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cleo "sphere" script help

4 replies to this topic
ShadowCoderKing
  • ShadowCoderKing

    GTA V Modder

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  • Joined: 14 Aug 2008
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#1

Posted 26 March 2012 - 12:39 PM Edited by spidermight, 26 March 2012 - 12:43 PM.

hi, i i made this Cleo 3 script that allows you to to get $100 when a certain actor dies but if i don't go in the sphere then none of the people walk away after actor [email protected] dies so the Cleo script wont restart till i go in the sphere
i want to make it so even if i don't want to go in the sphere the actors will still walk away after actor [email protected] is dead

here is the script :

CODE
thread 'DOGS4'

:barking_sound
wait 0
if
00EC: † actor $PLAYER_ACTOR 0 near_point 2692.4468 -1849.6704 radius 35.0000 35.0
else_jump @barking_sound
0AAC: $BARKING = load_mp3 "CLEO\PLAYLIST\barking.MP3"
0AAD: set_mp3 $BARKING perform_action 1
wait 0
jump @Los_santos_sphere

:Los_santos_sphere
wait 0
if
† Player.Defined($PLAYER_CHAR)
else_jump @Los_santos_sphere †
if
00EC: † actor $PLAYER_ACTOR 0 near_point 2692.4468 -1849.6704 radius 100.0000 100.0
else_jump @Los_santos_sphere †
Model.Load(#DWMYLC2)
Model.Load(#WMOTR1)
Model.Load(#BMOTR1)
Model.Load(#WMYCR)
Model.Load(#WMYST)
Model.Load(#FAM3)
Model.Load(#SBMOTR2)
Model.Load(#SWMOTR2)
Model.Load(#SBMYTR3)
Model.Load(#SBMYST) †
Model.Load(#WFYPRO)
Model.Load(#WMYBE)
Model.Load(#CWMYHB1)
Model.Load(#CWFOHB)
Model.Load(#CWFYFR1)
Model.Load(#SBMOST)
Model.Load(#SWFORI)
Model.Load(#FAM1)
Model.Load(#OFORI)
Model.Load(#WMYBMX)
Model.Load(#WMYDRUG)

:dog1spawn
wait 0
if
† Model.Available(#DWMYLC2)
else_jump @dog1spawn
[email protected] = Actor.Create(Mission1, #DWMYLC2, 2707.491, -1860.2445, 9.5033) † †//done
Actor.Angle([email protected]) = 14.2431
Actor.WeaponAccuracy([email protected]) = 100
0446: set_actor [email protected] immune_to_headshots 1
07DD: set_actor [email protected] temper_to 100 // see pedstats.dat †
0A09: set_actor [email protected] muted 1 // versionB †
03FE: set_actor [email protected] money 0
Actor.Health([email protected]) = 600
Model.Destroy(#DWMYLC2)

:dog2spawn
wait 0
if
† Model.Available(#DWMYLC2)
else_jump @dog2spawn
[email protected] = Actor.Create(Mission1, #DWMYLC2, 2707.6292, -1858.0317, 9.5047) † † † † † † //done
Actor.Angle([email protected]) = 176.4084
Actor.WeaponAccuracy([email protected]) = 100
0446: set_actor [email protected] immune_to_headshots 1
07DD: set_actor [email protected] temper_to 100 // see pedstats.dat †
0A09: set_actor [email protected] muted 1 // versionB †
03FE: set_actor [email protected] money 0
Actor.Health([email protected]) = 1000
05E2: AS_actor [email protected] kill_actor [email protected]
05E2: AS_actor [email protected] kill_actor [email protected]
Model.Destroy(#DWMYLC2)

:person1spawn
wait 0
if
† Model.Available(#WMOTR1)
else_jump @person1spawn
[email protected] = Actor.Create(Mission1, #WMOTR1, 2708.9922, -1862.0585, 9.5089) † †//done
Actor.Angle([email protected]) = 32.7771
Actor.WeaponAccuracy([email protected]) = 100
0446: set_actor [email protected] immune_to_headshots 1
07DD: set_actor [email protected] temper_to 0 // see pedstats.dat † †
03FE: set_actor [email protected] money 1
Actor.Health([email protected]) = 250
Model.Destroy(#WMOTR1)

:person2spawn
wait 0
if
† Model.Available(#BMOTR1)
else_jump @person2spawn
[email protected] = Actor.Create(Mission1, #BMOTR1, 2709.5022, -1861.5398, 9.5113) † † † † †//done
Actor.Angle([email protected]) = 54.3025
Actor.WeaponAccuracy([email protected]) = 100
0446: set_actor [email protected] immune_to_headshots 1
07DD: set_actor [email protected] temper_to 0 // see pedstats.dat † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † †//spidermight
03FE: set_actor [email protected] money 1
Actor.Health([email protected]) = 250
Model.Destroy(#BMOTR1)

:person3spawn
wait 0
if
† Model.Available(#WMYCR)
else_jump @person3spawn
[email protected] = Actor.Create(Mission1, #WMYCR, 2709.6594, -1860.7747, 9.5122) † † † † †//done
Actor.Angle([email protected]) = 100.2394
Actor.WeaponAccuracy([email protected]) = 100
0446: set_actor [email protected] immune_to_headshots 1
07DD: set_actor [email protected] temper_to 0 // see pedstats.dat † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † †//spidermight
03FE: set_actor [email protected] money 1
Actor.Health([email protected]) = 250
Model.Destroy(#WMYCR)

:person4spawn
wait 0
if
† Model.Available(#WMYST)
else_jump @person4spawn
[email protected] = Actor.Create(Mission1, #WMYST, 2709.7664, -1860.1719, 9.5129) † † † † †//done
Actor.Angle([email protected]) = 79.4744
Actor.WeaponAccuracy([email protected]) = 100
0446: set_actor [email protected] immune_to_headshots 1
07DD: set_actor [email protected] temper_to 0 // see pedstats.dat † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † //spidermight
03FE: set_actor [email protected] money 1
Actor.Health([email protected]) = 250
Model.Destroy(#WMYST)

:person5spawn
wait 0
if
† Model.Available(#FAM3)
else_jump @person5spawn
[email protected] = Actor.Create(Mission1, #FAM3, 2709.9106, -1859.3849, 9.5138) † † † † †//done
Actor.Angle([email protected]) = 88.0754
Actor.WeaponAccuracy([email protected]) = 100
0446: set_actor [email protected] immune_to_headshots 1
07DD: set_actor [email protected] temper_to 0 // see pedstats.dat † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † †//spidermight
03FE: set_actor [email protected] money 1
Actor.Health([email protected]) = 250
Model.Destroy(#FAM3)

:person6spawn
wait 0
if
† Model.Available(#SBMOTR2)
else_jump @person6spawn
[email protected] = Actor.Create(Mission1, #SBMOTR2, 2709.9478, -1858.8081, 9.5143) † † † † †//done
Actor.Angle([email protected]) = 96.8624
Actor.WeaponAccuracy([email protected]) = 100
0446: set_actor [email protected] immune_to_headshots 1
07DD: set_actor [email protected] temper_to 0 // see pedstats.dat † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † †//spidermight †
03FE: set_actor [email protected] money 1
Actor.Health([email protected]) = 250
Model.Destroy(#SBMOTR2)

:person7spawn
wait 0
if
† Model.Available(#SWMOTR2)
else_jump @person7spawn
[email protected] = Actor.Create(Mission1, #SWMOTR2, 2709.6099, -1858.1832, 9.513) † † † † †//done
Actor.Angle([email protected]) = 130.2686
Actor.WeaponAccuracy([email protected]) = 100
0446: set_actor [email protected] immune_to_headshots 1
07DD: set_actor [email protected] temper_to 0 // see pedstats.dat † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † //spidermight
03FE: set_actor [email protected] money 1
Actor.Health([email protected]) = 250
Model.Destroy(#SWMOTR2)

:person8spawn
wait 0
if
† Model.Available(#SBMYTR3)
else_jump @person8spawn
[email protected] = Actor.Create(Mission1, #SBMYTR3, 2709.261, -1857.639, 9.5117) † † † † †//done
Actor.Angle([email protected]) = 134.9799
Actor.WeaponAccuracy([email protected]) = 100
0446: set_actor [email protected] immune_to_headshots 1
07DD: set_actor [email protected] temper_to 0 // see pedstats.dat † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † //spidermight
03FE: set_actor [email protected] money 1
Actor.Health([email protected]) = 250
Model.Destroy(#SBMYTR3)

:person9spawn
wait 0
if
† Model.Available(#SBMYST) †
else_jump @person9spawn
[email protected] = Actor.Create(Mission1, #SBMYST, 2708.1975, -1862.1595, 9.5056) † † † † †//done
Actor.Angle([email protected]) = 13.427
Actor.WeaponAccuracy([email protected]) = 100
0446: set_actor [email protected] immune_to_headshots 1
07DD: set_actor [email protected] temper_to 0 // see pedstats.dat † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † //spidermight
03FE: set_actor [email protected] money 1
Actor.Health([email protected]) = 250
Model.Destroy(#SBMYST)

:person10spawn
wait 0
if
† Model.Available(#WFYPRO)
else_jump @person10spawn
[email protected] = Actor.Create(Mission1, #WFYPRO, 2706.998, -1861.8716, 9.5006) † † † † †//done
Actor.Angle([email protected]) = 342.5495
Actor.WeaponAccuracy([email protected]) = 100
0446: set_actor [email protected] immune_to_headshots 1
07DD: set_actor [email protected] temper_to 0 // see pedstats.dat † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † //spidermight
03FE: set_actor [email protected] money 1
Actor.Health([email protected]) = 250
Model.Destroy(#WFYPRO)

:person11spawn
wait 0
if
† Model.Available(#WMYBE)
else_jump @person11spawn
[email protected] = Actor.Create(Mission1, #WMYBE, 2705.9429, -1861.375, 9.4964) † † † † †//done
Actor.Angle([email protected]) = 326.9459
Actor.WeaponAccuracy([email protected]) = 100
0446: set_actor [email protected] immune_to_headshots 1
07DD: set_actor [email protected] temper_to 0 // see pedstats.dat † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † //spidermight
03FE: set_actor [email protected] money 1
Actor.Health([email protected]) = 250
Model.Destroy(#WMYBE)

:person12spawn
wait 0
if
† Model.Available(#CWMYHB1)
else_jump @person12spawn
[email protected] = Actor.Create(Mission1, #CWMYHB1, 2705.2588, -1860.4137, 9.4939) † † † † †//done
Actor.Angle([email protected]) = 299.8055
Actor.WeaponAccuracy([email protected]) = 100
0446: set_actor [email protected] immune_to_headshots 1
07DD: set_actor [email protected] temper_to 0 // see pedstats.dat † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † //spidermight
03FE: set_actor [email protected] money 1
Actor.Health([email protected]) = 250
Model.Destroy(#CWMYHB1)

:person13spawn
wait 0
if
† Model.Available(#CWFOHB) †
else_jump @person13spawn
[email protected] = Actor.Create(Mission1, #CWFOHB, 2705.0281, -1859.1995, 9.4933) † † † † †//done
Actor.Angle([email protected]) = 267.3981
Actor.WeaponAccuracy([email protected]) = 100
0446: set_actor [email protected] immune_to_headshots 1
07DD: set_actor [email protected] temper_to 0 // see pedstats.dat † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † //spidermight
03FE: set_actor [email protected] money 1
Actor.Health([email protected]) = 250
Model.Destroy(#CWFOHB)

:person14spawn
wait 0
if
† Model.Available(#CWFYFR1) †
else_jump @person14spawn
[email protected] = Actor.Create(Mission1, #CWFYFR1, 2705.7461, -1858.0747, 9.4968) † † † † †//done
Actor.Angle([email protected]) = 236.5238
Actor.WeaponAccuracy([email protected]) = 100
0446: set_actor [email protected] immune_to_headshots 1
07DD: set_actor [email protected] temper_to 0 // see pedstats.dat † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † //spidermight
03FE: set_actor [email protected] money 1
Actor.Health([email protected]) = 250
Model.Destroy(#CWFYFR1)

:person15spawn
wait 0
if
† Model.Available(#SBMOST) †
else_jump @person15spawn
[email protected] = Actor.Create(Mission1, #SBMOST, 2706.584, -1857.5215, 9.5005) † † † † †//done
Actor.Angle([email protected]) = 218.7502
Actor.WeaponAccuracy([email protected]) = 100
0446: set_actor [email protected] immune_to_headshots 1
07DD: set_actor [email protected] temper_to 0 // see pedstats.dat † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † //spidermight
03FE: set_actor [email protected] money 1
Actor.Health([email protected]) = 250
Model.Destroy(#SBMOST)

:person16spawn
wait 0
if
† Model.Available(#SWFORI) †
else_jump @person16spawn
[email protected] = Actor.Create(Mission1, #SWFORI, 2707.3755, -1857.4116, 9.5038) † † † † †//done
Actor.Angle([email protected]) = 192.0697
Actor.WeaponAccuracy([email protected]) = 100
0446: set_actor [email protected] immune_to_headshots 1
07DD: set_actor [email protected] temper_to 0 // see pedstats.dat † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † //spidermight
03FE: set_actor [email protected] money 1
Actor.Health([email protected]) = 250
Model.Destroy(#SWFORI)

:person17spawn
wait 0
if
† Model.Available(#FAM1)
else_jump @person17spawn
[email protected] = Actor.Create(Mission1, #FAM1, 2708.1372, -1857.3878, 9.5071) † † † † †//done
Actor.Angle([email protected]) = 174.0556
Actor.WeaponAccuracy([email protected]) = 100
0446: set_actor [email protected] immune_to_headshots 1
07DD: set_actor [email protected] temper_to 0 // see pedstats.dat † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † //spidermight
03FE: set_actor [email protected] money 1
Actor.Health([email protected]) = 250
Model.Destroy(#FAM1)

:person18spawn
wait 0
if
† Model.Available(#OFORI) † †
else_jump @person18spawn
[email protected] = Actor.Create(Mission1, #OFORI, 2704.6677, -1853.1564, 9.494) † † † † †//done
Actor.Angle([email protected]) = 214.7514
Actor.WeaponAccuracy([email protected]) = 100
0446: set_actor [email protected] immune_to_headshots 1
07DD: set_actor [email protected] temper_to 0 // see pedstats.dat † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † //spidermight
03FE: set_actor [email protected] money 1
Actor.Health([email protected]) = 250
Model.Destroy(#OFORI)

:person19spawn
wait 0
if
† Model.Available(#WMYBMX) †
else_jump @person19spawn
[email protected] = Actor.Create(Mission1, #WMYBMX, 2699.7437, -1861.8336, 9.4806) † † † † †//done
Actor.Angle([email protected]) = 279.6754
Actor.WeaponAccuracy([email protected]) = 100
0446: set_actor [email protected] immune_to_headshots 1
07DD: set_actor [email protected] temper_to 0 // see pedstats.dat † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † //spidermight
03FE: set_actor [email protected] money 1
Actor.Health([email protected]) = 250
Model.Destroy(#WMYBMX)

:person20spawn
wait 0
if
† Model.Available(#WMYDRUG)
else_jump @person20spawn
[email protected] = Actor.Create(Mission1, #WMYDRUG, 2711.9932, -1865.6837, 9.5202) † † † † †//done
Actor.Angle([email protected]) = 33.0805
Actor.WeaponAccuracy([email protected]) = 100
0446: set_actor [email protected] immune_to_headshots 1
07DD: set_actor [email protected] temper_to 0 // see pedstats.dat † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † † //spidermight
03FE: set_actor [email protected] money 1
Actor.Health([email protected]) = 250
Model.Destroy(#WMYDRUG)

:betting_sphere
wait 0
if
00FF: † actor $PLAYER_ACTOR sphere 1 in_sphere 2712.0139 -1863.7783 9.521 radius 2.0 2.0 3.0 on_foot
else_jump @betting_sphere
03E5: show_text_box 'BETTING'
05E2: AS_actor [email protected] kill_actor [email protected]
else_jump @betting_sphere
jump @dog1end

:dog1end
wait 0
if
† not Actor.Dead([email protected])
else_jump @endpart1
if
0104: † actor [email protected] near_actor [email protected] radius 100.0 100.0 100.0 sphere 0
else_jump @endpart1
jump @dog1end

:dog2end
wait 0
if
† not Actor.Dead([email protected])
else_jump @endpart1
if
0104: † actor [email protected] near_actor [email protected] radius 100.0 100.0 100.0 sphere 0
else_jump @endpart1
jump @dog2end

:PERSON1end
wait 0
if
† not Actor.Dead([email protected])
else_jump @endpart1
if
0104: † actor $PLAYER_ACTOR near_actor [email protected] radius 100.0 100.0 100.0 sphere 0
else_jump @endpart1
jump @Person1end

:Person2end
wait 0
if
† not Actor.Dead([email protected])
else_jump @endpart1
if
0104: † actor $PLAYER_ACTOR near_actor [email protected] radius 100.0 100.0 100.0 sphere 0
else_jump @endpart1
jump @Person2end

:Person3end
wait 0
if
† not Actor.Dead([email protected])
else_jump @endpart1
if
0104: † actor $PLAYER_ACTOR near_actor [email protected] radius 100.0 100.0 100.0 sphere 0
else_jump @endpart1
jump @Person3end

:Person4end
wait 0
if
† not Actor.Dead([email protected])
else_jump @endpart1
if
0104: † actor $PLAYER_ACTOR near_actor [email protected] radius 100.0 100.0 100.0 sphere 0
else_jump @endpart1
jump @Person4end

:Person5end
wait 0
if
† not Actor.Dead([email protected])
else_jump @endpart1
if
0104: † actor $PLAYER_ACTOR near_actor [email protected] radius 100.0 100.0 100.0 sphere 0
else_jump @endpart1
jump @Person5end

:Person6end
wait 0
if
† not Actor.Dead([email protected])
else_jump @endpart1
if
0104: † actor $PLAYER_ACTOR near_actor [email protected] radius 100.0 100.0 100.0 sphere 0
else_jump @endpart1
jump @Person6end

:Person7end
wait 0
if
† not Actor.Dead([email protected])
else_jump @endpart1
if
0104: † actor $PLAYER_ACTOR near_actor [email protected] radius 100.0 100.0 100.0 sphere 0
else_jump @endpart1
jump @Person7end

:Person8end
wait 0
if
† not Actor.Dead([email protected])
else_jump @endpart1
if
0104: † actor $PLAYER_ACTOR near_actor [email protected] radius 100.0 100.0 100.0 sphere 0
else_jump @endpart1
jump @Person8end

:Person9end
wait 0
if
† not Actor.Dead([email protected])
else_jump @endpart1
if
0104: † actor $PLAYER_ACTOR near_actor [email protected] radius 100.0 100.0 100.0 sphere 0
else_jump @endpart1
jump @Person9end

:Person10end
wait 0
if
† not Actor.Dead([email protected])
else_jump @endpart1
if
0104: † actor $PLAYER_ACTOR near_actor [email protected] radius 100.0 100.0 100.0 sphere 0
else_jump @endpart1
jump @Person10end

:Person11end
wait 0
if
† not Actor.Dead([email protected])
else_jump @endpart1
if
0104: † actor $PLAYER_ACTOR near_actor [email protected] radius 100.0 100.0 100.0 sphere 0
else_jump @endpart1
jump @Person11end

:Person12end
wait 0
if
† not Actor.Dead([email protected])
else_jump @endpart1
if
0104: † actor $PLAYER_ACTOR near_actor [email protected] radius 100.0 100.0 100.0 sphere 0
else_jump @endpart1
jump @Person12end

:Person13end
wait 0
if
† not Actor.Dead([email protected])
else_jump @endpart1
if
0104: † actor $PLAYER_ACTOR near_actor [email protected] radius 100.0 100.0 100.0 sphere 0
else_jump @endpart1
jump @Person13end

:Person14end
wait 0
if
† not Actor.Dead([email protected])
else_jump @endpart1
if
0104: † actor $PLAYER_ACTOR near_actor [email protected] radius 100.0 100.0 100.0 sphere 0
else_jump @endpart1
jump @Person14end

:Person15end
wait 0
if
† not Actor.Dead([email protected])
else_jump @endpart1
if
0104: † actor $PLAYER_ACTOR near_actor [email protected] radius 100.0 100.0 100.0 sphere 0
else_jump @endpart1
jump @Person15end

:Person16end
wait 0
if
† not Actor.Dead([email protected])
else_jump @endpart1
if
0104: † actor $PLAYER_ACTOR near_actor [email protected] radius 100.0 100.0 100.0 sphere 0
else_jump @endpart1
jump @Person16end

:Person17end
wait 0
if
† not Actor.Dead([email protected])
else_jump @endpart1
if
0104: † actor $PLAYER_ACTOR near_actor [email protected] radius 100.0 100.0 100.0 sphere 0
else_jump @endpart1
jump @Person17end

:Person18end
wait 0
if
† not Actor.Dead([email protected])
else_jump @endpart1
if
0104: † actor $PLAYER_ACTOR near_actor [email protected] radius 100.0 100.0 100.0 sphere 0
else_jump @endpart1
jump @Person18end

:Person19end
wait 0
if
† not Actor.Dead([email protected])
else_jump @endpart1
if
0104: † actor $PLAYER_ACTOR near_actor [email protected] radius 100.0 100.0 100.0 sphere 0
else_jump @endpart1
jump @Person19end

:Person20end
wait 0
if
† not Actor.Dead([email protected])
else_jump @endpart1
if
0104: † actor $PLAYER_ACTOR near_actor [email protected] radius 100.0 100.0 100.0 sphere 0
else_jump @endpart1
jump @Person20end

:endpart1
Actor.RemoveReferences([email protected])
Actor.RemoveReferences([email protected])
Actor.RemoveReferences([email protected])
Actor.RemoveReferences([email protected])
Actor.RemoveReferences([email protected])
Actor.RemoveReferences([email protected])
Actor.RemoveReferences([email protected])
Actor.RemoveReferences([email protected])
Actor.RemoveReferences([email protected])
Actor.RemoveReferences([email protected])
Actor.RemoveReferences([email protected])
Actor.RemoveReferences([email protected])
Actor.RemoveReferences([email protected])
Actor.RemoveReferences([email protected])
Actor.RemoveReferences([email protected])
Actor.RemoveReferences([email protected])
Actor.RemoveReferences([email protected])
Actor.RemoveReferences([email protected])
Actor.RemoveReferences([email protected])
Actor.RemoveReferences([email protected])
Actor.RemoveReferences([email protected])
Actor.RemoveReferences([email protected])
0AAE: release_mp3 $BARKING
player.Money($PLAYER_CHAR) += 100
wait 30000
jump @barking_sound

ZAZ
  • ZAZ

    Kernlochbohrer

  • Feroci
  • Joined: 10 Jan 2005
  • European-Union
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#2

Posted 26 March 2012 - 04:10 PM

QUOTE (spidermight @ Monday, Mar 26 2012, 12:39)

i want to make it so even if i don't want to go in the sphere the actors will still walk away after actor [email protected] is dead

here is the script :

CODE


:betting_sphere
wait 0
if
00FF: † actor $PLAYER_ACTOR sphere 1 in_sphere 2712.0139 -1863.7783 9.521 radius 2.0 2.0 3.0 on_foot
else_jump @betting_sphere
03E5: show_text_box 'BETTING'
05E2: AS_actor [email protected] kill_actor [email protected]
else_jump @betting_sphere
jump @dog1end

:dog1end
wait 0
if
† not Actor.Dead([email protected])
else_jump @endpart1
if
0104: † actor [email protected] near_actor [email protected] radius 100.0 100.0 100.0 sphere 0
else_jump @endpart1
jump @dog1end


Bind the conditional checks together like a chain and let the code run throw the 2 blocks
CODE
:betting_sphere//Loopadress
wait 0
if
 Player.Defined($PLAYER_CHAR)
else_jump @endpart1
if
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 2712.0139 -1863.7783 9.521 radius 2.0 2.0 3.0 on_foot
else_jump @dog1end//----------------- else jump to next check
03E5: show_text_box 'BETTING'
05E2: AS_actor [email protected] kill_actor [email protected] <------------------------------ this is useless in this case
//else_jump @betting_sphere <---------------------------------- this was a failure
jump @dog1end

:dog1end
//wait 0
if
 not Actor.Dead([email protected])
else_jump @endpart1
if
0104:   actor [email protected] near_actor [email protected] radius 100.0 100.0 100.0 sphere 0
else_jump @endpart1
jump @betting_sphere//jump to Loopadress


but i think that this wasn't your plan:
QUOTE
i want to make it so even if i don't want to go in the sphere the actors will still walk away after actor [email protected] is dead
i assume that you want, if $PLAYER_ACTOR is in sphere OR Actor [email protected] is Dead
in this case it needs just one small loop
CODE
:betting_sphere
wait 0
if
 Player.Defined($PLAYER_CHAR)
else_jump @endpart1
if or
Actor.Dead([email protected])
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 2712.0139 -1863.7783 9.521 radius 2.0 2.0 3.0 on_foot
else_jump @betting_sphere
03E5: show_text_box 'BETTING'
05E2: AS_actor [email protected] kill_actor [email protected] <------------------------------ this is useless in this case
//else_jump @betting_sphere <---------------------------------- this was a failure
jump @endpart1

ShadowCoderKing
  • ShadowCoderKing

    GTA V Modder

  • Members
  • Joined: 14 Aug 2008
  • None

#3

Posted 27 March 2012 - 02:44 AM

thanks for the help zaz but is there any way to make it so if you don't go in the sphere you dont get the "BETTING" fxt message and the $100 and the actors will release when actor [email protected] dies

ZAZ
  • ZAZ

    Kernlochbohrer

  • Feroci
  • Joined: 10 Jan 2005
  • European-Union
  • Contribution Award [Mods]
    Helpfulness Awards [Mods]

#4

Posted 27 March 2012 - 03:36 PM

QUOTE (spidermight @ Tuesday, Mar 27 2012, 02:44)
thanks for the help zaz but is there any way to make it so if you don't go in the sphere you dont get the "BETTING" fxt message and the $100 and the actors will release when actor [email protected] dies


do you understand the conditional checks in your script?

in this way for example
CODE
:betting_sphere
wait 0
if
 Player.Defined($PLAYER_CHAR)
else_jump @endpart1
if
00FF:   actor $PLAYER_ACTOR sphere 1 in_sphere 2712.0139 -1863.7783 9.521 radius 2.0 2.0 3.0 on_foot
else_jump @dog1end
player.Money($PLAYER_CHAR) += 100// <--- remove money from endpart and place it here
03E5: show_text_box 'BETTING'
jump @endpart1///  <---------------------- jump here to endpart

:dog1end
if
 not Actor.Dead([email protected])
else_jump @endpart1
if
0104:   actor [email protected] near_actor [email protected] radius 100.0 100.0 100.0 sphere 0
else_jump @endpart1
jump @betting_sphere


ShadowCoderKing
  • ShadowCoderKing

    GTA V Modder

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  • Joined: 14 Aug 2008
  • None

#5

Posted 28 March 2012 - 06:53 AM

thanks zaz, yea i do kinda no but its been years since i have done cleo scripting so just trying to remember it




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