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How to make sharks friendly?



  • I have checked the relationship.dat file but haven't seen a line particular to sharks and Wild Animal category seems to have no effect on sharks.

    I haven't tried editing HATE_PLAYER category because I believe it may then mess up all kind of npcs so I am kinda leaving it as last result.

    Anyways, is it possible to edit the sharks in a way so they become friendly to player and civfemale, civmale?

    Thanks in advance.



  • @Aurora11 I've never edited this file but can't you do.

    Line 110
    SHARK Hate PLAYER

    becomes
    SHARK
    Like PLAYER CIVMALE CIVFEMALE



  • @Aurora11

    Here's a few other files with shark related values to investigate :thumbsup:

    I don't know about making them friendly, don't think you'll get invited round for tea or anything :slight_smile:, but it's likely you can stop them attacking player/peds, but still leave them confident enough to approach close & emulate friendliness at least.

    I haven't tested any of this, but if you think laterally, it's likely you'll find something that will work. :thumbsup:

    Try stuff like:

    • Set the '<Min/MaxNumberFakeApproaches value' or '<TimeToCircle value' etc in 'combattasks.ymt' really high.
    • Look for other '<Flags>' you might be able to apply to them in 'scenarios.meta/taskdata.meta' to make them less aggressive/nerf their ability to attack etc.
    • Set '<AttackRangeMax' or '<AttackFrequency' for them to zero in 'pedbrawlingstyle.meta'.
    • Remove the ability for the shark to use 'WEAPON_TIGER_SHARK' underwater by removing the 'UsableUnderwater' flag from 'weapons.meta'.
    • Set their '<SeeingRange' to zero in 'pedperception.meta'.
    • Maybe mess with '<Bravery>' in pedpersonality.ymt (or set '<TechSavvy>' real high & then maybe they will spend all their time on their phones & ignore you :smile:).

    Stuff like that (maybe not that last one lol) :thumbsup:

    combattasks.ymt:

        <Item type="CTaskSharkCircle__Tunables">
          <Name>CTaskSharkCircle</Name>
          <AdvanceDistanceSquared value="25.00000000"/>
          <MoveRateOverride value="0.70000000"/>
        </Item>
        <Item type="CTaskSharkAttack__Tunables">
          <Name>CTaskSharkAttack</Name>
          <SurfaceProjectionDistance value="7.00000000"/>
          <SurfaceZOffset value="0.25000000"/>
          <MinDepthBelowSurface value="1.70000000"/>
          <CirclingAngularSpeed value="100.00000000"/>
          <TimeToCircle value="8.00000000"/>
          <MinCircleRadius value="10.00000000"/>
          <MaxCircleRadius value="14.00000000"/>
          <CirclingMBR value="3.00000000"/>
          <DiveProjectionDistance value="10.00000000"/>
          <DiveDepth value="5.00000000"/>
          <DiveMBR value="3.00000000"/>
          <MinNumberFakeApproaches value="2"/> 
          <MaxNumberFakeApproaches value="4"/>
          <FakeLungeOffset value="9.00000000"/>
          <LungeForwardOffset value="5.00000000"/>
          <LungeZOffset value="0.50000000"/>
          <LungeChangeDistance value="0.10000000"/>
          <LungeTargetRadius value="1.00000000"/>
          <FollowTimeout value="30.00000000"/>
          <FollowYOffset value="12.00000000"/>
          <FollowZOffset value="1.00000000"/>
          <LandProbeLength value="12.00000000"/>
          <MovingVehicleVelocityThreshold value="10.00000000"/>
          <SharkFleeDist value="35.00000000"/>
        </Item>
    

    playerinfo.ymt: (forced scripted attacks when you swim out too far/near boundary of world etc)

          <TrespassGuardModelName>A_C_SharkTiger</TrespassGuardModelName>
          <GuardWorldExtents value="true" />
    

    scenarios.meta:

        <Item type="CScenarioPlayAnimsInfo">
          <Name>WORLD_SHARK_SWIM</Name>
          <PropName />
          <Models ref="ANIMAL_SHARK" />
          <BlockedModels ref="NULL" />
          <SpawnProbability value="1.000000" />
          <SpawnInterval value="0" />
          <SpawnHistoryRange value="50.000000" />
          <MaxNoInRange value="2" />
          <PropEndOfLifeTimeoutMS value="60000" />
          <Range value="300.000000" />
          <SpawnPropIntroDict />
          <SpawnPropIntroAnim />
          <StationaryReactHash>CODE_HUMAN_COWER</StationaryReactHash>
          <SpawnPropOffset x="0.000000" y="0.000000" z="0.000000" />
          <SpawnPropRotation x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
          <TimeTilPedLeaves value="0.000000" />
          <ChanceOfRunningTowards value="0.000000" />
          <Flags>DontTimeoutUntilIdleFinishes DoSimpleBlendoutForEvents ForceModel IgnoreScenarioPointHeading IgnoreScenarioPointHeadingOnExit IgnoreSlideToCoordOnArrival IgnoreSlideToCoordOnExit UseRoamTask</Flags>
          <Condition type="NULL" />
          <ConditionalAnimsGroup>
            <Name />
            <ConditionalAnims />
          </ConditionalAnimsGroup>
          <CameraNameHash />
          <IntroBlendInDuration value="0.500000" />
          <OutroBlendInDuration value="0.500000" />
          <OutroBlendOutDuration value="0.250000" />
          <ImmediateExitBlendOutDuration value="0.500000" />
          <PanicExitBlendInDuration value="0.125000" />
          <PedCapusleOffset x="0.000000" y="0.000000" z="0.000000" />
          <PedCapsuleRadiusOverride value="-1.000000" />
          <ReassessGroundExitThreshold value="-1.000000" />
          <FallExitThreshold value="-1.000000" />
          <eLookAtImportance>HIGH</eLookAtImportance>
          <SeatedOffset x="0.000000" y="0.000000" z="0.000000" />
          <WanderScenarioToUseAfter />
        </Item>
    

    taskdata.meta:

        <Item type="CTaskDataInfo">
          <Name>TigerShark</Name>
          <TaskWanderConditionalAnimsGroup>WANDER_ANIMAL</TaskWanderConditionalAnimsGroup>
          <ScenarioAttractionDistance value="30.000000" />
          <SurfaceSwimmingDepthOffset value="0.900000" />
          <SwimmingWanderPointRange value="10.000000" />
          <Flags>DisableCover DisableCower DisableHandsUp DisableVehicleUsage DisableUseScenariosWithNoModelSet DisableWallHitAnimation DisableReactAndFleeAnimation DisablePotentialBlastResponse DisablePotentialToBeWalkedIntoResponse DisableMeleeIntroAnimation PlayNudgeAnimationForBumps DontInfluenceWantedLevel DisableBraceForImpact IgnorePavementCheckWhenLeavingScenarios DiesInstantlyToFire DisableEvasiveStep FleeFromCombatWhenTargetIsInVehicle AlwaysSprintWhenFleeingInThreatResponse ApplyExtraHeadingChangesInFishLocomotion AlignPitchToWavesInFishLocomotion UseSimplePitchingInFishLocomotion</Flags>
        </Item>
    

    pedbrawlingstyle.meta:

        <Item>
          <Name>BS_TIGER_SHARK</Name>
          <TargetRadius value="1.000000" />
          <KeepMovingWhilePathingDistance value="6.000000" />
          <MaxDistanceMayAdjustPathEndPosition value="1.500000" />
          <SeekModeScanTimeMin value="500" />
          <SeekModeScanTimeMax value="1500" />
          <MeleeMovementMBR value="3.000000" />
          <AttackFrequencyWorstFighterMinInMs value="500" />
          <AttackFrequencyWorstFighterMaxInMs value="3000" />
          <AttackFrequencyBestFighterMinInMs value="250" />
          <AttackFrequencyBestFighterMaxInMs value="2500" />
          <AttackRangeMax value="2.500000" />
          <AttackProbabilityToComboMin value="0.000000" />
          <AttackProbabilityToComboMax value="0.000000" />
          <ProbabilityToBeDazedMin value="0.000000" />
          <ProbabilityToBeDazedMax value="0.000000" />
          <BlockProbabilityMin value="0.000000" />
          <BlockProbabilityMax value="0.000000" />
          <CounterProbabilityMin value="0.000000" />
          <CounterProbabilityMax value="0.000000" />
          <TauntFrequencyMinInMs value="5000" />
          <TauntFrequencyMaxInMs value="7500" />
          <TauntProbability value="0.750000" />
          <TauntFrequencyQueuedMinInMs value="1000" />
          <TauntFrequencyQueuedMaxInMs value="2500" />
          <TauntProbabilityQueued value="0.900000" />
          <PlayTauntBeforeAttacking value="false" />
        </Item>  
    

    pedperception.meta:

        <Item>
          <Name>SHARK_PERCEPTION</Name>
          <EncroachmentRange value="25.0f" />
          <EncroachmentCloseRange value="4.0f" />
          <SeeingRange value="40.0f" />
          <HearingRange value="90.0f" />
          <SeeingRangePeripheral value="10.0f" />
          <VisualFieldMinAzimuthAngle value="-90.0f" />
          <VisualFieldMaxAzimuthAngle value="90.0f" />
          <VisualFieldMinElevationAngle value="-08.0f" />
          <VisualFieldMaxElevationAngle value="08.0f" />
          <CentreFieldOfGazeMaxAngle value="180.0f" />
          <CanAlwaysSenseEncroachingPlayers value="true"/>
          <PerformEncroachmentChecksIn3D value="false" />
        </Item>
    

    pedpersonality.ymt:

        <Item>
          <PersonalityName>SHARK</PersonalityName>
          <DefaultWeaponLoadout>LOADOUT_TIGER_SHARK</DefaultWeaponLoadout>
          <Bravery>Animal</Bravery>
          <AgitatedPersonality>NONE</AgitatedPersonality>
          <Criminality>Law_Abiding</Criminality>
          <AgitationTriggers>Animal</AgitationTriggers>
          <HealthConfigHash>SHARK</HealthConfigHash>
          <WeaponAnimations>
            <Item>default</Item>
          </WeaponAnimations>
          <AmbientAudio>default</AmbientAudio>
          <WitnessPersonality>Animal</WitnessPersonality>
          <Agility>
            <Flags/>
            <MovementCostModifier value="1.00000000"/>
          </Agility>
          <IsMale value="true"/>
          <IsHuman value="false"/>
          <ShouldRewardMoneyOnDeath value="false"/>
          <IsGang value="false"/>
          <IsSecurity value="false"/>
          <IsWeird value="false"/>
          <IsDangerousAnimal value="false"/>
          <CausesRumbleWhenCollidesWithPlayer value="true"/>
          <AllowSlowCruisingWithMusic value="false"/>
          <AllowRoadCrossHurryOnLightChange value="true"/>
          <VehicleTypes/>
          <AttackStrengthMin value="1.00000000"/>
          <AttackStrengthMax value="1.00000000"/>
          <StaminaEfficiency value="1.00000000"/>
          <ArmourEfficiency value="1.00000000"/>
          <HealthRegenEfficiency value="1.00000000"/>
          <ExplosiveDamageMod value="1.00000000"/>
          <HandGunDamageMod value="1.00000000"/>
          <RifleDamageMod value="1.00000000"/>
          <SmgDamageMod value="1.00000000"/>
          <PopulationFleeMod value="1.00000000"/>
          <HotwireRate value="1.00000000"/>
          <MotivationMin value="0"/>
          <MotivationMax value="10"/>
          <DrivingAbilityMin value="0"/>
          <DrivingAbilityMax value="10"/>
          <DrivingAggressivenessMin value="0"/>
          <DrivingAggressivenessMax value="10"/>
          <Affluence>AFF_POOR</Affluence>
          <TechSavvy>TS_LOW</TechSavvy>
          <MovementModes/>
          <WeaponAnimsFPSIdle>FirstPerson</WeaponAnimsFPSIdle>
          <WeaponAnimsFPSRNG>FirstPersonRNG</WeaponAnimsFPSRNG>
          <WeaponAnimsFPSLT>FirstPersonAiming</WeaponAnimsFPSLT>
          <WeaponAnimsFPSScope>FirstPersonScope</WeaponAnimsFPSScope>
        </Item>
    

    peds.ymt:

        <Item>
          <Name>A_C_SharkTiger</Name>
          <PropsName>null</PropsName>
          <ClipDictionaryName>CREATURES@SHARK@MOVE</ClipDictionaryName>
          <BlendShapeFileName>null</BlendShapeFileName>
          <ExpressionSetName/>
          <ExpressionDictionaryName>A_C_Birds</ExpressionDictionaryName>
          <ExpressionName>A_C_Birds</ExpressionName>
          <Pedtype>Animal</Pedtype>
          <MovementClipSet>SHARK</MovementClipSet>
          <MovementClipSets/>
          <StrafeClipSet>MOVE_PED_STRAFING</StrafeClipSet>
          <MovementToStrafeClipSet>MOVE_PED_TO_STRAFE</MovementToStrafeClipSet>
          <InjuredStrafeClipSet>MOVE_STRAFE_INJURED</InjuredStrafeClipSet>
          <FullBodyDamageClipSet>DAM_KO</FullBodyDamageClipSet>
          <AdditiveDamageClipSet>DAM_AD</AdditiveDamageClipSet>
          <DefaultGestureClipSet>ANIM_GROUP_GESTURE_M_GENERIC</DefaultGestureClipSet>
          <FacialClipsetGroupName>CLIP_SET_ID_INVALID</FacialClipsetGroupName>
          <DefaultVisemeClipSet>ANIM_GROUP_VISEMES_M_LO</DefaultVisemeClipSet>
          <SidestepClipSet>CLIP_SET_ID_INVALID</SidestepClipSet>
          <PoseMatcherName>SHARK</PoseMatcherName>
          <PoseMatcherProneName>null</PoseMatcherProneName>
          <GetupSetHash>null</GetupSetHash>
          <CreatureMetadataName>null</CreatureMetadataName>
          <DecisionMakerName>SHARK</DecisionMakerName>
          <MotionTaskDataSetName>Fish</MotionTaskDataSetName>
          <DefaultTaskDataSetName>Animal</DefaultTaskDataSetName>
          <PedCapsuleName>SHARK</PedCapsuleName>
          <PedLayoutName/>
          <PedComponentSetName>Hen</PedComponentSetName>
          <PedComponentClothName/>
          <PedIKSettingsName>NO_IK</PedIKSettingsName>
          <TaskDataName>TigerShark</TaskDataName>
          <IsStreamedGfx value="true"/>
          <AmbulanceShouldRespondTo value="false"/>
          <CanRideBikeWithNoHelmet value="false"/>
          <CanSpawnInCar value="true"/>
          <IsHeadBlendPed value="false"/>
          <bOnlyBulkyItemVariations value="false"/>
          <RelationshipGroup>SHARK</RelationshipGroup>
          <NavCapabilitiesName>SURFACE_SKIMMER</NavCapabilitiesName>
          <PerceptionInfo>DEFAULT_PERCEPTION</PerceptionInfo>
          <DefaultBrawlingStyle>BS_TIGER_SHARK</DefaultBrawlingStyle>
          <DefaultUnarmedWeapon>WEAPON_TIGER_SHARK</DefaultUnarmedWeapon>
          <Personality>SHARK</Personality>
          <CombatInfo>SCARED_ANIMAL_IN_WATER</CombatInfo>
          <VfxInfoName>VFXPEDINFO_FISH_SHARK</VfxInfoName>
          <AmbientClipsForFlee>FLEE</AmbientClipsForFlee>
          <Radio1>RADIO_GENRE_OFF</Radio1>
          <Radio2>RADIO_GENRE_OFF</Radio2>
          <FUpOffset value="0.00000000"/>
          <RUpOffset value="0.00000000"/>
          <FFrontOffset value="0.00000000"/>
          <RFrontOffset value="0.14700000"/>
          <MinActivationImpulse value="20.00000000"/>
          <Stubble value="0.00000000"/>
          <HDDist value="3.00000000"/>
          <TargetingThreatModifier value="1.00000000"/>
          <KilledPerceptionRangeModifer value="-1.00000000"/>
          <Sexiness/>
          <Age value="0"/>
          <MaxPassengersInCar value="0"/>
          <ExternallyDrivenDOFs/>
          <PedVoiceGroup>VOICE_PLY_CR</PedVoiceGroup>
          <AnimalAudioObject>ANIMAL_PARAMS_FISH</AnimalAudioObject>
          <AbilityType>SAT_NONE</AbilityType>
          <ThermalBehaviour>TB_DEAD</ThermalBehaviour>
          <SuperlodType>SLOD_HUMAN</SuperlodType>
          <ScenarioPopStreamingSlot>SCENARIO_POP_STREAMING_NORMAL</ScenarioPopStreamingSlot>
          <DefaultSpawningPreference>DSP_AERIAL</DefaultSpawningPreference>
          <DefaultRemoveRangeMultiplier value="1.00000000"/>
          <AllowCloseSpawning value="false"/>
        </Item>
    

    branches.meta:

        <Item type="CActionBranchSet">
          <Name>ABS_tiger_shark</Name>
          <aActionBranches>
            <Item type="CActionBranch">
              <Name>ACT_tiger_shark_attack</Name>
              <Filter>PAFT_ANY</Filter>
            </Item>
          </aActionBranches>
        </Item>
        <Item type="CActionBranchSet">
          <Name>ABS_hammerhead_shark</Name>
          <aActionBranches>
            <Item type="CActionBranch">
              <Name>ACT_hammerhead_shark_attack</Name>
              <Filter>PAFT_ANY</Filter>
            </Item>
          </aActionBranches>
        </Item>
    

    definitions.meta:

        <Item type="CActionDefinition">
          <Debug value="false" />
          <Name>ACT_tiger_shark_attack</Name>
          <aBrawlingStyles>
            <Item>BS_TIGER_SHARK</Item>
          </aBrawlingStyles>
          <Priority value="200" />
          <SelectionRouletteBias value="1" />
          <ActionType>AT_MELEE AT_FROM_ON_FOOT</ActionType>
          <SelfFilter>PAFT_ANY</SelfFilter>
          <TargetEntity>TET_ANY</TargetEntity>
          <MovementSpeed>MS_ANY</MovementSpeed>
          <DesiredDirection>DD_ANY</DesiredDirection>
          <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION</DefinitionAttrs>
          <ImpulseTest>IT_light_any</ImpulseTest>
          <MaxImpulseTestDelay value="0" />
          <InterrelationTest>IRT_shark</InterrelationTest>
          <aCondSpecials>
            <Item type="CActionCondSpecial">
              <SpecialTest>FriendlyTargetTest</SpecialTest>
              <Filter>PAFT_ANY</Filter>
              <InvertSense value="false" />
            </Item>
            <Item type="CActionCondSpecial">
              <SpecialTest>TargetCollisionProbeTestSimple</SpecialTest>
              <Filter>PAFT_ANY</Filter>
              <InvertSense value="false" />
            </Item>
          </aCondSpecials>
          <CondPedOther>
            <SelfFilter>PAFT_ANY</SelfFilter>
            <aBrawlingStyles />
            <aCondSpecials>
              <Item type="CActionCondSpecial">
                <SpecialTest>IsFriendly</SpecialTest>
                <Filter>PAFT_ANY</Filter>
                <InvertSense value="true" />
              </Item>
            </aCondSpecials>
            <aWeaponActionResultList />
            <CheckAnimTime value="false" />
            <MovementSpeed>MS_ANY</MovementSpeed>
            <InterrelationTest />
          </CondPedOther>
          <aWeaponActionResults>
            <Item type="CWeaponActionResult">
              <WeaponType>RWT_ANY</WeaponType>
              <ActionResult>AR_tiger_shark_attack</ActionResult>
            </Item>
          </aWeaponActionResults>
        </Item>
        <Item type="CActionDefinition">
          <Debug value="false" />
          <Name>ACT_hammerhead_shark_attack</Name>
          <aBrawlingStyles>
            <Item>BS_HAMMERHEAD_SHARK</Item>
          </aBrawlingStyles>
          <Priority value="200" />
          <SelectionRouletteBias value="1" />
          <ActionType>AT_MELEE AT_FROM_ON_FOOT</ActionType>
          <SelfFilter>PAFT_ANY</SelfFilter>
          <TargetEntity>TET_ANY</TargetEntity>
          <MovementSpeed>MS_ANY</MovementSpeed>
          <DesiredDirection>DD_ANY</DesiredDirection>
          <DefinitionAttrs>DA_IS_ENABLED DA_PLAYER_ENTRY_ACTION DA_AI_ENTRY_ACTION</DefinitionAttrs>
          <ImpulseTest>IT_light_any</ImpulseTest>
          <MaxImpulseTestDelay value="0" />
          <InterrelationTest>IRT_shark</InterrelationTest>
          <aCondSpecials>
            <Item type="CActionCondSpecial">
              <SpecialTest>FriendlyTargetTest</SpecialTest>
              <Filter>PAFT_ANY</Filter>
              <InvertSense value="false" />
            </Item>
            <Item type="CActionCondSpecial">
              <SpecialTest>TargetCollisionProbeTestSimple</SpecialTest>
              <Filter>PAFT_ANY</Filter>
              <InvertSense value="false" />
            </Item>
          </aCondSpecials>
          <CondPedOther>
            <SelfFilter>PAFT_ANY</SelfFilter>
            <aBrawlingStyles />
            <aCondSpecials>
              <Item type="CActionCondSpecial">
                <SpecialTest>IsFriendly</SpecialTest>
                <Filter>PAFT_ANY</Filter>
                <InvertSense value="true" />
              </Item>
            </aCondSpecials>
            <aWeaponActionResultList />
            <CheckAnimTime value="false" />
            <MovementSpeed>MS_ANY</MovementSpeed>
            <InterrelationTest />
          </CondPedOther>
          <aWeaponActionResults>
            <Item type="CWeaponActionResult">
              <WeaponType>RWT_ANY</WeaponType>
              <ActionResult>AR_hammerhead_shark_attack</ActionResult>
            </Item>
          </aWeaponActionResults>
        </Item>
    

    results.meta

        <Item type="CActionResult">
          <Name>AR_tiger_shark_attack</Name>
          <Priority value="100" />
          <ClipSet>creatures@shark@melee@streamed_core@</ClipSet>
          <FirstPersonClipSet />
          <Anim>attack</Anim>
          <AnimBlendInRate value="0.125000" />
          <AnimBlendOutRate value="0.500000" />
          <CameraAnimLeft />
          <CameraAnimRight />
          <ResultAttrs>RA_IS_STANDARD_ATTACK RA_FORCE_DAMAGE RA_QUIT_TASK_AFTER_ACTION RA_UPDATE_MOVEBLENDRATIO RA_ALLOW_PLAYER_EARLY_OUT</ResultAttrs>
          <Homing>HOM_shark</Homing>
          <ActionBranchSet>ABS_tiger_shark</ActionBranchSet>
          <DamageAndReaction>DAR_shark_bite</DamageAndReaction>
          <StrikeBoneSet>SB_shark_head</StrikeBoneSet>
          <Sound />
          <NmReactionSet />
          <CameraTarget>CT_PED_HEAD</CameraTarget>
          <ApplyRelativeTargetPitch value="false" />
        </Item>
    

    weapons.meta:

            <Item type="CWeaponInfo">
              <Name>WEAPON_TIGER_SHARK</Name>
              <Model />
              <Audio />
              <Slot>SLOT_UNARMED</Slot>
              <DamageType>MELEE</DamageType>
              <Explosion>
                <Default>DONTCARE</Default>
                <HitCar>DONTCARE</HitCar>
                <HitTruck>DONTCARE</HitTruck>
                <HitBike>DONTCARE</HitBike>
                <HitBoat>DONTCARE</HitBoat>
                <HitPlane>DONTCARE</HitPlane>
              </Explosion>
              <FireType>MELEE</FireType>
              <WheelSlot>WHEEL_UNARMED_MELEE</WheelSlot>
              <Group>GROUP_UNARMED</Group>
              <AmmoInfo ref="NULL" />
              <AimingInfo ref="UNARMED_TARGETING_RESTRAINTS" />
              <ClipSize value="0" />
              <AccuracySpread value="0.000000" />
              <AccurateModeAccuracyModifier value="0.500000" />
              <RunAndGunAccuracyModifier value="2.000000" />
              <RunAndGunAccuracyMinOverride value="-1.000000" />
              <RecoilAccuracyMax value="1.000000" />
              <RecoilErrorTime value="0.000000" />
              <RecoilRecoveryRate value="1.000000" />
              <RecoilAccuracyToAllowHeadShotAI value="1000.000000" />
              <MinHeadShotDistanceAI value="1000.000000" />
              <MaxHeadShotDistanceAI value="1000.000000" />
              <HeadShotDamageModifierAI value="1000.000000" />
              <RecoilAccuracyToAllowHeadShotPlayer value="0.175000" />
              <MinHeadShotDistancePlayer value="5.000000" />
              <MaxHeadShotDistancePlayer value="40.000000" />
              <HeadShotDamageModifierPlayer value="18.000000" />
              <Damage value="0.000000" />
              <DamageTime value="0.000000" />
              <DamageTimeInVehicle value="0.000000" />
              <DamageTimeInVehicleHeadShot value="0.000000" />
              <HitLimbsDamageModifier value="0.500000" />
              <NetworkHitLimbsDamageModifier value="0.800000" />
              <LightlyArmouredDamageModifier value="0.750000" />
              <Force value="0.000000" />
              <ForceHitPed value="0.000000" />
              <ForceHitVehicle value="0.000000" />
              <ForceHitFlyingHeli value="0.000000" />
              <OverrideForces />
              <ForceMaxStrengthMult value="1.000000" />
              <ForceFalloffRangeStart value="0.000000" />
              <ForceFalloffRangeEnd value="50.000000" />
              <ForceFalloffMin value="1.000000" />
              <ProjectileForce value="0.000000" />
              <FragImpulse value="2250.000000" />
              <Penetration value="0.000000" />
              <VerticalLaunchAdjustment value="0.000000" />
              <DropForwardVelocity value="0.000000" />
              <Speed value="2000.000000" />
              <BulletsInBatch value="1" />
              <BatchSpread value="0.000000" />
              <ReloadTimeMP value="-1.000000" />
              <ReloadTimeSP value="-1.000000" />
              <VehicleReloadTime value="-1.000000" />
              <AnimReloadRate value="1.000000" />
              <BulletsPerAnimLoop value="1" />
              <TimeBetweenShots value="0.000000" />
              <TimeLeftBetweenShotsWhereShouldFireIsCached value="-1.000000" />
              <SpinUpTime value="0.000000" />
              <SpinTime value="0.000000" />
              <SpinDownTime value="0.000000" />
              <AlternateWaitTime value="-1.000000" />
              <BulletBendingNearRadius value="0.000000" />
              <BulletBendingFarRadius value="0.000000" />
              <BulletBendingZoomedRadius value="0.000000" />
              <Fx>
                <EffectGroup>WEAPON_EFFECT_GROUP_PUNCH_KICK</EffectGroup>
                <FlashFx />
                <FlashFxAlt />
                <MuzzleSmokeFx />
                <MuzzleSmokeFxMinLevel value="0.000000" />
                <MuzzleSmokeFxIncPerShot value="0.000000" />
                <MuzzleSmokeFxDecPerSec value="0.000000" />
                <ShellFx />
                <TracerFx />
                <PedDamageHash />
                <TracerFxChanceSP value="0.000000" />
                <TracerFxChanceMP value="0.000000" />
                <FlashFxChanceSP value="0.000000" />
                <FlashFxChanceMP value="0.000000" />
                <FlashFxAltChance value="0.000000" />
                <FlashFxScale value="1.000000" />
                <FlashFxLightEnabled value="false" />
                <FlashFxLightCastsShadows value="true" />
                <FlashFxLightOffsetDist value="0.000000" />
                <FlashFxLightRGBAMin x="0.000000" y="0.000000" z="0.000000" />
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  • @JohnFromGWN Oh. I haven't really thought about doing that but sure I will give it a try. Thank you so very much :)

    @a63nt-5m1th Thank you so so much for tremendous amount of valuable information as well :) Sharks are actually quite peaceful animals towards humans. They have a bad reputation because of movies unfortunately :( It's a bit of off topic but if you have time, you can watch Sharkwater Extinction. It explains so so much sad and heartbreaking truth about the sharks :cry: I hope more people understands the importance and the reality of these magnificient beings in near future :cry: <3

    By the by, now that you mentioned pedpersonality.ymt , I remember I was edited that file to make the truckers become hostile whenever I bump to their vehicle. I was changed their bravery to civmale or something I believe. So I will check what Humpacks are using in their bravery. If it's the same then I can try changing their RelationshipGroup in peds.ymt . I believe one of these will definetly do the trick <3 In case it won't though I will keep trying all the other way you and JohnFromGWN mentioned.

    Thank you so so so much all :)))) :heart: :rose:



  • @Aurora11
    Avid documentary watcher here :thumbsup: Yeah, it's a damn shame what we have done to the oceans of the world. Shark populations around the world have declined by over 90% in the last 50 years. In fact you can say the same for all sea-life, including coastal birds etc. A lot of people don't realise there's only ~5>10% of the wildlife in & around the seas now, compared to ~1970.
    To put that in perspective, in the Cretaceous–Paleogene extinction event (~66 Million years ago, the one that wiped out the Dinosaurs) ~96% of marine life was made extinct over the course of ~60 thousand years, we've done that in 60 years. More people need to know that, because that is horrific :slight_frown: .

    Good luck with your friendly sharks, let us know how you get on :thumbsup:. If I spot any other shark related values, I'll be sure to give you a shout.



  • @a63nt-5m1th Actually Dinosaurs are still thankfully around, but we call them birds now. :)



  • @JohnFromGWN
    Yeah, I was going to write non-avian dinosaurs :stuck_out_tongue:
    Have you seen my posts? I need to shorten them wherever I can :smile: :thumbsup:



  • @a63nt-5m1th It worked :heart_eyes: :see_no_evil: Thank you so so much everyone :heart_eyes:

    alt text



  • @Aurora11
    Nice one :slight_smile: :thumbsup:, now just reduce their spawn occurrence numbers by 90%, so it's realistic (a joke, but not funny :frowning: )



  • @a63nt-5m1th Haha it's alrighty :D

    Actually now they are not spawning anymore when I go off the mainland. Probably because they are no longer the vicious protector of the borders but just happy peaceful swimmers :hugging: :kissing_heart: :shark:


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