COMBAT_STYLES
COMBAT STYLES
Combat style is a "profile" applying different parameters to ped as animations, tactical analysis settings, allowed or blocked combat mods, combat flags, aimLogic, combat speed, combat modifiers etc.
All parameters for each combat style are contained in the META file combatstyles.meta. Combatstyles.meta consists of four big sections: styles, mods, aimLogicControllers and speedControllers.
CombatStyle Mods are little tweaks to combat style. They can be stacked. If they change same parameter, the last one overwrites the previous one. Some styles block certain or even all combat mods (allowed mods = none).
Example to apply Combat Style
-- 0x8ACC0506743A8A5C
-- _APPLY_COMBAT_STYLE(Ped ped, Hash combatstyleHash, int p2, float duration)
-- p2 is unknown, usually 1, sometimes 0 or 2;
-- duration in seconds, -1.0 = forever.
Citizen.InvokeNative(0x8ACC0506743A8A5C, NPC_ped_id, GetHashKey("SituationAllStop"), 1, 240.0) -- apply combatstyle "SituationAllStop" for 240 seconds. Ped holds fire and prefer not move.
-- 0x78815FC52832B690
-- _CLEAR_COMBAT_STYLE (Ped ped, any p1)
-- p1 is unknown, in scripts always 1.
Citizen.InvokeNative(0x78815FC52832B690, NPC_ped_id, 1) -- clear previous applied combat style for ped
Example to apply CombatStyle Mod
-- 0x8B1E8E35A6E814EA
-- _APPLY_COMBAT_STYLE_MOD(Ped ped, Hash combatStyleModHash, float duration)
-- duration in seconds, -1.0 = forever.
Citizen.InvokeNative(0x8B1E8E35A6E814EA, NPC_ped_id, GetHashKey("AlwaysMiss"), 240.0) -- apply CombatStyle Mod "AlwaysMiss" for 240 seconds. Ped will miss every shot.
-- Native to cancel combat mod is not known yet. Can be cancelled by tricky way: applying combat style with all blocked combat mods:
Citizen.InvokeNative(0x8ACC0506743A8A5C, NPC_ped_id, GetHashKey("Script_CalmAimPostCombat_Low"), 1, 240.0) -- apply combatstyle "Script_CalmAimPostCombat_Low" for 240 seconds to block all combat mods.
Citizen.InvokeNative(0x78815FC52832B690, NPC_ped_id, 1) -- clear previous applied combat style "Script_CalmAimPostCombat_Low" for ped
<h2>List of Combat Styles.</h2>
ChargeAttack
GenericHigh
GenericMed
GenericLow
GenericZero
NoAim_High
NoAim_Med
NoAim_Low
NoAim_Zero
StrafeOnly_High
StrafeOnly_Medium
StrafeOnly_Low
StrafeOnly_Zero
RunAndGunOnly_High
RunAndGunOnly_Medium
RunAndGunOnly_Low
RunAndGunOnly_Zero
RunAndFireOnly_High
RunAndFireOnly_Medium
RunAndFireOnly_Low
RunAndFireOnly_Zero
TestTransitions__None_Strafe_Z
TestTransitions__None_Strafe_L
TestTransitions__None_Strafe_M
TestTransitions__None_Strafe_H
TestTransitions__None_RunGun_Z
TestTransitions__None_RunGun_L
TestTransitions__None_RunGun_M
TestTransitions__None_RunGun_H
TestTransitions__None_RunGunS_Z
TestTransitions__None_RunGunS_L
TestTransitions__None_RunGunS_M
TestTransitions__None_RunGunS_H
TestTransitions__None_RunGunN_Z
TestTransitions__None_RunGunN_L
TestTransitions__None_RunGunN_M
TestTransitions__None_RunGunN_H
TestTransitions__None_RunGunF_Z
TestTransitions__None_RunGunF_L
TestTransitions__None_RunGunF_M
TestTransitions__None_RunGunF_H
TestTransitions__Strafe_RunGun_Z
TestTransitions__Strafe_RunGun_L
TestTransitions__Strafe_RunGun_M
TestTransitions__Strafe_RunGun_H
TestTransitions__Strafe_RunFire_Z
TestTransitions__Strafe_RunFire_L
TestTransitions__Strafe_RunFire_M
TestTransitions__Strafe_RunFire_H
Script_ClassicMoveAndAim
Script_PreCombat
Script_StartOfCombat_CoveringFire
Script_StartOfCombat_RunThenShoot5m
Script_StartOfCombat_RunThenShoot10m
Script_StartOfCombat_RunThenShoot15m
Script_StartOfCombat_UnderFire
Script_MidCombat
Script_GenericEnemy
Script_BankRobbery_Bankers
Script_Charles_Searching_A
Script_Charles_Searching_B
Script_StandAndFire
Script_EnterBuildingHeavyFire
Script_LastManStanding_FightToTheDeath
Script_CalmAimPostCombat_Zero
Script_CalmAimPostCombat_Low
Script_CalmNoEnemies
Script_GetIntoPositionWhileAimingButNotShooting
Script_DutchAimAndMove
Script_MountedFastFiring
Script_TeddyBrown
Script_GoTo_AimAtEnd
Test_Searching
Test_StayInCover
HoldPositionStyle
AdvanceStyle
SituationAdvance_PreArrest
SituationAllStop_Arrest
SituationAllStop_ArrestFail
SituationAllStop
SituationAmbushed
SituationAmbushedFightBack
SituationBreachInterior_Breaching
ExteriorVsInterior
InteriorVsInterior
SituationEscalate
SituationEscalate_AttackClose
SituationFallback
SituationFlush_Charger
SituationFlush_NonCharger
SituationHoldBack
SituationLull
SituationLull_NonLull
SituationLull
SituationDefault
SituationNormal
SituationPoliceNormal
SituationTargetLost
SituationQuietApproach
SituationStayInCover
SituationDefendInterior
TownMob_Leader
TownMob_Follower
TacticalAdvance
TacticalAdvanceIntoCave
RobPed
SituationTargetUnreachable
SituationPursuit
SituationAttackClimb_CoverFire
SituationAttackClimb_ClimbClose
SniperStyle
SituationCompanion
CompanionWingman
CompanionWingmanEscalate_NearRange
CompanionPrisoner
ScriptSadie
InvestigatorChallenge
MarkForDeath
Retreat
RetreatV2
Flee
FleeMajorThreatOnFoot
Arrest_General
Arrest_Approach
ConfrontCriminal
Mounted_Chase
Mounted_Charge
OnAMovingTrain
SeekCover_KeepDistanceFromTarget
CombatStyle Mods
<h2>List of Combat Mods.</h2>
Companion_Bill
Companion_Charles
Companion_Dutch
Companion_Hosea
Companion_Javier
Companion_John
Companion_Karen
Companion_Micah
Companion_Misc
Companion_Sadie
Companion_Rescue
Gang_DelLobos
Gang_Laramie
Gang_Lemoyne
Gang_NightFolk
Gang_Murfree
Gang_ODriscoll
Gang_Skinner
CombatStartNoThreat
ModBlockEnterExitTrain
ModPreferChaseTarget
HorseDismountAimingLow
Ambushed_Turn
Ambushed_Run
Ambushed_Strafe
Ambushed_StrafeAway
Ambushed_RunAway
PostAdvanceMod
MP_WaveBasedCombat
TacticalAdvance_Mod_Fussar2
TacticalAdvance_Mod_Gang1
CoverFire
ExposedCover
ExposedCover_DirectThreat
GetUpClose
CloseAttackWindow
PostInteraction_AggressiveFire
PostInteraction_GuardFire
InvestigatorChallenge_CombatStart
FriendlyShotNearby
UnderFireMedium
UnderFireHigh
DefensiveLeader
LastEnemyIsDeadPlayer
HoldFire
BreacherSetupMod
HoldFireAndHoldStill
HoldStill
DoorBreacher
DoorBreacherShootDoor
LackofHostility
LeaderInDanger
ChaseTarget
PostChaseTarget
SniperMod
DamagedRecently
CloseCoverAllowUnprotected
MeleeApproach
UnprotectedCover
Script_HoldFire
AlwaysMiss
HighAccuracy
LowAccuracy
PostDisarm
NoTackling
NoHipFire
EnableSurpriseTackling
BlockOpenDoorsInCover
TransportDriveBy
TransportRideAndFire
TransportRideAndFireExtended
PreferThrowing
PreferHitting
MountedPostCharge
MountedChaseTowardsTrain
DisableFiringWithoutLOS
MountedCombat_RangedRevolver
MountedCombat_RangedShotgun
MountedCombat_RangedRifle
MountedCombat_RangedRevolver_City
MountedCombat_RangedShotgun_City
MountedCombat_RangedRifle_City
ModCombatSprint
DefendMovingTrain