Using Native Flags In Custom Class
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Hi guys,
Is it possible to make use of GTA's native flags in a new custom class?
In other words, is there a way for me to use behavior flags, like BF_CanCharge, that are used in combatbehaviour.meta in my own custom C# script?
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@CapeCon I don't see why not. Check the natives, for example
float GET_COMBAT_FLOAT(Ped ped, int p1) // 0x52DFF8A10508090A 0x511D7EF8 b323
p0: Ped Handle
p1: int i | 0 <= i <= 27p1 probably refers to the attributes configured in combatbehavior.meta. There are 13. Example:
-------------Confirmed by editing combatbehavior.meta:
p1:
0=BlindFireChance
1=BurstDurationInCover
3=TimeBetweenBurstsInCover
4=TimeBetweenPeeks
5=StrafeWhenMovingChance
8=WalkWhenStrafingChance
11=AttackWindowDistanceForCover
12=TimeToInvalidateInjuredTarget
16=OptimalCoverDistancevoid SET_PED_COMBAT_ATTRIBUTES(Ped ped, int attributeIndex, BOOL enabled) // 0x9F7794730795E019 0x81D64248 b323
These combat attributes seem to be the same as the BehaviourFlags from combatbehaviour.meta.
So far, these are the equivalents found:
enum CombatAttributes
{
BF_CanUseCover = 0,
BF_CanUseVehicles = 1,
BF_CanDoDrivebys = 2,
BF_CanLeaveVehicle = 3,
BF_CanFightArmedPedsWhenNotArmed = 5,
BF_CanTauntInVehicle = 20,
BF_AlwaysFight = 46,
BF_IgnoreTrafficWhenDriving = 52,
BF_FreezeMovement = 292,
BF_PlayerCanUseFiringWeapons = 1424
};8 = ?
9 = ?
13 = ?
14 ?Research thread: gtaforums.com/topic/833391-researchguide-combat-behaviour-flags/