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How can get only mission actors not peds in the streets?

4 replies to this topic
skatefilter5
  • skatefilter5

    Controlling Both Players

  • Members
  • Joined: 30 Apr 2016
  • Canada

#1

Posted 3 weeks ago

I was making create-a-actor with setting of the stats i was trying create more than one 1 actor when hit spawn but get random actor just floods between peds on streets (if im nearby) and mission actors, I cant find the opcode to mission actors only instead of every actor on the streets

 

take a look

 

find

04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
0AE1: [email protected] = random_actor_near_point [email protected] [email protected] [email protected] in_radius 50.0 find_next 1 pass_deads 1

 

random actor means peds in streets and mission actors

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

//-------------MAIN---------------
03A4: name_thread 'spawn' 
0ACD: show_text_highpriority "Actor editor started." time 3000
[email protected] = 0
jump @start
:reset_jump
0ACD: show_text_highpriority "Editor closed down." time 3000
mission_cleanup
end_thread
:start
0001: wait 0 ms 
00D6: if 
0256:   player $PLAYER_CHAR defined 
004D: jump_if_false @start 
00D6: if 
0ADC:   test_cheat "pp"

//0AB0:   key_pressed 49 
//0AB0:   key_pressed 46
004D: jump_if_false @start 
:return
 // Actor required
[email protected] = 24 //TEAMS
[email protected] = 30 //Weapon Accuracy
[email protected] = 30 //Attack Rate
[email protected] = 0 //Weapon and ammo
[email protected] = 1 //headshots
[email protected] = 1 //drown
[email protected] = 0 //behaviour
[email protected] = 0   // set_actor [email protected] maintain_position_when_attacked 1
[email protected] = 15  //fighting styles
[email protected] = 1  //weapon skills 
[email protected] = 150  //health
0ADF: add_dynamic_GXT_entry "crate01" text "crate-a-Actor" 
0ADF: add_dynamic_GXT_entry "crate02" text "crate-a-Ped" 
0ADF: add_dynamic_GXT_entry "crate03" text "??????"  //"Lost Island" 
0ADF: add_dynamic_GXT_entry "crate04" text "??????" //"Shipyard" 
0ADF: add_dynamic_GXT_entry "crate05" text "??????" 
0ADF: add_dynamic_GXT_entry "crate06" text "??????" 
0ADF: add_dynamic_GXT_entry "crate07" text "??????" 
0ADF: add_dynamic_GXT_entry "crate08" text "??????" 
0ADF: add_dynamic_GXT_entry "crate09" text "??????" 
0ADF: add_dynamic_GXT_entry "crate10" text "Baseket Ball Park" 
0ADF: add_dynamic_GXT_entry "crate11" text "Baseket Ball Park" 
0ADF: add_dynamic_GXT_entry "crate12" text "Quit Actor Spawner" 
//0ADF: add_dynamic_GXT_entry "crateBK" text "Return Back" 
//0ADF: add_dynamic_GXT_entry "crateFD" text "More crates" 
0ADF: add_dynamic_GXT_entry "crate00" text "~r~crate time~w~" 
0ADF: add_dynamic_GXT_entry "crateXX" text "Scroll ~u~/~d~ to select the stages" 
0512: show_permanent_text_box 'HOSP_1'  // If your health reaches zero, you will pass out and you will be treated at the local medical center.
08D4: [email protected] = crate_panel_with_title 'crate00' position 340.0 120.0 width 240.0 columns 1 interactive 1 background 1 alignment 0 
08DB: set_panel [email protected] column 0 header 'dummy' data 'crate01' 'crate02' 'crate03' 'crate04' 'crate05' 'crate06' 'crate07' 'crate08' 'crate09' 'crate10' 'crateBK' 'crateFD' 
090E: set_panel [email protected] active_row 0 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 




:create_actor_1
wait  0
if
0256:   player $PLAYER_CHAR defined
jf @create_actor_21
if
00E1:   key_pressed  0  15//--- key = Enter/Exit
jf @create_actor_2
jump @create_actor_21//--jump to menue exit

:create_actor_2
if
00E1:   key_pressed  0  16//--- key = Ped SPRINT
jf @create_actor_1
03E6: remove_text_box
08D7: [email protected] = panel [email protected] active_row//-- submit number of the highlighted button into variable
if and
0256:   player $PLAYER_CHAR defined
0039:   [email protected] ==  0  // integer values
jf @create_actor_3      

:actor_list

08DA: remove_panel [email protected]
03E6: remove_text_box
wait 300
0ADF: add_dynamic_GXT_entry "edit01" text "Select Gang" 
0ADF: add_dynamic_GXT_entry "edit02" text "Set Health" 
0ADF: add_dynamic_GXT_entry "edit03" text "Set Weapon Accuracy"  //"Lost Island" 
0ADF: add_dynamic_GXT_entry "edit04" text "Set Attack Rate" //"Shipyard" 
0ADF: add_dynamic_GXT_entry "edit05" text "Set Walkstyles" 
0ADF: add_dynamic_GXT_entry "edit06" text "Set Team" 
0ADF: add_dynamic_GXT_entry "edit07" text "Set Weapon and Ammo" 
0ADF: add_dynamic_GXT_entry "edit08" text "Set Headshots, Drown and Behaviour" 
0ADF: add_dynamic_GXT_entry "edit09" text "Set Fighting Styles" 
0ADF: add_dynamic_GXT_entry "edit10" text "Set Immunities" 
0ADF: add_dynamic_GXT_entry "edit11" text "Set Weapon Skill" 
0ADF: add_dynamic_GXT_entry "edit12" text "Spawn Actor" 
0ADF: add_dynamic_GXT_entry "editon" text "ON"
0ADF: add_dynamic_GXT_entry "editoff" text "OFF"

0ADF: add_dynamic_GXT_entry "editAC1" text "ON"
0ADF: add_dynamic_GXT_entry "EDITHP02" text "Baseket Ball Park" 

//0ADF: add_dynamic_GXT_entry "editBK" text "actor_list Back" 
//0ADF: add_dynamic_GXT_entry "editFD" text "More edits" 
0ADF: add_dynamic_GXT_entry "edit00" text "~r~edit time~w~" 
0ADF: add_dynamic_GXT_entry "editXX" text "Scroll ~u~/~d~ to select the stages" 
0512: show_permanent_text_box 'HOSP_1'  // If your health reaches zero, you will pass out and you will be treated at the local medical center.
08D4: [email protected] = edit_panel_with_title 'edit00' position 340.0 120.0 width 240.0 columns 1 interactive 1 background 1 alignment 0 
08DB: set_panel [email protected] column 0 header 'dummy' data 'edit01' 'edit02' 'edit03' 'edit04' 'edit05' 'edit06' 'edit07' 'edit08' 'edit09' 'edit10' 'edit11' 'edit12' 
090E: set_panel [email protected] active_row 0 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 




:actor_list_1
wait  0
if
0256:   player $PLAYER_CHAR defined
jf @actor_list_21
if
00E1:   key_pressed  0  15//--- key = Enter/Exit
jf @actor_list_2
jump @actor_list_21//--jump to menue exit

:actor_list_2
if
00E1:   key_pressed  0  16//--- key = Ped SPRINT
jf @actor_list_1
03E6: remove_text_box
08D7: [email protected] = panel [email protected] active_row//-- submit number of the highlighted button into variable
if and

0256:   player $PLAYER_CHAR defined
0039:   [email protected] ==  0  // integer values
jf @actor_list_3      


:team


08DA: remove_panel [email protected]
03E6: remove_text_box
wait 300
0ADF: add_dynamic_GXT_entry "team01" text "Ballas" 
0ADF: add_dynamic_GXT_entry "team02" text "Groves" 
0ADF: add_dynamic_GXT_entry "team03" text "Vagos"  //"Lost Island" 
0ADF: add_dynamic_GXT_entry "team04" text "Mission 4" //"Shipyard" 
0ADF: add_dynamic_GXT_entry "team05" text "Mission 5" 
0ADF: add_dynamic_GXT_entry "team06" text "Mission 6" 
0ADF: add_dynamic_GXT_entry "team07" text "Mission 7" 
0ADF: add_dynamic_GXT_entry "team08" text "Mission 8" 
0ADF: add_dynamic_GXT_entry "team09" text "Speical" 
0ADF: add_dynamic_GXT_entry "team10" text "Cop" 
0ADF: add_dynamic_GXT_entry "team11" text "Gang 1 - Ballas" 
0ADF: add_dynamic_GXT_entry "team12" text "Gang 2 - Grove" 
0ADF: add_dynamic_GXT_entry "teamon" text "ON"
0ADF: add_dynamic_GXT_entry "teamoff" text "OFF"

0ADF: add_dynamic_GXT_entry "teamAC1" text "ON"
0ADF: add_dynamic_GXT_entry "teamHP02" text "Baseket Ball Park" 

//0ADF: add_dynamic_GXT_entry "teamBK" text "team Back" 
//0ADF: add_dynamic_GXT_entry "teamFD" text "More teams" 
0ADF: add_dynamic_GXT_entry "team00" text "~r~team time~w~" 
0ADF: add_dynamic_GXT_entry "teamXX" text "Scroll ~u~/~d~ to select the stages" 
0512: show_permanent_text_box 'HOSP_1'  // If your health reaches zero, you will pass out and you will be treated at the local medical center.
08D4: [email protected] = team_panel_with_title 'team00' position 340.0 120.0 width 240.0 columns 1 interactive 1 background 1 alignment 0 
08DB: set_panel [email protected] column 0 header 'dummy' data 'team01' 'team02' 'team03' 'team04' 'team05' 'team06' 'team07' 'team08' 'team09' 'team10' 'team11' 'team12' 
090E: set_panel [email protected] active_row 0 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 

:team_1
wait  0
if
00E1:   key_pressed  0  15//--- key = Enter/Exit
jf @team_2

jump @team_21//--jump to menue exit

:team_2
if
00E1:   key_pressed  0  16//--- key = Ped SPRINT
jf @team_1
03E6: remove_text_box
08D7: [email protected] = panel [email protected] active_row//-- submit number of the highlighted button into variable
if and
0256:   player $PLAYER_CHAR defined
0039:   [email protected] ==  0  // integer values
jf @team_3      
01B4: set_player $PLAYER_CHAR can_move 1
08DA: remove_panel [email protected]
03E6: remove_text_box
wait 200
gosub @PLACE_ACTOR

actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)
02A9: set_actor $PLAYER_ACTOR immune_to_nonplayer 1
model.Load(#ballas1)
model.Load(#ballas2) 
model.Load(#ballas3)
038B: load_requested_models 


//0665: get_actor [email protected] model_to [email protected]
:random_ballas_1
0209: [email protected] = random_int_in_ranges 0 2
wait 0
if
[email protected] == 0

jf @random_ballas_2






04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -1.0
[email protected] = actor.Create(mission1, #BALLAS1, [email protected], [email protected], [email protected])
0619: enable_actor [email protected] collision_detection 0
actor.LockInCurrentPosition([email protected], 1)
//actor.SetImmunities([email protected], 1,1,1,1,1)
//02A9: set_actor [email protected] immune_to_nonplayer 1
[email protected] = 1
jump @team_21

:random_ballas_2
if
[email protected] == 1
jf @random_ballas_3
04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -1.0
[email protected] = actor.Create(mission1, #BALLAS2, [email protected], [email protected], [email protected])
0619: enable_actor [email protected] collision_detection 0
actor.LockInCurrentPosition([email protected], 1)
//actor.SetImmunities([email protected], 1,1,1,1,1)
//02A9: set_actor [email protected] immune_to_nonplayer 1
[email protected] = 1
jump @team_21

:random_ballas_3
if
[email protected] == 2
jf @random_ballas_1
[email protected] = 1
04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -1.0
[email protected] = actor.Create(mission1, #BALLAS3, [email protected], [email protected], [email protected])
0619: enable_actor [email protected] collision_detection 0
 actor.LockInCurrentPosition([email protected], 1)
//actor.SetImmunities([email protected], 1,1,1,1,1)
//02A9: set_actor [email protected] immune_to_nonplayer 1




jump @team_21

:team_3
if and
0256:   player $PLAYER_CHAR defined
0039:   [email protected] ==  1  // integer values
jf @team_4

jump @team_21

:team_4
if and
0256:   player $PLAYER_CHAR defined
0039:   [email protected] ==  2  // integer values
jf @team_5

jump @team_21

:team_5
if and
0256:   player $PLAYER_CHAR defined
0039:   [email protected] ==  3  // integer values
jf @team_6

jump @team_21

:team_6
if and
0256:   player $PLAYER_CHAR defined
0039:   [email protected] ==  4  // integer values
jf @team_7

jump @team_21

:team_7
if and
0256:   player $PLAYER_CHAR defined
0039:   [email protected] ==  5  // integer values
jf @team_8

jump @team_21

:team_8
if and
0256:   player $PLAYER_CHAR defined
0039:   [email protected] ==  6  // integer values
jf @team_9

jump @team_21

:team_9
if and
0256:   player $PLAYER_CHAR defined
0039:   [email protected] ==  7  // integer values
jf @team_10

jump @team_21

:team_10
if and
0256:   player $PLAYER_CHAR defined
0039:   [email protected] ==  8  // integer values
jf @team_11

jump @team_21

:team_11
if and
0256:   player $PLAYER_CHAR defined
0039:   [email protected] ==  9  // integer values
jf @team_12

jump @team_21

:team_12
if and
0256:   player $PLAYER_CHAR defined
0039:   [email protected] ==  10  // integer values
jf @team_13


jump @team_21

:team_13
if and
0256:   player $PLAYER_CHAR defined
0039:   [email protected] ==  11  // integer values
jf @team_1          //release

jump @team_21

:team_21

01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
08DA: remove_panel [email protected]
03E6: remove_text_box
jump @actor_list

:PLACE_ACTOR
wait 0
0ADF: add_dynamic_GXT_entry "PLACE_0" text "Place the actor by pressing ~k~~CONVERSATION_YES~, press ~k~~CONVERSATION_NO~ to cancel."


0512: show_permanent_text_box 'PLACE_0'  // If your health reaches zero, you will pass out and you will be treated at the local medical center.

04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -1.0
if
00E1:   player 0 pressed_key 11 

jf  @CANCEL_PLACE
0AE0: remove_dynamic_GXT_entry "PLACE_0"
return
:CANCEL_PLACE
if
00E1:   player 0 pressed_key 10 
jf @PLACE_ACTOR
0AE0: remove_dynamic_GXT_entry "PLACE_0"
jump  @Actor_list
:actor_list_3
if and
[email protected] == 1
0256:   player $PLAYER_CHAR defined
0039:   [email protected] ==  1  // integer values
jf @actor_list_4

:heal
//[email protected] = 0 // Actor required

08DA: remove_panel [email protected]
03E6: remove_text_box
wait 300
0ADF: add_dynamic_GXT_entry "heal1" text "1" 
0ADF: add_dynamic_GXT_entry "heal2" text "50"  //"Lost Island" 
0ADF: add_dynamic_GXT_entry "heal3" text "200" //"Shipyard" 
0ADF: add_dynamic_GXT_entry "heal4" text "500" 
0ADF: add_dynamic_GXT_entry "heal5" text "1000" 
0ADF: add_dynamic_GXT_entry "heal6" text "1500" 
0ADF: add_dynamic_GXT_entry "heal7" text "2500" 
0ADF: add_dynamic_GXT_entry "heal8" text "3500" 
0ADF: add_dynamic_GXT_entry "heal9" text "5000" 
0ADF: add_dynamic_GXT_entry "heal10" text "10000" 
0ADF: add_dynamic_GXT_entry "heal11" text "25000" //"Shipyard" 
0ADF: add_dynamic_GXT_entry "heal12" text "Unlimited" 




//0ADF: add_dynamic_GXT_entry "healBK" text "heal Back" 
//0ADF: add_dynamic_GXT_entry "healFD" text "More heals" 
0ADF: add_dynamic_GXT_entry "heal00" text "~r~Actor's Health~w~" 
0ADF: add_dynamic_GXT_entry "healXX" text "Set amount of Actor's Health" 
0512: show_permanent_text_box 'healXX'  // If your heal reaches zero, you will pass out and you will be treated at the local medical center.
08D4: [email protected] = heal_panel_with_title 'heal00' position 340.0 120.0 width 240.0 columns 1 interactive 1 background 1 alignment 0 
08DB: set_panel [email protected] column 0 header 'dummy' data 'heal01' 'heal02' 'heal03' 'heal04' 'heal05' 'heal06' 'heal07' 'heal08' 'heal09' 'heal10' 'heal11' 'heal12' 
090E: set_panel [email protected] active_row 0 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 

:heal_1
wait  0
if
00E1:   key_pressed  0  15//--- key = Enter/Exit
jf @heal_2
jump @heal_21//--jump to menue exit

:heal_2
if
00E1:   key_pressed  0  16//--- key = Ped SPRINT
jf @heal_1
03E6: remove_text_box
08D7: [email protected] = panel [email protected] active_row//-- submit number of the highlighted button into variable
if and
0256:   player $PLAYER_CHAR defined
0039:   [email protected] ==  0  // integer values
jf @heal_3      
actor.Health([email protected]) = 1


jump @heal_21

:heal_3
if and
0256:   player $PLAYER_CHAR defined
0039:   [email protected] ==  1  // integer values
jf @heal_4
actor.Health([email protected]) = 50
jump @heal_21

:heal_4
if and
0256:   player $PLAYER_CHAR defined
0039:   [email protected] ==  2  // integer values
jf @heal_5
actor.Health([email protected]) = 200
jump @heal_21

:heal_5
if and
0256:   player $PLAYER_CHAR defined
0039:   [email protected] == 0
jf @heal_6
actor.Health([email protected]) = 500
jump @heal_21

:heal_6
if and
0256:   player $PLAYER_CHAR defined
0039:   [email protected] ==  4  // integer values
jf @heal_7
actor.Health([email protected]) = 1000
jump @heal_21

:heal_7
if and
0256:   player $PLAYER_CHAR defined
0039:   [email protected] ==  5  // integer values
jf @heal_8
actor.Health([email protected]) = 1500
jump @heal_21

:heal_8
if and
0256:   player $PLAYER_CHAR defined
0039:   [email protected] ==  6  // integer values
jf @heal_9
actor.Health([email protected]) = 2500
jump @heal_21

:heal_9
if and
0256:   player $PLAYER_CHAR defined
0039:   [email protected] ==  7  // integer values
jf @heal_10
actor.Health([email protected]) = 3500
jump @heal_21

:heal_10
if and
0256:   player $PLAYER_CHAR defined
0039:   [email protected] ==  8  // integer values
jf @heal_11
actor.Health([email protected]) = 5000
jump @heal_21

:heal_11
if and
0256:   player $PLAYER_CHAR defined
0039:   [email protected] ==  9  // integer values
jf @heal_12
actor.Health([email protected]) = 10000
jump @heal_21

:heal_12
if and
0256:   player $PLAYER_CHAR defined
0039:   [email protected] ==  10  // integer values
jf @heal_13
actor.Health([email protected]) = 25000

jump @heal_21

:heal_13
if and
0256:   player $PLAYER_CHAR defined
0039:   [email protected] ==  11  // integer values
jf @heal_1          //release
actor.Health([email protected]) = 99999999
jump @heal_21

:heal_21

01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
08DA: remove_panel [email protected]
03E6: remove_text_box
jump @actor_list


:actor_list_4
if and
[email protected] == 1
0256:   player $PLAYER_CHAR defined
0039:   [email protected] ==  2  // integer values
jf @actor_list_5

:acc
//[email protected] = 0 // Actor required

08DA: remove_panel [email protected]
03E6: remove_text_box
wait 300

0ADF: add_dynamic_GXT_entry "acc01" text "0" 
0ADF: add_dynamic_GXT_entry "acc02" text "1"  //"Lost Island" 
0ADF: add_dynamic_GXT_entry "acc03" text "5" 
0ADF: add_dynamic_GXT_entry "acc04" text "10" //"Shipyard" 
0ADF: add_dynamic_GXT_entry "acc05" text "25" 
0ADF: add_dynamic_GXT_entry "acc06" text "30" 
0ADF: add_dynamic_GXT_entry "acc07" text "45" 
0ADF: add_dynamic_GXT_entry "acc08" text "50" 
0ADF: add_dynamic_GXT_entry "acc09" text "60" 
0ADF: add_dynamic_GXT_entry "acc10" text "75" 
0ADF: add_dynamic_GXT_entry "acc11" text "90" 
0ADF: add_dynamic_GXT_entry "acc12" text "100" //"Shipyard" 


   
0ADF: add_dynamic_GXT_entry "accXX" text "Set Actor's Accuracy"
0ADF: add_dynamic_GXT_entry "accHP" text "Baseket Ball Park" 

//0ADF: add_dynamic_GXT_entry "accBK" text "acc Back" 
//0ADF: add_dynamic_GXT_entry "accFD" text "More accs" 
0ADF: add_dynamic_GXT_entry "accHP" text "Select the number of the actor's accuracy" 
0512: show_permanent_text_box 'accHP'  // If your acc reaches zero, you will pass out and you will be treated at the local medical center.
08D4: [email protected] = acc_panel_with_title 'accXX' position 340.0 120.0 width 240.0 columns 1 interactive 1 background 1 alignment 0 
08DB: set_panel [email protected] column 0 header 'dummy' data 'acc01' 'acc02' 'acc03' 'acc04' 'acc05' 'acc06' 'acc07' 'acc08' 'acc09' 'acc10' 'acc11' 'acc12' 
090E: set_panel [email protected] active_row 0 
01B4: set_player $PLAYER_CHAR can_move 0 
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 

:acc_1
wait  0
if
00E1:   key_pressed  0  15//--- key = Enter/Exit
jf @acc_2
jump @acc_21//--jump to menue exit

:acc_2
if
00E1:   key_pressed  0  16//--- key = Ped SPRINT
jf @acc_1
03E6: remove_text_box
08D7: [email protected] = panel [email protected] active_row//-- submit number of the highlighted button into variable
if and
0256:   player $PLAYER_CHAR defined
0039:   [email protected] ==  0  // integer values
jf @acc_3      
actor.weaponaccuracy([email protected]) = 0


jump @acc_21

:acc_3
if and
0256:   player $PLAYER_CHAR defined
0039:   [email protected] ==  1  // integer values
jf @acc_4
actor.weaponaccuracy([email protected]) = 1
jump @acc_21

:acc_4
if and
0256:   player $PLAYER_CHAR defined
0039:   [email protected] ==  2  // integer values
jf @acc_5
actor.weaponaccuracy([email protected]) = 5
jump @acc_21

:acc_5
if and
0256:   player $PLAYER_CHAR defined
0039:   [email protected] == 0
jf @acc_6
actor.weaponaccuracy([email protected]) = 10
jump @acc_21

:acc_6
if and
0256:   player $PLAYER_CHAR defined
0039:   [email protected] ==  4  // integer values
jf @acc_7
actor.weaponaccuracy([email protected]) = 25
jump @acc_21

:acc_7
if and
0256:   player $PLAYER_CHAR defined
0039:   [email protected] ==  5  // integer values
jf @acc_8
actor.weaponaccuracy([email protected]) = 35
jump @acc_21

:acc_8
if and
0256:   player $PLAYER_CHAR defined
0039:   [email protected] ==  6  // integer values
jf @acc_9
actor.weaponaccuracy([email protected]) = 50
jump @acc_21

:acc_9
if and
0256:   player $PLAYER_CHAR defined
0039:   [email protected] ==  7  // integer values
jf @acc_10
actor.weaponaccuracy([email protected]) = 60
jump @acc_21

:acc_10
if and
0256:   player $PLAYER_CHAR defined
0039:   [email protected] ==  8  // integer values
jf @acc_11
actor.weaponaccuracy([email protected]) = 75
jump @acc_21

:acc_11
if and
0256:   player $PLAYER_CHAR defined
0039:   [email protected] ==  9  // integer values
jf @acc_12
actor.weaponaccuracy([email protected]) = 85
jump @acc_21

:acc_12
if and
0256:   player $PLAYER_CHAR defined
0039:   [email protected] ==  10  // integer values
jf @acc_13
actor.weaponaccuracy([email protected]) = 90

jump @acc_21

:acc_13
if and
0256:   player $PLAYER_CHAR defined
0039:   [email protected] ==  11  // integer values
jf @acc_1          //release
actor.weaponaccuracy([email protected]) = 100
jump @acc_21

:acc_21

01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
08DA: remove_panel [email protected]
03E6: remove_text_box
jump @actor_list


:actor_list_5
if and
[email protected] == 1
0256:   player $PLAYER_CHAR defined
0039:   [email protected] ==  3  // integer values
jf @actor_list_6

jump @actor_list_21

:actor_list_6
if and
[email protected] == 1
0256:   player $PLAYER_CHAR defined
0039:   [email protected] ==  4  // integer values
jf @actor_list_7

jump @actor_list_21

:actor_list_7
if and
0256:   player $PLAYER_CHAR defined
0039:   [email protected] ==  5  // integer values
jf @actor_list_8

jump @actor_list_21

:actor_list_8
if and
[email protected] == 1
0256:   player $PLAYER_CHAR defined
0039:   [email protected] ==  6  // integer values
jf @actor_list_9

jump @actor_list_21

:actor_list_9
if and
[email protected] == 1
0256:   player $PLAYER_CHAR defined
0039:   [email protected] ==  7  // integer values
jf @actor_list_10

jump @actor_list_21

:actor_list_10
if and
[email protected] == 1
0256:   player $PLAYER_CHAR defined
0039:   [email protected] ==  8  // integer values
jf @actor_list_11

jump @actor_list_21

:actor_list_11
if and
[email protected] == 1
0256:   player $PLAYER_CHAR defined
0039:   [email protected] ==  9  // integer values
jf @actor_list_12

jump @actor_list_21

:actor_list_12
if and
[email protected] == 1
0256:   player $PLAYER_CHAR defined
0039:   [email protected] ==  10  // integer values
jf @actor_list_13


jump @actor_list_21

:actor_list_13
04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
0AE1: [email protected] = random_actor_near_point [email protected] [email protected] [email protected] in_radius 50.0 find_next 1 pass_deads 1
if and
[email protected] == 1
056D:   actor [email protected] defined
0256:   player $PLAYER_CHAR defined
0039:   [email protected] ==  11  // integer values
jf @actor_list_1          //release
0619: enable_actor [email protected] collision_detection 1
actor.LockInCurrentPosition([email protected], 0)
//actor.SetImmunities([email protected], 0,0,0,0,0)
//02A9: set_actor [email protected] immune_to_nonplayer 0
jump @actor_list_21

:actor_list_21


01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
08DA: remove_panel [email protected]
03E6: remove_text_box
jump @start



jump @create_actor_21

:create_actor_3
if and
0256:   player $PLAYER_CHAR defined
0039:   [email protected] ==  1  // integer values
jf @create_actor_4

jump @create_actor_21

:create_actor_4
if and
0256:   player $PLAYER_CHAR defined
0039:   [email protected] ==  2  // integer values
jf @create_actor_5
023C: load_special_actor 'injured' as 10 // models 290-299
038B: load_requested_models
023D:   special_actor 1 loaded
// $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0
//Player.Create(1, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
// Actor.EmulateFromPlayer($PLAYER_CHAR)
09C7: change_player $PLAYER_CHAR model_to #SPECIAL10
Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)
07FE: set_actor $PLAYER_ACTOR fighting_style_to 7 moves 6
// give_player2_weapons_of_player1 
02A9: set_actor $PLAYER_ACTOR immune_to_nonplayer 1
// set_2_player_camera_mode_to 2 
0296: unload_special_actor 1
jump @create_actor_21

:create_actor_5
if and
0256:   player $PLAYER_CHAR defined
0039:   [email protected] ==  3  // integer values
jf @create_actor_6
023C: load_special_actor 'Iorveth' as 10 // models 290-299
038B: load_requested_models
023D:   special_actor 1 loaded
// $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0
//Player.Create(1, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
// Actor.EmulateFromPlayer($PLAYER_CHAR)
09C7: change_player $PLAYER_CHAR model_to #SPECIAL10
Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)
07FE: set_actor $PLAYER_ACTOR fighting_style_to 15 moves 6
// give_player2_weapons_of_player1 
02A9: set_actor $PLAYER_ACTOR immune_to_nonplayer 1
// set_2_player_camera_mode_to 2 
0296: unload_special_actor 1
jump @create_actor_21

:create_actor_6
if and
0256:   player $PLAYER_CHAR defined
0039:   [email protected] ==  4  // integer values
jf @create_actor_7
023C: load_special_actor 'Saskia' as 10 // models 290-299
038B: load_requested_models
023D:   special_actor 1 loaded
// $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0
//Player.Create(1, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
// Actor.EmulateFromPlayer($PLAYER_CHAR)
09C7: change_player $PLAYER_CHAR model_to #SPECIAL10
Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)
07FE: set_actor $PLAYER_ACTOR fighting_style_to 5 moves 6
// give_player2_weapons_of_player1 
02A9: set_actor $PLAYER_ACTOR immune_to_nonplayer 1
// set_2_player_camera_mode_to 2 
0296: unload_special_actor 1
jump @create_actor_21

:create_actor_7
if and
0256:   player $PLAYER_CHAR defined
0039:   [email protected] ==  5  // integer values
jf @create_actor_8
023C: load_special_actor 'trisshu' as 10 // models 290-299
038B: load_requested_models
023D:   special_actor 1 loaded
// $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0
//Player.Create(1, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
// Actor.EmulateFromPlayer($PLAYER_CHAR)
09C7: change_player $PLAYER_CHAR model_to #SPECIAL10
Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)
07FE: set_actor $PLAYER_ACTOR fighting_style_to 4 moves 6
// give_player2_weapons_of_player1 
02A9: set_actor $PLAYER_ACTOR immune_to_nonplayer 1
// set_2_player_camera_mode_to 2 
0296: unload_special_actor 1
jump @create_actor_21

:create_actor_8
if and
0256:   player $PLAYER_CHAR defined
0039:   [email protected] ==  6  // integer values
jf @create_actor_9
023C: load_special_actor 'TW2Phil' as 10 // models 290-299
038B: load_requested_models
023D:   special_actor 1 loaded
// $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0
//Player.Create(1, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
// Actor.EmulateFromPlayer($PLAYER_CHAR)
09C7: change_player $PLAYER_CHAR model_to #SPECIAL10
Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)
07FE: set_actor $PLAYER_ACTOR fighting_style_to 15 moves 6
// give_player2_weapons_of_player1 
02A9: set_actor $PLAYER_ACTOR immune_to_nonplayer 1
// set_2_player_camera_mode_to 2 
0296: unload_special_actor 1
jump @create_actor_21

:create_actor_9
if and
0256:   player $PLAYER_CHAR defined
0039:   [email protected] ==  7  // integer values
jf @create_actor_10
023C: load_special_actor 'TW3Ciri' as 10 // models 290-299
038B: load_requested_models
023D:   special_actor 1 loaded
// $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0
//Player.Create(1, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
// Actor.EmulateFromPlayer($PLAYER_CHAR)
09C7: change_player $PLAYER_CHAR model_to #SPECIAL10
Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)
07FE: set_actor $PLAYER_ACTOR fighting_style_to 5 moves 6
// give_player2_weapons_of_player1 
02A9: set_actor $PLAYER_ACTOR immune_to_nonplayer 1
// set_2_player_camera_mode_to 2 
0296: unload_special_actor 1
jump @create_actor_21

:create_actor_10
if and
0256:   player $PLAYER_CHAR defined
0039:   [email protected] ==  8  // integer values
jf @create_actor_11
023C: load_special_actor 'TW3Mask' as 10 // models 290-299
038B: load_requested_models
023D:   special_actor 1 loaded
// $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0
//Player.Create(1, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
// Actor.EmulateFromPlayer($PLAYER_CHAR)
09C7: change_player $PLAYER_CHAR model_to #SPECIAL10
Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)
07FE: set_actor $PLAYER_ACTOR fighting_style_to 5 moves 6
// give_player2_weapons_of_player1 
02A9: set_actor $PLAYER_ACTOR immune_to_nonplayer 1
// set_2_player_camera_mode_to 2 
0296: unload_special_actor 1
jump @create_actor_21

:create_actor_11
if and
0256:   player $PLAYER_CHAR defined
0039:   [email protected] ==  9  // integer values
jf @create_actor_12
023C: load_special_actor 'Ves' as 10 // models 290-299
038B: load_requested_models
023D:   special_actor 1 loaded
// $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0
//Player.Create(1, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
// Actor.EmulateFromPlayer($PLAYER_CHAR)
09C7: change_player $PLAYER_CHAR model_to #SPECIAL10
Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)
07FE: set_actor $PLAYER_ACTOR fighting_style_to 5 moves 6
// give_player2_weapons_of_player1 
02A9: set_actor $PLAYER_ACTOR immune_to_nonplayer 1
// set_2_player_camera_mode_to 2 
0296: unload_special_actor 1
jump @create_actor_21

:create_actor_12
if and
0256:   player $PLAYER_CHAR defined
0039:   [email protected] ==  10  // integer values
jf @create_actor_13

023C: load_special_actor 'Ves2' as 10 // models 290-299
038B: load_requested_models
023D:   special_actor 1 loaded
// $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0
//Player.Create(1, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)
// Actor.EmulateFromPlayer($PLAYER_CHAR)
09C7: change_player $PLAYER_CHAR model_to #SPECIAL10
Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)
07FE: set_actor $PLAYER_ACTOR fighting_style_to 5 moves 6
// give_player2_weapons_of_player1 
02A9: set_actor $PLAYER_ACTOR immune_to_nonplayer 1
// set_2_player_camera_mode_to 2 
0296: unload_special_actor 10     
jump @create_actor_21

:create_actor_13
if and
0256:   player $PLAYER_CHAR defined
0039:   [email protected] ==  11  // integer values
jf @create_actor_1          //release
01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
08DA: remove_panel [email protected]
03E6: remove_text_box
jump @reset_jump

:create_actor_21

01B4: set_player $PLAYER_CHAR can_move 1
03BF: set_player $PLAYER_CHAR ignored_by_everyone 0
08DA: remove_panel [email protected]
03E6: remove_text_box
wait 300
jump @start



Sanmodder
  • Sanmodder

    Fan script

  • Members
  • Joined: 11 Sep 2017
  • Poland

#2

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

man, this function
you must do it yourself
sitter
add something else

Actor.StorePos($PLAYER_ACTOR, [email protected], [email protected], [email protected])
if 
    0AE1: [email protected] = random_actor_near_point [email protected] [email protected] [email protected] in_radius 2650.0 find_next 1 pass_deads 0 //IF and SET 
then 
    089F: get_actor [email protected] pedtype_to [email protected] 
    if or
        [email protected] ==  24
        [email protected] ==  25
        [email protected] ==  26
        [email protected] ==  27
        [email protected] ==  28
        [email protected] ==  29
        [email protected] ==  30
        [email protected] ==  31
    then
    
    end
end



 
//or //23
 
Actor.StorePos($PLAYER_ACTOR, [email protected], [email protected], [email protected])
if 
    0AE1: [email protected] = random_actor_near_point [email protected] [email protected] [email protected] in_radius 2650.0 find_next 1 pass_deads 0 //IF and SET 
then 
    
    if or
        actor.model([email protected]) == 
        actor.model([email protected]) == 
        actor.model([email protected]) == 
        actor.model([email protected]) == 
        actor.model([email protected]) == 
        actor.model([email protected]) == 
        actor.model([email protected]) == 
        actor.model([email protected]) == 
    then
    
    end
end

albo

//id special actors

290, special01 
291, special02 
292, special03 
293, special04 
294, special05 
295, special06
296, special07
297, special08 
298, special09 
299, special10

skatefilter5
  • skatefilter5

    Controlling Both Players

  • Members
  • Joined: 30 Apr 2016
  • Canada

#3

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

oh thanks,

 

get pedtype should fix the problem lol

 

getting pedtype to 0 and 1 effects the players too?


Sanmodder
  • Sanmodder

    Fan script

  • Members
  • Joined: 11 Sep 2017
  • Poland

#4

Posted 3 weeks ago

there is a mess in your script
-------------------------------------------------- ----
1 error this opcode should be at the beginning
0ADF: add_dynamic_GXT_entry "acc01" text "0"
-------------------------------------------------- ----
2 error you do not have to define the player so many times
-------------------------------------------------- ----
3 mistake you have not done this script on the cm directive
you could on the directive cs, it would be easy for you to have variables
now you can not use this script on the mission you know about it
-------------------------------------------------- ----
4 tip use my script to set value
//
0494: get_joystick 0 direction_offset_to 1 @ 2 @ 3 @ 4 @
f
    1 @> 0 // right
then
     f
        5 @> = 100 // max value
     then
         // command
     end
end
f
    0> 1 @ // left
then
     f
        5 @> 1 // min value
     then
        // command
     end
end
------------------------------------------------
5 tip protect the special actors


skatefilter5
  • skatefilter5

    Controlling Both Players

  • Members
  • Joined: 30 Apr 2016
  • Canada

#5

Posted 2 weeks ago

oh these special actor ones are the leftovers for gta underground for 2-player i just take it as a menu template but i deleted some of them but i was pretty lazy to delete special actor spawner for 2nd second player so yeah i just set the menu 'dummy' as incomplete





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