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Ped Model Data Overview

The document contains data describing a ped (character) in a game. It includes details about the ped's model, properties like health and position, as well as facial features, hair color, and outfit overlays. The ped's position is listed as X=-264.328, Y=-2600.251, Z=5.618 with a yaw of 271.765 degrees.
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0% found this document useful (0 votes)
45 views3 pages

Ped Model Data Overview

The document contains data describing a ped (character) in a game. It includes details about the ped's model, properties like health and position, as well as facial features, hair color, and outfit overlays. The ped's position is listed as X=-264.328, Y=-2600.251, Z=5.618 with a yaw of 271.765 degrees.
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd

<?xml version="1.0" encoding="ISO-8859-1"?

>
<OutfitPedData>
<ClearDecalOverlays>true</ClearDecalOverlays>
<ModelHash>0x705e61f2</ModelHash>
<Type>1</Type>
<Dynamic>true</Dynamic>
<FrozenPos>false</FrozenPos>
<HashName>0x705e61f2</HashName>
<InitialHandle>624898</InitialHandle>
<PedProperties>
<IsStill>false</IsStill>
<CanRagdoll>true</CanRagdoll>
<HasShortHeight>false</HasShortHeight>
<Armour>0</Armour>
<CurrentWeapon>0xa2719263</CurrentWeapon>
<PedProps>
<_0>-1,-1</_0>
<_1>-1,-1</_1>
<_2>-1,-1</_2>
<_3>-1,-1</_3>
<_4>-1,-1</_4>
<_5>-1,-1</_5>
<_6>-1,-1</_6>
<_7>-1,-1</_7>
<_8>-1,-1</_8>
<_9>-1,-1</_9>
</PedProps>
<PedComps>
<_0>0,0</_0>
<_1>0,0</_1>
<_2>79,0</_2>
<_3>11,0</_3>
<_4>24,0</_4>
<_5>0,0</_5>
<_6>10,0</_6>
<_7>0,0</_7>
<_8>57,0</_8>
<_9>0,0</_9>
<_10>0,0</_10>
<_11>572,3</_11>
</PedComps>
<HeadFeatures WasInArray="true">
<ShapeAndSkinTone>
<ShapeFatherId>44</ShapeFatherId>
<ShapeMotherId>25</ShapeMotherId>
<ShapeOverrideId>0</ShapeOverrideId>
<ToneFatherId>0</ToneFatherId>
<ToneMotherId>35</ToneMotherId>
<ToneOverrideId>1</ToneOverrideId>
<ShapeVal>5.600000023841858</ShapeVal>
<ToneVal>1.5000000596046448</ToneVal>
<OverrideVal>0</OverrideVal>
<IsP>0</IsP>
</ShapeAndSkinTone>
<HairColour>0</HairColour>
<HairColourStreaks>27</HairColourStreaks>
<EyeColour>5</EyeColour>
<FacialFeatures>
<_0>0.5</_0>
<_1>0.20000000298023224</_1>
<_2>1</_2>
<_3>0.4000000059604645</_3>
<_6>0.20000000298023224</_6>
<_9>0.10000000149011612</_9>
<_10>-1</_10>
<_11>-1</_11>
<_12>-1</_12>
<_13>-0.6000000238418579</_13>
<_14>0.10000000149011612</_14>
<_15>0.5</_15>
<_16>-1</_16>
<_17>0.10000000149011612</_17>
<_19>1</_19>
</FacialFeatures>
<Overlays>
<_0 index="255" colour="0" colourSecondary="0" opacity="0" />
<_1 index="11" colour="0" colourSecondary="0" opacity="1" />
<_2 index="30" colour="0" colourSecondary="0" opacity="1" />
<_3 index="255" colour="0" colourSecondary="0" opacity="0" />
<_4 index="255" colour="0" colourSecondary="0" opacity="0" />
<_5 index="255" colour="0" colourSecondary="0" opacity="0" />
<_6 index="255" colour="0" colourSecondary="0" opacity="0" />
<_7 index="255" colour="0" colourSecondary="0" opacity="0" />
<_8 index="255" colour="0" colourSecondary="0" opacity="0" />
<_9 index="255" colour="0" colourSecondary="0" opacity="0" />
<_10 index="255" colour="0" colourSecondary="0" opacity="1" />
<_11 index="255" colour="0" colourSecondary="0" opacity="0" />
<_12 index="255" colour="0" colourSecondary="0" opacity="0" />
</Overlays>
</HeadFeatures>
<TattooLogoDecals />
<DamagePacks />
<RelationshipGroupAltered>false</RelationshipGroupAltered>
<RelationshipGroup>0xfade4843</RelationshipGroup>
<ScenarioActive>false</ScenarioActive>
<AnimActive>false</AnimActive>
</PedProperties>
<OpacityLevel>255</OpacityLevel>
<LodDistance>16960</LodDistance>
<IsVisible>true</IsVisible>
<MaxHealth>200</MaxHealth>
<Health>200</Health>
<HasGravity>true</HasGravity>
<IsOnFire>false</IsOnFire>
<IsInvincible>false</IsInvincible>
<IsBulletProof>false</IsBulletProof>
<IsCollisionProof>false</IsCollisionProof>
<IsExplosionProof>false</IsExplosionProof>
<IsFireProof>false</IsFireProof>
<IsMeleeProof>false</IsMeleeProof>
<IsOnlyDamagedByPlayer>false</IsOnlyDamagedByPlayer>
<PositionRotation>
<X>-264.32818603515625</X>
<Y>-2600.251708984375</Y>
<Z>5.618747711181641</Z>
<Pitch>0</Pitch>
<Roll>0</Roll>
<Yaw>271.76483154296875</Yaw>
</PositionRotation>
<Attachment isAttached="false" />
<SpoonerAttachments SetAttachmentsPersistentAndAddToSpoonerDatabase="false"
StartTaskSequencesOnLoad="true" />
</OutfitPedData>

Common questions

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`PedComps` define various components of the character's appearance, including clothing and accessories, which are indexed and can be customized. This level of detail affects player perception by providing specificity to the character's look, potentially influencing the player's emotional and aesthetic response to the character .

The character's facial features, customized through various parameters like eye color, hair color, and facial feature indexes, provide a unique identity representation, allowing players to distinguish this character from others. This customization can enhance player connection to the character, promoting a more personalized gaming experience .

An `OpacityLevel` of 255 indicates full opacity, meaning the character is completely visible within the game. This is significant for gameplay as it affects how easily other characters can see and interact with this character, influencing tactical maneuvers, stealth, and player immersion .

A `LodDistance` setting enhances performance and visual appeal by managing how the character is rendered at different viewing distances. By having this setting, the game can adjust the level of detail shown based on the character's distance from the camera, ensuring optimal performance without sacrificing graphical fidelity, particularly in complex game environments .

The character's dynamic property, indicated as 'true', suggests that the character can actively interact with moving objects or be affected by environmental physics such as gravity and collisions. This allows for a realistic simulation of movement and interactions within the game world, enhancing the player's immersive experience .

The lack of alteration by relationship groups suggests that the character does not dynamically change its affiliations or enmities with other in-game entities based on behavior or events, which could simplify gameplay by maintaining consistent interpersonal dynamics within the game world and avoiding unexpected complexities .

The character model described has a maximum health of 200 and is currently at full health, which implies a high survivability in game terms. However, the character is not invincible, being susceptible to damage from bullets, explosions, fire, and melee attacks, which requires strategic management during gameplay to avoid taking damage and potentially getting knocked out .

The `HeadFeatures` configurations affect the character’s visual presentation by allowing customization of head shape, skin tone, eye color, hair, and facial features. This variety in customization enhances individuality and allows players to tailor the character to their preferences, potentially increasing engagement and satisfaction with the gameplay experience .

The ability for a character to `CanRagdoll` allows it to dynamically react to physical forces, such as impacts and falls, leading to more realistic animations when the character is knocked down or incapacitated. This can enhance gameplay realism but also requires players to adapt to situations where their character cannot immediately respond to controls after being ragdolled .

The `CurrentWeapon` parameter, with a specific hash indicated, defines the weapon the character has equipped, influencing its tactical capabilities by determining the range, damage, and style of combat available to the character. This directly impacts how the player engages with enemies and navigates challenges .

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