Quantcast

Jump to content

» «
Photo

I need help in an advanced script

9 replies to this topic
Sanmodder
  • Sanmodder

    Fan script

  • Members
  • Joined: 11 Sep 2017
  • Poland

#1

Posted 3 weeks ago Edited by Sanmodder, A week ago.

---------------------------------------------------------------------------------

I've fixed this script
what was?


I deleted gosubs
and I added the actor destroy istantly

if                                    
    not actor.Dead([email protected])                
then                                  
    else if 056D:   actor [email protected] defined  
    then                              
        Actor.RemoveReferences([email protected])    
        wait 50                       
        actor.DestroyInstantly([email protected])    
        [email protected] += 1                       
    end                               
end                                  


if
       actor.Dead (@ 3)
then
        
if
        075C: marker 6 @ enabled
         then
             Marker.Disable (@ 6)
             Actor.RemoveReferences (@ 3)
             7 @ + = 1
       // 31 @ + = 1
         end
     end

 

good news i made a new version of gang wars v5

what's new
60 enemies armed to the teeth
8 waves
setting up areas
gangsters drive cars to Carl
just like in GTA 4 and get out of the car
as a carl rides a car, gangsters follow him and shoot with drive by
the script works on all gangs
it will even wave
the gang boss arrives or the chelikopters arrive
maybe I'll make a movie

 

 

 

Please, help me in the script :)

see this is the zombie inwasion script
creates 100 zombies on the map
to be liquidated
the only problem is that
he misses zombies and does not delete them
take a look

if you help me, I will add you to my friends

 

zobacz to jest skrypt invasion zombie
tworzy 100 zombie na mapie
do zlikwidowania
tylko problem w tym że
żle zalicza zombie i ich nie usuwa
zerknij

jeśli mi pomożesz dodam cię do moich przyjaciół

// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}

//-------------MAIN---------------
thread 'ZOMBIE'
0AC6: [email protected] = label @zomb1 offset
0AC6: [email protected] = label @zomb2 offset

repeat
wait 0
until if 0AB0:   key_pressed 54 //6

0ADF: add_dynamic_GXT_entry "zomb3" text "san andreas saved congratulations"
0ADF: add_dynamic_GXT_entry "zomb1" text "~1~ / ~1~"
0ADF: add_dynamic_GXT_entry "zomb2" text "annihilation zombies"

repeat
wait 0
until if Player.Defined(0)
01F0: set_max_wanted_level_to 0 
01EB: set_traffic_density_multiplier_to 26.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0A8C: write_memory 9867623 size 4 value 1 virtual_protect 1 
0A8C: write_memory 9867624 size 4 value 1 virtual_protect 1 
00C0: set_current_time_hours_to 23 minutes_to 0 
01B5: force_weather 1 
06C8: enable_riot 1 
072C: generate_police_bikes 0 
099E: enable_police_patrols 0 
06D0: enable_emergency_traffic 0 
set_weather 81 

Model.Load(#KNIFECUR)
Model.Load(#SHOVEL)
Model.Load(#FLAME)
Model.Load(#CHNSAW)
038B: load_requested_models 
[email protected] = 0
//succes - action
wait 250
for [email protected] = 0 to 400 step 4
wait 0 
    0A8E: [email protected] = [email protected] + [email protected] 
    0A8E: [email protected] = [email protected] + [email protected]  
    gosub @set 
    0A8C: write_memory [email protected] size 4 value [email protected] virtual_protect 0
    0A8C: write_memory [email protected] size 4 value [email protected] virtual_protect 0
end
goto @heck

:set
wait 10
[email protected] += 1 //test
0513: show_text_box_1number 'number' number [email protected]  // ~k~~VEHICLE_ENTER_EXIT~ Usar o Caśa N˘queis $~1~
0208: [email protected] = random_float_in_ranges -100.0 100.0 
0208: [email protected] = random_float_in_ranges 150.0 245.0  
04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset [email protected] [email protected] 1.0 
04D3: get_nearest_car_path_coords_from [email protected] [email protected] [email protected] type 2 store_to [email protected] [email protected] [email protected] 
0376: [email protected] = create_random_actor_at [email protected] [email protected] [email protected] 
Actor.Angle([email protected]) = 88.36082
Actor.Health([email protected]) = 150
[email protected] = Marker.CreateAboveActor(3@)
Marker.SetIconSize([email protected], 2)
Marker.SetColor([email protected], 0)
//0332: set_actor [email protected] bleeding 1 
//Actor.SetWalkStyle([email protected], [email protected])
Actor.GiveWeaponAndAmmo([email protected], 9, 0)
05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR
wait 10
return

:heck
[email protected] = 0 ///kill zombie licznik
[email protected] = 0 //5*20*4 = 400 ---> 100 zombie
[email protected] = 101 ///kill zombie
wait 0
:s
while true
    wait 0
    [email protected] += 4
    if 
        [email protected] > 400
    then
        [email protected] = 0
    end
    0A8E: [email protected] = [email protected] + [email protected] 
    0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0
    0A8E: [email protected] = [email protected] + [email protected] 
    0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0
    if 
        actor.Dead([email protected])
    then
        if 
            075C:   marker [email protected] enabled 
        then
            Marker.Disable([email protected])
            Actor.RemoveReferences([email protected])
            [email protected] += 1
        end
    end
    if
        002D:   [email protected] >= [email protected] // (int) 
    then
        goto @clean 
    end
    if or
        0AB0:   key_pressed 55 //7
        0741:   actor $PLAYER_ACTOR busted 
        wasted_or_busted 
        Player.Wasted(0)
        $onmission == 1
    then 
        goto @clean 
    end
    03F0: enable_text_draw 0 
    0340: set_text_draw_RGBA 0 252 252 255 
    033F: set_text_draw_letter_size 0.3 0.8 
    033E: set_draw_text_position 23.0 197.0 GXT "zomb2" 
    0340: set_text_draw_RGBA 124 252 124 255 
    033F: set_text_draw_letter_size 0.3 0.8 
    045B: draw_text_2numbers 23.0 215.0 GXT "zomb1" numbers [email protected] [email protected]
    if 
        003B:   [email protected] == [email protected] // (int) 
    then 
        01E3: show_text_1number_styled GXT "zomb3" number 300000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
        Player.Money(0) += 300000
        
        :clean
        for [email protected] = 0 to 400 step 4 
            0A8E: [email protected] = [email protected] + [email protected] 
            0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0
            Actor.RemoveReferences([email protected])
        end
        0AE0: remove_text_label "zomb1"
        0AE0: remove_text_label "zomb2"
        0AE0: remove_text_label "zomb3"
        Player.ClearWantedLevel(0)
        01F0: set_max_wanted_level_to 0 
        01EB: set_traffic_density_multiplier_to 1.0 
        03DE: set_pedestrians_density_multiplier_to 1.0 
        0A8C: write_memory 9867623 size 4 value 0 virtual_protect 1 
        0A8C: write_memory 9867624 size 4 value 0 virtual_protect 1 
        01B5: force_weather 1 
        set_weather 1 
        01B7: release_weather 
        072C: generate_police_bikes 1 
        099E: enable_police_patrols 1 
        06D0: enable_emergency_traffic 1 
        06C8: enable_riot 0
        end_thread
    end
    Actor.Health($PLAYER_ACTOR) = 200
end

:zomb1
hex
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00
end

:zomb2
hex
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00
end


Sanmodder
  • Sanmodder

    Fan script

  • Members
  • Joined: 11 Sep 2017
  • Poland

#2

Posted 3 weeks ago

co to nie ma nikogo do pomocy
trudny skrypt czy co



what does it have nobody to help
difficult script or what


skatefilter5
  • skatefilter5

    Controlling Both Players

  • Members
  • Joined: 30 Apr 2016
  • Canada

#3

Posted 3 weeks ago Edited by skatefilter5, 3 weeks ago.

co to nie ma nikogo do pomocy
trudny skrypt czy co



what does it have nobody to help
difficult script or what

I think you have the hex in your script which means i cant compile that, when edited and sometimes it might very me unknown error

 

im not that advanced scripter with repeat, until if and while compard to if, jump if false since ZAZ give me the mission ped script as adavaned since i got stuck in the loop until i leave 100 yards away

 

ill take a look


Sanmodder
  • Sanmodder

    Fan script

  • Members
  • Joined: 11 Sep 2017
  • Poland

#4

Posted 3 weeks ago

 

co to nie ma nikogo do pomocy
trudny skrypt czy co



what does it have nobody to help
difficult script or what

I think you have the hex in your script which means i cant compile that, when edited and sometimes it might very me unknown error

 

im not that advanced scripter with repeat, until if and while compard to if, jump if false since ZAZ give me the mission ped script as adavaned since i got stuck in the loop until i leave 100 yards away

 

ill take a look

 

man, I'm not blocking anything, this is memory


skatefilter5
  • skatefilter5

    Controlling Both Players

  • Members
  • Joined: 30 Apr 2016
  • Canada

#5

Posted 3 weeks ago

the game crashes, when having 101 zombies plus traffic and explosions - i have set 1000 for peds 1000 for ped intelligences it didn't work enough  so i'll get rid of cars


Sanmodder
  • Sanmodder

    Fan script

  • Members
  • Joined: 11 Sep 2017
  • Poland

#6

Posted 3 weeks ago

the game crashes, when having 101 zombies plus traffic and explosions - i have set 1000 for peds 1000 for ped intelligences it didn't work enough  so i'll get rid of cars

check several times
this is the problem that sometimes crash because it's probably happening for a long time
I had a problem with gosub several times


 

the game crashes, when having 101 zombies plus traffic and explosions - i have set 1000 for peds 1000 for ped intelligences it didn't work enough  so i'll get rid of cars

check several times
this is the problem that sometimes crash because it's probably happening for a long time
I had a problem with gosub several times

 

I can make a movie with this script


skatefilter5
  • skatefilter5

    Controlling Both Players

  • Members
  • Joined: 30 Apr 2016
  • Canada

#7

Posted 3 weeks ago Edited by skatefilter5, 3 weeks ago.

// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}

//-------------MAIN---------------
thread 'ZOMBIE'
0AC6: [email protected] = label @zomb1 offset
0AC6: [email protected] = label @zomb2 offset
0ACD: show_text_highpriority "Press SCROLL LOCK to quit." time 3000
[email protected] = 0
0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 4 
0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 5 
0746: set_acquaintance 4 of_actors_pedtype 8 to_actors_pedtype 4 
0746: set_acquaintance 4 of_actors_pedtype 8 to_actors_pedtype 5 
0746: set_acquaintance 4 of_actors_pedtype 9 to_actors_pedtype 4 
0746: set_acquaintance 4 of_actors_pedtype 9 to_actors_pedtype 5 
0746: set_acquaintance 4 of_actors_pedtype 10 to_actors_pedtype 4 
0746: set_acquaintance 4 of_actors_pedtype 10 to_actors_pedtype 5 
0746: set_acquaintance 4 of_actors_pedtype 11 to_actors_pedtype 4 
0746: set_acquaintance 4 of_actors_pedtype 11 to_actors_pedtype 5 
0746: set_acquaintance 4 of_actors_pedtype 12 to_actors_pedtype 4 
0746: set_acquaintance 4 of_actors_pedtype 12 to_actors_pedtype 5 
0746: set_acquaintance 4 of_actors_pedtype 13 to_actors_pedtype 4 
0746: set_acquaintance 4 of_actors_pedtype 13 to_actors_pedtype 5 
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 4 
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 5 
0746: set_acquaintance 4 of_actors_pedtype 15 to_actors_pedtype 4 
0746: set_acquaintance 4 of_actors_pedtype 15 to_actors_pedtype 5 
0746: set_acquaintance 4 of_actors_pedtype 16 to_actors_pedtype 4 
0746: set_acquaintance 4 of_actors_pedtype 16 to_actors_pedtype 5 
0746: set_acquaintance 4 of_actors_pedtype 17 to_actors_pedtype 4 
0746: set_acquaintance 4 of_actors_pedtype 17 to_actors_pedtype 5 
0746: set_acquaintance 4 of_actors_pedtype 20 to_actors_pedtype 4 
0746: set_acquaintance 4 of_actors_pedtype 20 to_actors_pedtype 5 
0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 22 
0746: set_acquaintance 4 of_actors_pedtype 8 to_actors_pedtype 22 
0746: set_acquaintance 4 of_actors_pedtype 9 to_actors_pedtype 22 
0746: set_acquaintance 4 of_actors_pedtype 10 to_actors_pedtype 22 
0746: set_acquaintance 4 of_actors_pedtype 11 to_actors_pedtype 22 
0746: set_acquaintance 4 of_actors_pedtype 12 to_actors_pedtype 22 
0746: set_acquaintance 4 of_actors_pedtype 13 to_actors_pedtype 22 
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 22 
0746: set_acquaintance 4 of_actors_pedtype 15 to_actors_pedtype 22 
0746: set_acquaintance 4 of_actors_pedtype 16 to_actors_pedtype 22 
0746: set_acquaintance 4 of_actors_pedtype 17 to_actors_pedtype 22 
0746: set_acquaintance 4 of_actors_pedtype 20 to_actors_pedtype 22 
0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 21 
0746: set_acquaintance 4 of_actors_pedtype 8 to_actors_pedtype 21 
0746: set_acquaintance 4 of_actors_pedtype 9 to_actors_pedtype 21 
0746: set_acquaintance 4 of_actors_pedtype 10 to_actors_pedtype 21 
0746: set_acquaintance 4 of_actors_pedtype 11 to_actors_pedtype 21 
0746: set_acquaintance 4 of_actors_pedtype 12 to_actors_pedtype 21 
0746: set_acquaintance 4 of_actors_pedtype 13 to_actors_pedtype 21 
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 21 
0746: set_acquaintance 4 of_actors_pedtype 15 to_actors_pedtype 21 
0746: set_acquaintance 4 of_actors_pedtype 16 to_actors_pedtype 21 
0746: set_acquaintance 4 of_actors_pedtype 17 to_actors_pedtype 21 
0746: set_acquaintance 4 of_actors_pedtype 20 to_actors_pedtype 21 
0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 4 
0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 5 
0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 21 
0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 22 

repeat
wait 0
until if 0AB0:   key_pressed 54 //6

0ADF: add_dynamic_GXT_entry "zomb3" text "san andreas saved congratulations"
0ADF: add_dynamic_GXT_entry "zomb1" text "~1~ / ~1~"
0ADF: add_dynamic_GXT_entry "zomb2" text "annihilation zombies"

repeat
wait 0
until if Player.Defined(0)
01F0: set_max_wanted_level_to 0 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0A8C: write_memory 9867623 size 4 value 1 virtual_protect 1 
0A8C: write_memory 9867624 size 4 value 1 virtual_protect 1 
00C0: set_current_time_hours_to 23 minutes_to 0 
01B5: force_weather 1 
06C8: enable_riot 1 
072C: generate_police_bikes 0 
099E: enable_police_patrols 0 
06D0: enable_emergency_traffic 0 
set_weather 81 

Model.Load(#KNIFECUR)
Model.Load(#SHOVEL)
Model.Load(#FLAME)
Model.Load(#CHNSAW)
038B: load_requested_models 
[email protected] = 0
//succes - action
wait 250
for [email protected] = 0 to 400 step 4
wait 0 
    0A8E: [email protected] = [email protected] + [email protected] 
    0A8E: [email protected] = [email protected] + [email protected]  
    gosub @set 
    0A8C: write_memory [email protected] size 4 value [email protected] virtual_protect 0
    0A8C: write_memory [email protected] size 4 value [email protected] virtual_protect 0
end
goto @heck

:set
wait 10
[email protected] += 1 //test
0513: show_text_box_1number 'number' number [email protected]  // ~k~~VEHICLE_ENTER_EXIT~ Usar o Casa N?queis $~1~
0208: [email protected] = random_float_in_ranges -100.0 100.0 
0208: [email protected] = random_float_in_ranges 150.0 245.0  
04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset [email protected] [email protected] 1.0 
04D3: get_nearest_car_path_coords_from [email protected] [email protected] [email protected] type 2 store_to [email protected] [email protected] [email protected] 
0376: [email protected] = create_random_actor_at [email protected] [email protected] [email protected] 
Actor.Angle([email protected]) = 88.36082
Actor.Health([email protected]) = 150
077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 1 // see ped.dat
077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 6 // see ped.dat
077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 7 // see ped.dat
077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 8 // see ped.dat
077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 9 // see ped.dat
077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 10 // see ped.dat
077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 11 // see ped.dat
077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 12 // see ped.dat
077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 13 // see ped.dat
077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 14 // see ped.dat
077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 15 // see ped.dat
077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 16 // see ped.dat
077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 17 // see ped.dat
077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 18 // see ped.dat
077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 19 // see ped.dat
077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 20 // see ped.dat
077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 21 // see ped.dat
077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 22 // see ped.dat
077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 23 // see ped.dat
077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 24 // see ped.dat
077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 25 // see ped.dat
077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 26 // see ped.dat
077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 27 // see ped.dat
077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 28 // see ped.dat
077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 29 // see ped.dat
077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 30 // see ped.dat
077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 31 // see ped.dat
[email protected] = Marker.CreateAboveActor([email protected])
Marker.SetIconSize([email protected], 2)
Marker.SetColor([email protected], 0)
//0332: set_actor [email protected] bleeding 1 
Actor.SetWalkStyle([email protected], "player")
Actor.GiveWeaponAndAmmo([email protected], 9, 0)
05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR
wait 10
return

:heck
[email protected] = 0 ///kill zombie licznik
[email protected] = 0 //5*20*4 = 400 ---> 100 zombie
[email protected] = 101 ///kill zombie
wait 0
:s
while true
    wait 0
    [email protected] += 4
    if 
        [email protected] > 400
    then
        [email protected] = 0
    end
    gosub @attack_now
    0A8E: [email protected] = [email protected] + [email protected] 
    0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0
    0A8E: [email protected] = [email protected] + [email protected] 
    0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0
    if 
        actor.Dead([email protected])
    then
        if 
       075C:   marker [email protected] enabled 
        then
            Marker.Disable([email protected])
            Actor.RemoveReferences([email protected])
            [email protected] += 1
      //   [email protected] += 1
        end
    end
    if
        002D:   [email protected] >= [email protected] // (int) 
    then
        goto @clean 
    end
 
    if or
        0AB0:   key_pressed 145 //scroll lock
        0741:   actor $PLAYER_ACTOR busted 
        wasted_or_busted 
        Player.Wasted(0)
        $onmission == 1
    then 
        goto @clean 
    end
    03F0: enable_text_draw 0 
    0340: set_text_draw_RGBA 0 252 252 255 
    033F: set_text_draw_letter_size 0.3 0.8 
    033E: set_draw_text_position 23.0 197.0 GXT "zomb2" 
    0340: set_text_draw_RGBA 124 252 124 255 
    033F: set_text_draw_letter_size 0.3 0.8 
    045B: draw_text_2numbers 23.0 215.0 GXT "zomb1" numbers [email protected] [email protected]    //[email protected]
    if 
        003B:   [email protected] == [email protected] // (int) 
    then 
        01E3: show_text_1number_styled GXT "zomb3" number 300000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
        Player.Money(0) += 300000
        
        :clean
        for [email protected] = 0 to 400 step 4 
            0A8E: [email protected] = [email protected] + [email protected] 
            0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0
            Actor.RemoveReferences([email protected])
        end
        
        0AE0: remove_text_label "zomb1"
        0AE0: remove_text_label "zomb2"
        0AE0: remove_text_label "zomb3"
        Player.ClearWantedLevel(0)
        01F0: set_max_wanted_level_to 0 
        01EB: set_traffic_density_multiplier_to 1.0 
        03DE: set_pedestrians_density_multiplier_to 1.0 
        0A8C: write_memory 9867623 size 4 value 0 virtual_protect 1 
        0A8C: write_memory 9867624 size 4 value 0 virtual_protect 1 
        01B5: force_weather 1 
        set_weather 1 
        01B7: release_weather 
        072C: generate_police_bikes 1 
        099E: enable_police_patrols 1 
        06D0: enable_emergency_traffic 1 
        06C8: enable_riot 0
        
0746: set_acquaintance 1 of_actors_pedtype 7 to_actors_pedtype 4 
0746: set_acquaintance 1 of_actors_pedtype 7 to_actors_pedtype 5 
0746: set_acquaintance 1 of_actors_pedtype 8 to_actors_pedtype 4 
0746: set_acquaintance 1 of_actors_pedtype 8 to_actors_pedtype 5 
0746: set_acquaintance 1 of_actors_pedtype 9 to_actors_pedtype 4 
0746: set_acquaintance 1 of_actors_pedtype 9 to_actors_pedtype 5 
0746: set_acquaintance 1 of_actors_pedtype 10 to_actors_pedtype 4 
0746: set_acquaintance 1 of_actors_pedtype 10 to_actors_pedtype 5 
0746: set_acquaintance 1 of_actors_pedtype 11 to_actors_pedtype 4 
0746: set_acquaintance 1 of_actors_pedtype 11 to_actors_pedtype 5 
0746: set_acquaintance 1 of_actors_pedtype 12 to_actors_pedtype 4 
0746: set_acquaintance 1 of_actors_pedtype 12 to_actors_pedtype 5 
0746: set_acquaintance 1 of_actors_pedtype 13 to_actors_pedtype 4 
0746: set_acquaintance 1 of_actors_pedtype 13 to_actors_pedtype 5 
0746: set_acquaintance 1 of_actors_pedtype 14 to_actors_pedtype 4 
0746: set_acquaintance 1 of_actors_pedtype 14 to_actors_pedtype 5 
0746: set_acquaintance 1 of_actors_pedtype 15 to_actors_pedtype 4 
0746: set_acquaintance 1 of_actors_pedtype 15 to_actors_pedtype 5 
0746: set_acquaintance 1 of_actors_pedtype 16 to_actors_pedtype 4 
0746: set_acquaintance 1 of_actors_pedtype 16 to_actors_pedtype 5 
0746: set_acquaintance 1 of_actors_pedtype 17 to_actors_pedtype 4 
0746: set_acquaintance 1 of_actors_pedtype 17 to_actors_pedtype 5 
0746: set_acquaintance 1 of_actors_pedtype 20 to_actors_pedtype 4 
0746: set_acquaintance 1 of_actors_pedtype 20 to_actors_pedtype 5 
0746: set_acquaintance 1 of_actors_pedtype 7 to_actors_pedtype 22 
0746: set_acquaintance 1 of_actors_pedtype 8 to_actors_pedtype 22 
0746: set_acquaintance 1 of_actors_pedtype 9 to_actors_pedtype 22 
0746: set_acquaintance 1 of_actors_pedtype 10 to_actors_pedtype 22 
0746: set_acquaintance 1 of_actors_pedtype 11 to_actors_pedtype 22 
0746: set_acquaintance 1 of_actors_pedtype 12 to_actors_pedtype 22 
0746: set_acquaintance 1 of_actors_pedtype 13 to_actors_pedtype 22 
0746: set_acquaintance 1 of_actors_pedtype 14 to_actors_pedtype 22 
0746: set_acquaintance 1 of_actors_pedtype 15 to_actors_pedtype 22 
0746: set_acquaintance 1 of_actors_pedtype 16 to_actors_pedtype 22 
0746: set_acquaintance 1 of_actors_pedtype 17 to_actors_pedtype 22 
0746: set_acquaintance 1 of_actors_pedtype 20 to_actors_pedtype 22 
0746: set_acquaintance 1 of_actors_pedtype 7 to_actors_pedtype 21 
0746: set_acquaintance 1 of_actors_pedtype 8 to_actors_pedtype 21 
0746: set_acquaintance 1 of_actors_pedtype 9 to_actors_pedtype 21 
0746: set_acquaintance 1 of_actors_pedtype 10 to_actors_pedtype 21 
0746: set_acquaintance 1 of_actors_pedtype 11 to_actors_pedtype 21 
0746: set_acquaintance 1 of_actors_pedtype 12 to_actors_pedtype 21 
0746: set_acquaintance 1 of_actors_pedtype 13 to_actors_pedtype 21 
0746: set_acquaintance 1 of_actors_pedtype 14 to_actors_pedtype 21 
0746: set_acquaintance 1 of_actors_pedtype 15 to_actors_pedtype 21 
0746: set_acquaintance 1 of_actors_pedtype 16 to_actors_pedtype 21 
0746: set_acquaintance 1 of_actors_pedtype 17 to_actors_pedtype 21 
0746: set_acquaintance 1 of_actors_pedtype 20 to_actors_pedtype 21 
0746: set_acquaintance 1 of_actors_pedtype 6 to_actors_pedtype 4 
0746: set_acquaintance 1 of_actors_pedtype 6 to_actors_pedtype 5 
0746: set_acquaintance 1 of_actors_pedtype 6 to_actors_pedtype 21 
0746: set_acquaintance 1 of_actors_pedtype 6 to_actors_pedtype 22 
0746: set_acquaintance 3 of_actors_pedtype 7 to_actors_pedtype 6 
0746: set_acquaintance 3 of_actors_pedtype 8 to_actors_pedtype 6 
0746: set_acquaintance 3 of_actors_pedtype 9 to_actors_pedtype 6 
0746: set_acquaintance 3 of_actors_pedtype 10 to_actors_pedtype 6 
0746: set_acquaintance 3 of_actors_pedtype 11 to_actors_pedtype 6 
0746: set_acquaintance 3 of_actors_pedtype 12 to_actors_pedtype 6 
0746: set_acquaintance 3 of_actors_pedtype 13 to_actors_pedtype 6 
0746: set_acquaintance 3 of_actors_pedtype 14 to_actors_pedtype 6 
0746: set_acquaintance 3 of_actors_pedtype 15 to_actors_pedtype 6 
0746: set_acquaintance 3 of_actors_pedtype 16 to_actors_pedtype 6 
0746: set_acquaintance 3 of_actors_pedtype 17 to_actors_pedtype 6 
0746: set_acquaintance 3 of_actors_pedtype 18 to_actors_pedtype 6 
0746: set_acquaintance 3 of_actors_pedtype 20 to_actors_pedtype 6 
0746: set_acquaintance 3 of_actors_pedtype 21 to_actors_pedtype 6 
0ACD: show_text_highpriority "Everything reverted back to normal." time 2500 
        end_thread
    end
    Actor.Health($PLAYER_ACTOR) = 500
end

:zomb1
hex
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00
end

:zomb2
hex
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00
end


:attack_now
if
[email protected] > 5000
jf @nothing
05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR
[email protected] = 0

:nothing
return

i dont see any missing zombies when count to 101 but got hate on all gangs against peds - bodyguards

 

edited: well i add a gosub for the zombie to keep killing me but it on works on one zombie in the variable that keep attacking me when opening mains

 

reduce some of the zombies make a wave.

-----

use these opcode to make it harder when get too close

07FE: set_actor [email protected] fighting_style_to 7 moves 6

07DD: set_actor [email protected] attack_rate 100 // previously known as temper_to
Actor.SetWalkStyle([email protected], "player")
Actor.GiveWeaponAndAmmo([email protected], unarmed, 0)
 
chainsaw take normal damage against the player but unable to kill bodyguards so take use bare fist with that fighting style and zombies runs like player does but they don't sprint
  • Sanmodder likes this

Sanmodder
  • Sanmodder

    Fan script

  • Members
  • Joined: 11 Sep 2017
  • Poland

#8

Posted 3 weeks ago Edited by Sanmodder, 3 weeks ago.

// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}

//-------------MAIN---------------
thread 'ZOMBIE'
0AC6: [email protected] = label @zomb1 offset
0AC6: [email protected] = label @zomb2 offset
0ACD: show_text_highpriority "Press SCROLL LOCK to quit." time 3000
[email protected] = 0
0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 4 
0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 5 
0746: set_acquaintance 4 of_actors_pedtype 8 to_actors_pedtype 4 
0746: set_acquaintance 4 of_actors_pedtype 8 to_actors_pedtype 5 
0746: set_acquaintance 4 of_actors_pedtype 9 to_actors_pedtype 4 
0746: set_acquaintance 4 of_actors_pedtype 9 to_actors_pedtype 5 
0746: set_acquaintance 4 of_actors_pedtype 10 to_actors_pedtype 4 
0746: set_acquaintance 4 of_actors_pedtype 10 to_actors_pedtype 5 
0746: set_acquaintance 4 of_actors_pedtype 11 to_actors_pedtype 4 
0746: set_acquaintance 4 of_actors_pedtype 11 to_actors_pedtype 5 
0746: set_acquaintance 4 of_actors_pedtype 12 to_actors_pedtype 4 
0746: set_acquaintance 4 of_actors_pedtype 12 to_actors_pedtype 5 
0746: set_acquaintance 4 of_actors_pedtype 13 to_actors_pedtype 4 
0746: set_acquaintance 4 of_actors_pedtype 13 to_actors_pedtype 5 
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 4 
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 5 
0746: set_acquaintance 4 of_actors_pedtype 15 to_actors_pedtype 4 
0746: set_acquaintance 4 of_actors_pedtype 15 to_actors_pedtype 5 
0746: set_acquaintance 4 of_actors_pedtype 16 to_actors_pedtype 4 
0746: set_acquaintance 4 of_actors_pedtype 16 to_actors_pedtype 5 
0746: set_acquaintance 4 of_actors_pedtype 17 to_actors_pedtype 4 
0746: set_acquaintance 4 of_actors_pedtype 17 to_actors_pedtype 5 
0746: set_acquaintance 4 of_actors_pedtype 20 to_actors_pedtype 4 
0746: set_acquaintance 4 of_actors_pedtype 20 to_actors_pedtype 5 
0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 22 
0746: set_acquaintance 4 of_actors_pedtype 8 to_actors_pedtype 22 
0746: set_acquaintance 4 of_actors_pedtype 9 to_actors_pedtype 22 
0746: set_acquaintance 4 of_actors_pedtype 10 to_actors_pedtype 22 
0746: set_acquaintance 4 of_actors_pedtype 11 to_actors_pedtype 22 
0746: set_acquaintance 4 of_actors_pedtype 12 to_actors_pedtype 22 
0746: set_acquaintance 4 of_actors_pedtype 13 to_actors_pedtype 22 
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 22 
0746: set_acquaintance 4 of_actors_pedtype 15 to_actors_pedtype 22 
0746: set_acquaintance 4 of_actors_pedtype 16 to_actors_pedtype 22 
0746: set_acquaintance 4 of_actors_pedtype 17 to_actors_pedtype 22 
0746: set_acquaintance 4 of_actors_pedtype 20 to_actors_pedtype 22 
0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 21 
0746: set_acquaintance 4 of_actors_pedtype 8 to_actors_pedtype 21 
0746: set_acquaintance 4 of_actors_pedtype 9 to_actors_pedtype 21 
0746: set_acquaintance 4 of_actors_pedtype 10 to_actors_pedtype 21 
0746: set_acquaintance 4 of_actors_pedtype 11 to_actors_pedtype 21 
0746: set_acquaintance 4 of_actors_pedtype 12 to_actors_pedtype 21 
0746: set_acquaintance 4 of_actors_pedtype 13 to_actors_pedtype 21 
0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 21 
0746: set_acquaintance 4 of_actors_pedtype 15 to_actors_pedtype 21 
0746: set_acquaintance 4 of_actors_pedtype 16 to_actors_pedtype 21 
0746: set_acquaintance 4 of_actors_pedtype 17 to_actors_pedtype 21 
0746: set_acquaintance 4 of_actors_pedtype 20 to_actors_pedtype 21 
0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 4 
0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 5 
0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 21 
0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 22 

repeat
wait 0
until if 0AB0:   key_pressed 54 //6

0ADF: add_dynamic_GXT_entry "zomb3" text "san andreas saved congratulations"
0ADF: add_dynamic_GXT_entry "zomb1" text "~1~ / ~1~"
0ADF: add_dynamic_GXT_entry "zomb2" text "annihilation zombies"

repeat
wait 0
until if Player.Defined(0)
01F0: set_max_wanted_level_to 0 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0A8C: write_memory 9867623 size 4 value 1 virtual_protect 1 
0A8C: write_memory 9867624 size 4 value 1 virtual_protect 1 
00C0: set_current_time_hours_to 23 minutes_to 0 
01B5: force_weather 1 
06C8: enable_riot 1 
072C: generate_police_bikes 0 
099E: enable_police_patrols 0 
06D0: enable_emergency_traffic 0 
set_weather 81 

Model.Load(#KNIFECUR)
Model.Load(#SHOVEL)
Model.Load(#FLAME)
Model.Load(#CHNSAW)
038B: load_requested_models 
[email protected] = 0
//succes - action
wait 250
for [email protected] = 0 to 400 step 4
wait 0 
    0A8E: [email protected] = [email protected] + [email protected] 
    0A8E: [email protected] = [email protected] + [email protected]  
    gosub @set 
    0A8C: write_memory [email protected] size 4 value [email protected] virtual_protect 0
    0A8C: write_memory [email protected] size 4 value [email protected] virtual_protect 0
end
goto @heck

:set
wait 10
[email protected] += 1 //test
0513: show_text_box_1number 'number' number [email protected]  // ~k~~VEHICLE_ENTER_EXIT~ Usar o Casa N?queis $~1~
0208: [email protected] = random_float_in_ranges -100.0 100.0 
0208: [email protected] = random_float_in_ranges 150.0 245.0  
04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset [email protected] [email protected] 1.0 
04D3: get_nearest_car_path_coords_from [email protected] [email protected] [email protected] type 2 store_to [email protected] [email protected] [email protected] 
0376: [email protected] = create_random_actor_at [email protected] [email protected] [email protected] 
Actor.Angle([email protected]) = 88.36082
Actor.Health([email protected]) = 150
077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 0 // see ped.dat
077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 1 // see ped.dat
077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 6 // see ped.dat
077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 7 // see ped.dat
077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 8 // see ped.dat
077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 9 // see ped.dat
077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 10 // see ped.dat
077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 11 // see ped.dat
077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 12 // see ped.dat
077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 13 // see ped.dat
077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 14 // see ped.dat
077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 15 // see ped.dat
077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 16 // see ped.dat
077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 17 // see ped.dat
077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 18 // see ped.dat
077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 19 // see ped.dat
077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 20 // see ped.dat
077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 21 // see ped.dat
077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 22 // see ped.dat
077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 23 // see ped.dat
077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 24 // see ped.dat
077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 25 // see ped.dat
077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 26 // see ped.dat
077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 27 // see ped.dat
077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 28 // see ped.dat
077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 29 // see ped.dat
077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 30 // see ped.dat
077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 31 // see ped.dat
[email protected] = Marker.CreateAboveActor([email protected])
Marker.SetIconSize([email protected], 2)
Marker.SetColor([email protected], 0)
//0332: set_actor [email protected] bleeding 1 
Actor.SetWalkStyle([email protected], "player")
Actor.GiveWeaponAndAmmo([email protected], 9, 0)
05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR
wait 10
return

:heck
[email protected] = 0 ///kill zombie licznik
[email protected] = 0 //5*20*4 = 400 ---> 100 zombie
[email protected] = 101 ///kill zombie
wait 0
:s
while true
    wait 0
    [email protected] += 4
    if 
        [email protected] > 400
    then
        [email protected] = 0
    end
    gosub @attack_now
    0A8E: [email protected] = [email protected] + [email protected] 
    0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0
    0A8E: [email protected] = [email protected] + [email protected] 
    0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0
    if 
        actor.Dead([email protected])
    then
        if 
       075C:   marker [email protected] enabled 
        then
            Marker.Disable([email protected])
            Actor.RemoveReferences([email protected])
            [email protected] += 1
      //   [email protected] += 1
        end
    end
    if
        002D:   [email protected] >= [email protected] // (int) 
    then
        goto @clean 
    end
 
    if or
        0AB0:   key_pressed 145 //scroll lock
        0741:   actor $PLAYER_ACTOR busted 
        wasted_or_busted 
        Player.Wasted(0)
        $onmission == 1
    then 
        goto @clean 
    end
    03F0: enable_text_draw 0 
    0340: set_text_draw_RGBA 0 252 252 255 
    033F: set_text_draw_letter_size 0.3 0.8 
    033E: set_draw_text_position 23.0 197.0 GXT "zomb2" 
    0340: set_text_draw_RGBA 124 252 124 255 
    033F: set_text_draw_letter_size 0.3 0.8 
    045B: draw_text_2numbers 23.0 215.0 GXT "zomb1" numbers [email protected] [email protected]    //[email protected]
    if 
        003B:   [email protected] == [email protected] // (int) 
    then 
        01E3: show_text_1number_styled GXT "zomb3" number 300000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~
        Player.Money(0) += 300000
        
        :clean
        for [email protected] = 0 to 400 step 4 
            0A8E: [email protected] = [email protected] + [email protected] 
            0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0
            Actor.RemoveReferences([email protected])
        end
        
        0AE0: remove_text_label "zomb1"
        0AE0: remove_text_label "zomb2"
        0AE0: remove_text_label "zomb3"
        Player.ClearWantedLevel(0)
        01F0: set_max_wanted_level_to 0 
        01EB: set_traffic_density_multiplier_to 1.0 
        03DE: set_pedestrians_density_multiplier_to 1.0 
        0A8C: write_memory 9867623 size 4 value 0 virtual_protect 1 
        0A8C: write_memory 9867624 size 4 value 0 virtual_protect 1 
        01B5: force_weather 1 
        set_weather 1 
        01B7: release_weather 
        072C: generate_police_bikes 1 
        099E: enable_police_patrols 1 
        06D0: enable_emergency_traffic 1 
        06C8: enable_riot 0
        
0746: set_acquaintance 1 of_actors_pedtype 7 to_actors_pedtype 4 
0746: set_acquaintance 1 of_actors_pedtype 7 to_actors_pedtype 5 
0746: set_acquaintance 1 of_actors_pedtype 8 to_actors_pedtype 4 
0746: set_acquaintance 1 of_actors_pedtype 8 to_actors_pedtype 5 
0746: set_acquaintance 1 of_actors_pedtype 9 to_actors_pedtype 4 
0746: set_acquaintance 1 of_actors_pedtype 9 to_actors_pedtype 5 
0746: set_acquaintance 1 of_actors_pedtype 10 to_actors_pedtype 4 
0746: set_acquaintance 1 of_actors_pedtype 10 to_actors_pedtype 5 
0746: set_acquaintance 1 of_actors_pedtype 11 to_actors_pedtype 4 
0746: set_acquaintance 1 of_actors_pedtype 11 to_actors_pedtype 5 
0746: set_acquaintance 1 of_actors_pedtype 12 to_actors_pedtype 4 
0746: set_acquaintance 1 of_actors_pedtype 12 to_actors_pedtype 5 
0746: set_acquaintance 1 of_actors_pedtype 13 to_actors_pedtype 4 
0746: set_acquaintance 1 of_actors_pedtype 13 to_actors_pedtype 5 
0746: set_acquaintance 1 of_actors_pedtype 14 to_actors_pedtype 4 
0746: set_acquaintance 1 of_actors_pedtype 14 to_actors_pedtype 5 
0746: set_acquaintance 1 of_actors_pedtype 15 to_actors_pedtype 4 
0746: set_acquaintance 1 of_actors_pedtype 15 to_actors_pedtype 5 
0746: set_acquaintance 1 of_actors_pedtype 16 to_actors_pedtype 4 
0746: set_acquaintance 1 of_actors_pedtype 16 to_actors_pedtype 5 
0746: set_acquaintance 1 of_actors_pedtype 17 to_actors_pedtype 4 
0746: set_acquaintance 1 of_actors_pedtype 17 to_actors_pedtype 5 
0746: set_acquaintance 1 of_actors_pedtype 20 to_actors_pedtype 4 
0746: set_acquaintance 1 of_actors_pedtype 20 to_actors_pedtype 5 
0746: set_acquaintance 1 of_actors_pedtype 7 to_actors_pedtype 22 
0746: set_acquaintance 1 of_actors_pedtype 8 to_actors_pedtype 22 
0746: set_acquaintance 1 of_actors_pedtype 9 to_actors_pedtype 22 
0746: set_acquaintance 1 of_actors_pedtype 10 to_actors_pedtype 22 
0746: set_acquaintance 1 of_actors_pedtype 11 to_actors_pedtype 22 
0746: set_acquaintance 1 of_actors_pedtype 12 to_actors_pedtype 22 
0746: set_acquaintance 1 of_actors_pedtype 13 to_actors_pedtype 22 
0746: set_acquaintance 1 of_actors_pedtype 14 to_actors_pedtype 22 
0746: set_acquaintance 1 of_actors_pedtype 15 to_actors_pedtype 22 
0746: set_acquaintance 1 of_actors_pedtype 16 to_actors_pedtype 22 
0746: set_acquaintance 1 of_actors_pedtype 17 to_actors_pedtype 22 
0746: set_acquaintance 1 of_actors_pedtype 20 to_actors_pedtype 22 
0746: set_acquaintance 1 of_actors_pedtype 7 to_actors_pedtype 21 
0746: set_acquaintance 1 of_actors_pedtype 8 to_actors_pedtype 21 
0746: set_acquaintance 1 of_actors_pedtype 9 to_actors_pedtype 21 
0746: set_acquaintance 1 of_actors_pedtype 10 to_actors_pedtype 21 
0746: set_acquaintance 1 of_actors_pedtype 11 to_actors_pedtype 21 
0746: set_acquaintance 1 of_actors_pedtype 12 to_actors_pedtype 21 
0746: set_acquaintance 1 of_actors_pedtype 13 to_actors_pedtype 21 
0746: set_acquaintance 1 of_actors_pedtype 14 to_actors_pedtype 21 
0746: set_acquaintance 1 of_actors_pedtype 15 to_actors_pedtype 21 
0746: set_acquaintance 1 of_actors_pedtype 16 to_actors_pedtype 21 
0746: set_acquaintance 1 of_actors_pedtype 17 to_actors_pedtype 21 
0746: set_acquaintance 1 of_actors_pedtype 20 to_actors_pedtype 21 
0746: set_acquaintance 1 of_actors_pedtype 6 to_actors_pedtype 4 
0746: set_acquaintance 1 of_actors_pedtype 6 to_actors_pedtype 5 
0746: set_acquaintance 1 of_actors_pedtype 6 to_actors_pedtype 21 
0746: set_acquaintance 1 of_actors_pedtype 6 to_actors_pedtype 22 
0746: set_acquaintance 3 of_actors_pedtype 7 to_actors_pedtype 6 
0746: set_acquaintance 3 of_actors_pedtype 8 to_actors_pedtype 6 
0746: set_acquaintance 3 of_actors_pedtype 9 to_actors_pedtype 6 
0746: set_acquaintance 3 of_actors_pedtype 10 to_actors_pedtype 6 
0746: set_acquaintance 3 of_actors_pedtype 11 to_actors_pedtype 6 
0746: set_acquaintance 3 of_actors_pedtype 12 to_actors_pedtype 6 
0746: set_acquaintance 3 of_actors_pedtype 13 to_actors_pedtype 6 
0746: set_acquaintance 3 of_actors_pedtype 14 to_actors_pedtype 6 
0746: set_acquaintance 3 of_actors_pedtype 15 to_actors_pedtype 6 
0746: set_acquaintance 3 of_actors_pedtype 16 to_actors_pedtype 6 
0746: set_acquaintance 3 of_actors_pedtype 17 to_actors_pedtype 6 
0746: set_acquaintance 3 of_actors_pedtype 18 to_actors_pedtype 6 
0746: set_acquaintance 3 of_actors_pedtype 20 to_actors_pedtype 6 
0746: set_acquaintance 3 of_actors_pedtype 21 to_actors_pedtype 6 
0ACD: show_text_highpriority "Everything reverted back to normal." time 2500 
        end_thread
    end
    Actor.Health($PLAYER_ACTOR) = 500
end

:zomb1
hex
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00
end

:zomb2
hex
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00
 00 00 00 00 00 00 00 00
end


:attack_now
if
[email protected] > 5000
jf @nothing
05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR
[email protected] = 0

:nothing
return

i dont see any missing zombies when count to 101 but got hate on all gangs against peds - bodyguards

 

edited: well i add a gosub for the zombie to keep killing me but it on works on one zombie in the variable that keep attacking me when opening mains

 

reduce some of the zombies make a wave.

-----

use these opcode to make it harder when get too close

07FE: set_actor [email protected] fighting_style_to 7 moves 6

07DD: set_actor [email protected] attack_rate 100 // previously known as temper_to
Actor.SetWalkStyle([email protected], "player")
Actor.GiveWeaponAndAmmo([email protected], unarmed, 0)
 
chainsaw take normal damage against the player but unable to kill bodyguards so take use bare fist with that fighting style

 

//and see how this nice script works
 

{$CLEO .cs}

0000: nop

var
$actor: array 20 of int
$marker: array 20 of int
end

:start
repeat
wait 0
until if 0AB0:   key_pressed 55 //7


Model.Load(#AK47)
Model.Load(#MICRO_UZI)
Model.Load(#MP5LNG)
038B: load_requested_models
04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $player_actor with_offset 0.0 25.0 1.0

for $index = 0 to 19 step 1
wait 5
0209: [email protected] = random_int_in_ranges 102 118
0209: [email protected] = random_int_in_ranges 28 30
Model.Load([email protected])
038B: load_requested_models
0208: [email protected] = random_float_in_ranges -10.2 10.2
0208: [email protected] = random_float_in_ranges 40.2 47.2
04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $player_actor with_offset [email protected] [email protected] 1.0
wait 0
$actor[$index] = Actor.Create(gang2, [email protected], [email protected], [email protected], [email protected])
wait 0
$marker[$index] = Marker.CreateAboveActor($actor[$index])
wait 0
Actor.GiveWeaponAndAmmo($actor[$index], [email protected], 99999)
wait 0
05E2: AS_actor $actor[$index] kill_actor $player_actor
wait 0
end
[email protected] = 0
//scan
repeat
wait 0
until if 0AB0:   key_pressed 55 //7
for $index = 0 to 19 step 1
    wait 50
    actor.RemoveReferences($actor[$index])
end
jump @start
end_thread

Sanmodder
  • Sanmodder

    Fan script

  • Members
  • Joined: 11 Sep 2017
  • Poland

#9

Posted 3 weeks ago

Thanks to the zombies are aggressive only the second problem
You added it but you need to know that the game will  be freeze as an actor will not find, always add not actor.dead

: ZOMBIE_D40
f
  
32 @> 5000
jf @ ZOMBIE_D62
05E2: AS_actor 3 @ kill_actor $ PLAYER_ACTOR
32 @ = 0

: ZOMBIE_D62
return

see loog


********************************************
 
zombie script
 
Local variables dump:
 
34330096 12 34330108 6401 34330600 34330612 6029459 12 1158238208 -993175552 0 0 0 0 1097072640 1076630368
 
1130978310 0 0 0 0 0 0 0 0 0 0 0 0 101 101 0
 
5005 542334448
********************************************

00001294 & 0: [000A] l1 (12) + = 4
00001301 & 0: [00D6] IF 0
00001305 & 0: [0019] & lt; 1 & gt; (16) & gt; 400 / FALSE
00001313 & 0: [004D] GOTO_IF_FALSE -1327
00001327 & 0: [0050] GOSUB -3392
00003392 & 0: [00D6] IF 0
00003396 & 0: [0019] l32 (5005)> 5000 // TRUE
00003404 & 1: [004D] GOTO_IF_FALSE -3426
00003411 & 1: [05E2] TASK_KILL_CHAR 6401 1

*********************************
> Logging finished: 19:03:43
  
Powered by SCRLog (by LINK / 2012)
*********************************


Sanmodder
  • Sanmodder

    Fan script

  • Members
  • Joined: 11 Sep 2017
  • Poland

#10

Posted 3 weeks ago

I will make a movie :colgate:
        





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users