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@IAmJFry L revives in place, but what I was imagining was being on the ground revived and animation getting up off the ground
Hilarious mod. I really like the whole "Drop Dead Fred" cartoon death scenario. It gives you a lot of options for playing out a scene. Is there some way of making it so that you don't respawn but revive in place and get up off the ground, instead of respawning there?
Mod looks fantastic on paper and in principle. I just wish the accuracy of enemies was temporarily lowered in this dodge so that it functioned as a dodge. Right now it feels like Max Payne vs a clone army of Deadshot
@winject You should read the GTA V ToS that you're claiming is being violated for the existence of a patreon page unrelated to GTA V or to rockstar specifically. The only way a patreon page could even remotely be said to violate a GTA v ToS is if it was selling GTA content. I've seen a few of them but this is not one.
Honestly didn't think this could get better. Way to prove me wrong!
@nm710 I appreciate the compliment, but the only things I have ever coded were trainers that use memory hacks and built assets in gaming engines where I was literally able to force verts to cross for some weird side effects, hence my familiarity with memory glitches and funky bouncing assets.
@CnK If the game starts to free or lag, leave the physical area. I advise you go into an area you need to "load" into, like fast travelling with a cab. If my suspicions are correct, your game is crashing because of a memory glitch created by the number of items colliding not cycling out. Imagine if you crashed a car into a wall in the game. Now imagine if ten thousand cars crashed repeatedly. They don't explode, but they just keep crashing repeatedly. This puts a heavy load on processing. This would happen a lot more frequently in areas where the traffic is moving quickly.
@MrQuiche This is the result of a collision detection glitch created when two vertices intersect between two objects that are not supposed to. Normally when two verts start to intersect, collision detection bounces the two objects against but off one another so the lines do not intersect, but collision detection uses speed over time to calculate the precise location of verts in this formula. If you freeze an object in motion, collision detection does not turn off but it drops the calculation and if the objects were moving fast enough, when unfreezing the detection does not have time to recalculate and by the time it does calculate the collision, the object verts have crossed.
At this point, the game is still running the detection so it snags the object in verts and tries to bounce the objects off which is impossible to do if the verts are crossed. This happens thousands of times every time you hit freeze as there are thousands of assets colliding at any given time. The glitch only happens when they're moving too fast for the game to recalculate when time is unfrozen.
This mod shows promise. I really hope the developer figures out the memory address for freezing time in the rockstar editor, rather than trying to imitate it in this fashion.
The key above tab is called tilde.
@0x7 Have you tried using a memory scan in debug mode while freezing the game in rockstar editor to find a possible address for the function?