left
sweep_low_full_behind_right
sweep_med_blocked
sweep_med_blocked_behind_left
sweep_med_full
sweep_med_full_behind_left
sweep_med_full_behind_right
trans_med_from_left_to_right
trans_med_from_right_to_left
anim@mp_player_intupperfinger
enter
enter_fp
exit
exit_fp
idle_a
idle_a_fp
@BalloonUnicorn
You might want to edit this statement in your description:
<b>This mod unlocks more than 16 apartments that are in online only,</b>
1. The apartments are not locked. They are all available in SP.
2. They are not in online only. You don't need to go online to enter them.
You can't access "locked" or "online only" content without going online. This is why trainers give you the option to go online
(void ON_ENTER_MP() // 0x0888C3502DBBEEF5 0xC65586A9 b323)
What your xml file offers are the coordinates for 16 apartments. You could put those coordinates in Menyoo and Teleport to them.
So your map is fine I guess. But it is all done in SP. Nothing is unlocked, nothing is GTAO/MP only.
@andre500 Your description says these are from GTA Online. They are not. All GTA V animations are available in SP. That's the link that I sent you. My point was that if you were scripting animations that were only from GTAO, then the script alone would not be sufficient. You would need the ycd from GTAO and that doesn't exist - they are in SP.
As for doing all animations, this has already been done.
https://www.youtube.com/watch?v=1JLqJs0hP7g
@andre500 Just a FYI. A script can't create animations. Animations need a ycd file. If the animation is from GTAO then it doesn't exist in single player. So both your animations obviously exist with SP. That's the risk when you use AI to create scripts. It doesn't understand the GTA V file system, it can only help you write code.
"anim@mp_point"
"anim@mp_player_intupperfinger"
https://alexguirre.github.io/animations-list/
@AusfTheGreatGuy Sorry. I thought you meant ped ymt.
@AusfTheGreatGuy Are you referring to NPC ymt files? I'm assuming you are -- given the context? ymt files are metadata and definitely binary (in vanilla state) but they are indeed editable when exported as xml files. Also, they can then be reimported back as ymt files. This can be done with the rpf explorer (codewalker).
As for headshot priority and writhe time - AFAIK there are no such tags in the xml file meaning no such attributes in the ymt. Could you clarify where one could find headshot priority and writhe time?
I think it would be better to use native functions in combination with c# or c++
SET_PED_SUFFERS_CRITICAL_HITS(Ped ped, BOOL toggle);
You might also get some ideas from a very old script
https://www.gta5-mods.com/scripts/locational-damage-deadly-headshots
@Jaxraids An OIV file/installer is an archive file. Like a rar, zip, or .7z. Extract the OIV file with an app like 7-Zip and you will see all the files that will be installed - in this case replacements. You will also see an xml file. This file will tell you exactly what files will be installed or replaced and will also provide the exact paths (locations) where the OIV files will be installed. You're very right not to trust OIV files. Once unzipped you can install the files manually and you can keep backups of your originals as well. OIVs suck.
Same header, same accents, same rows, same footer
https://i.postimg.cc/FRSW-qm7R/menu.jpg
When you use another dev's "Clean UI", you should at least give them credit. Your menu is exactly the same, with a few insignificant details, as the menu used in the FiveM MLO with this script StanceAndreasEntitySetMenu.cs. I assume you rewrote the code, but come on....be honest and give credit.
@diego4fun2k24 I get you, but I have some huge peds where i added drawables and they load fine. If you do make 2 peds with different drawables, then at least we can export them and then combine them into one. I have a custom vagos, that i created by adding drawables from other models and then adding my own photoshopped textures which is 500 mb (that's not a typo, that's half a gigabyte). Of course the polygon count is not superhigh, but there are peds and vehicles with very high poly counts that still load well with mid range systems. Anyway, having different outfits definitely enriches the game play.