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@junjun-858 Thanks for reporting this issue. I'll check it out.
"Perfectly" is a little too much. Maybe "properly" xD. You pointed something interesting about the peds but i don't think it's only related to the Ped speed (but it's probably included). I've got some crashes when the Ped was being dragged slowly by a car. The real cause remains a mistery ō.ō
it's because the force value is stored in a float variable instead of an integer (but you have to use an integer value in the config file or it won't work, because of a cool ScriptHookVNet file reading bug :D).
So basically you can put there any (integer) value between -3.4x10^38 and +3.4x10^38 :) .
Really cool results. You really like to use that buggy 10-digits force value, don't ya :P
@sparkycat wait, an airplane?? i didn't even know it was possible haha. just a tiny question, do you have you have your distance scaling maxed out? or is it somewhere below 100%?
The new object detection code is similar to Menyoo's so now the only limitation is indeed the weapon range.
@sparkycat i was like "why is this dude getting such a unstable fps?" then it reached 2:26 holy shit haha. i'll try to increase the mod internal fps to test if it improves the detection rate. it's still a mistery why it can't detect windows.
@sparkycat interesting. now you mentioned that, afaik menyoo is opensource so i'll dig into it their code later and try to find any hint on how they do that. behind the scenes, VRope can't attach a rope to anything that is not an real object. in order to attach stuff to ground, walls, etc the mod create an invisible golf ball inside that structure and attach a rope to that. it's a mcgyver-like solution but it (kinda) works :D
@sparkycat yeah i noticed. i'm trying a different way to detect objects but idk if it'll give better results.
@TallyMark as expected, the scripthookvnet log also don't tell much about what the hell is wrong. well, at least we tried as hard as we could to make this thing work for ya.