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https://imgur.com/a/eJDZ9Le
I'm still experiencing the blinking spawn loop. Idk if the ss serves justice. but as you can on the right side, the barrier and the police is try to spawn, and at the top of F's head, the police car is trying to spawn.
@briancatmaster Hi, thank you for the response. It works properly for me. I was just wondering why it showed a lot of those warnings. I also noticed some weird behaviors. Like for example the snipers. Instead of going after me, they intend to wait for me to get into their sights. One other behavior i noticed are the K9s are just walking towards me before attacking me which I thought it's because of those warnings, so I guess that was the intended behavior at the moment then?
I'm using Enhanced version. I raised the accuracy to 50, it suddenly made them freak out and shoots lesser than default whenever there's multiple enemies. Why's that happening?
@zypher_mods5 I'm so sorry, I forgot to update. Yes, you're right I was missing LemonUI. Thank you so much! Can't wait for the next update. I just noticed that the settings with sliders feels to have wider range. It's hard to adjust the settings quickly with the slider setup, especially that it is 1 press, 1 tick currently. What if we made it numerical with +/- and/or manual input?
Hi, I tried you latest update and got some error messages.
Unhandled exception in script "UltimateAimAssis"
FileNotFoundException at UltimateAimAssis.OnTick(Object sender, EventArgs e)
And a bunch of error messages: https://imgur.com/qe8KtZk
Hi, Just wanted to ask, is there aany way to disable Characters to equipping weapon if no weaapon is equipped. Like for exaample, when I load the gaame, Characters are already holding a weapon. When I switch character, the character is already holding a weapon which bugs out the mini cutscene traansition..
Such a nice mod! I think you should require, persistent corpse here. Also found a an issue when the dead ped is on werid places, the Ambulance, POlice is freaking out and infinite spawning different kinds of ambulance and Police car(I think, and the Police is infinite spawning while on T-pose. it happened to me when the ped died near F's mansion at the next road below it. It's loop spawning but it's not actually spawning, I can just see it trying to spawn.
Just a suggestion maybe it can come like a dispatch instead of spawning instantly? because sometimes where there's traffic, they get top on each other (I'm using a traffic mod so maybe that's why it's happening). When they arrive, the police would place the barrier or something.
I would say better than better. Thank you so much for the update. I do have some concerns, even if it's doing tis job. It's too unpredictable what's happening or how it aims, but it's killing somebody nicely.
1. I'm not getting the use of Magnet Strength, Stickiness, and Sensitivity. It's becoming useless because even if the enemy/target is outside the FOV, it still aims at those enemy. Why can't we stick on the targets that are only inside the FOV, if the enemy/target gets outside the FOV, it should not be targeted, even if it's not yet dead. I tried making it the smallest and compared it with the Largest. I don't feel any difference. I feel like if this gets fixed, the jankiness feeling of aiming will improve so much.
2. As mentioned above with the FOV thing. It's still prioritizing enemies outside the FOV wespecially if it's not dead.
3. Indicator is bugging out sometimes, it's not showing where it's aiming but if I can notice that enemies get Headshot even if im not aiming at the head since my bone is on the Head. So I knew something is bugging out with the indicator.
4. Double Firing, the character shots twice on enemy making my accuracy on missions gets low accuracy results. The gun shoots twice even if I killed the enemy/target perfectly.
5. I'm getting SHDNE error codes. I know it's not mentioned on installation to add the .cs file, but I wanted to confirm this:
- Failed to compile UltimateAimAssist.cs using API version 3.9.0 with errors(s):
- at line 9: The type or namespace name 'NativeUI' could not be found (are you missing a using directive or an assembly reference?) -> This also happens on Line 58 name 'MenuPool' and Line 59: 'UIMenu'
This will not be updated anymore?
Hi @ikt, question. RealRPM, PowerkW, and PowerHP in the datalogging is always 0. Am I missing something, like a mod so this data will reflect?