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roby65

Actor stand without doing nothing?

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roby65

Is there a way to set an actor to stand and never move? Also if i shoot him??? confused.gif

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kronos
Is there a way to set an actor to stand and never move? Also if i shoot him??? confused.gif

 

Umm, nearly imposible. Sorry but i cant help you. Maybe a moderator can help you.

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roby65

cry.gifcry.gifcry.gif

i have problem when i attack actor without a weapon with my hands.....with weapon he stands without doing nothing, while when i attack him with hands he tryes to kill me dontgetit.gif

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ceedj
Is there a way to set an actor to stand and never move? Also if i shoot him???  confused.gif

 

Umm, nearly imposible. Sorry but i cant help you. Maybe a moderator can help you.

Yah, try again. dozingoff.gif

 

ANYway, yes there is. It's in the original code; have a look for stay_put.

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roby65

 

Actor.Create($ACTOR_PTR,4,$MODEL,$POS_X,$POS_Y,$POS_Z)Actor.WeaponAccuracy($ACTOR_PTR) = 1000350: toggle_actor $ACTOR_PTR maintain_position_when_attacked 10446: toggle_actor $ACTOR_PTR immune_to_headshots 004D8: set_actor $ACTOR_PTR drowns_in_water 00350: unknown_actor $ACTOR_PTR not_scared_flag 10638: AS_actor $ACTOR_PTR stay_put 10946: set_actor $ACTOR_PTR actions_uninterupted_by_weapon_fire 1 093B: unknown_actor $ACTOR_PTR flag 1  0187: $MARKER = create_marker_above_actor $ACTOR_PTR

 

 

this is the code i have, stay_put seems doing....nothing! sly.gif

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roby65

i added this, and now works 50%:

 

03BF: toggle_player $PLAYER_CHAR ignored_by_everyone 1

 

now, when i aim the actor with a gun, he surrenders....how to disable this??

and how to disable that actor crouches scared if i hit him with hands? angry.gif

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ZAZ

try to force him to do a animation

0812: unknown_action_sequence $ACTOR_PTR "IDLE_STANCE" from_file "ped" 1.0 1 0 0 1 -2

note the settings

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roby65
try to force him to do a animation

0812: unknown_action_sequence $ACTOR_PTR "IDLE_STANCE" from_file "ped" 1.0 1 0 0 1 -2

note the settings

works if actor crouch because he is scared, but not if he surrender..... mad.gif

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ZAZ

0687: $ACTOR_PTR;clear_actor_task

0812: unknown_action_sequence $ACTOR_PTR "IDLE_STANCE" from_file "ped" 1.0 1 0 0 1 -2

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roby65

works, thanks! smile.gif

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roby65

ehm......it works, but it's not so good..because actor still tryes to surrender every frame!!!!! confused.gif

a better way?

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ZAZ
ehm......it works, but it's not so good..because actor still tryes to surrender every frame!!!!! confused.gif

a better way?

I know that damn problem.

If an actor will be attacked he starts exe commanded actions, mostly run away.

The only way i found to protect this was to make him first immun

02AB: set_actor @8 immunities 1 1 1 1 1

this cause other problems but thats all.

 

Btw. create him as actor/pedtype 24

009A: @8 = create_actor 24 #swmocd at

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roby65

 

ehm......it works, but it's not so good..because actor still tryes to surrender every frame!!!!!  confused.gif

a better way?

I know that damn problem.

If an actor will be attacked he starts exe commanded actions, mostly run away.

The only way i found to protect this was to make him first immun

02AB: set_actor @8 immunities 1 1 1 1 1

this cause other problems but thats all.

 

Btw. create him as actor/pedtype 24

009A: @8 = create_actor 24 #swmocd at

with type 24, what happens?? smile.gif

 

edit: tryed, no changes!!!!! confused.gif

Edited by roby65

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ZAZ

 

with type 24, what happens?? smile.gif

I didnt thought that it will fix your problem.

What i want to say is that you should note the pedtypes

 

Exemble:

If you create a pedtyp 7 actor

009A: @8 = create_actor 7 #swmocd at

it will be a enemy gang member and when homies are near this actor, the actor will fight with the homies

his behavior is exe commanded

pedtyp 24 is neutral unless you set it with 0746:

 

for your problem will only help to make your actor immun

 

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roby65

i will set his immunities....but there is only a problem:

i want to make him that when hitten, lost blood (i don't know very well english...), but with immunities, no blood...so how to make manually blood??? (or to enable it when he has all immunities) smile.gif

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ZAZ

manually blood

0332: set_actor @81 bleeding_to 1 (true)

it isnt a solution

 

maybe different settings will help

02ab 6 set_actor_immunities P: $actorID, int, int, int, int, int- ints = bulletproof, fireproof, explosionproof...

 

or this way:

check if player aims to your actor,

check if player press fire key at that moment

check which weapons use the player at that moment

 

disable then the immunities if relevant conditions are match

then check if the actor is hit by player

if no, then enable again the immunity

 

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roby65

0332: set_actor @81 bleeding_to 1 (true)

 

not really a solution xD

 

02ab 6 set_actor_immunities P: $actorID, int, int, int, int, int- ints = bulletproof, fireproof, explosionproof...

 

it's like before, if i set immunity to shoot.....no bllod! sad.gif

 

heck if player aims to your actor,

check if player press fire key at that moment

check which weapons use the player at that moment

 

disable then the immunities if relevant conditions are match

then check if the actor is hit by player

if no, then enable again the immunity

 

maybe too difficult????? sly.gif

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ZAZ

 

maybe too difficult?????  sly.gif

Maybe

As i said. Its a damn problem.

If youre interessted.

I did it in a mod:

click

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roby65

what have you done??? turn.gif

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ZAZ

 

what have you done???  turn.gif

its possible to manipulate the green marker above the actor

08AF=2,set_actor %1d% health_indicator_to %2d%

 

 

 

0226: @75 = actor @8 health0085: @76 = @75 ;; integer values and handles

 

 

in special conditions when the actor is immun i send a gosub to:

 

 

:JLy_sub_39000D6: if  20457:   player $PLAYER_CHAR aiming_at_actor @800E1:   key_pressed 0 170019:   @75 >  101 ;; integer values  004D: jump_if_false £JLy_sub_400:JLy_sub_39100D6: if  2402D8:   actor $PLAYER_ACTOR currentweapon == 002D8:   actor $PLAYER_ACTOR currentweapon == 4302D8:   actor $PLAYER_ACTOR currentweapon == 4402D8:   actor $PLAYER_ACTOR currentweapon == 4502D8:   actor $PLAYER_ACTOR currentweapon == 46004D: jump_if_false £JLy_sub_3920006: @77 =  3 ;; integer values0006: @78 =  33 ;; integer values0002: jump £JLy_sub_399:JLy_sub_39200D6: if  2402D8:   actor $PLAYER_ACTOR currentweapon == 102D8:   actor $PLAYER_ACTOR currentweapon == 202D8:   actor $PLAYER_ACTOR currentweapon == 302D8:   actor $PLAYER_ACTOR currentweapon == 602D8:   actor $PLAYER_ACTOR currentweapon == 41004D: jump_if_false £JLy_sub_3930006: @77 =  5 ;; integer values0006: @78 =  50 ;; integer values0002: jump £JLy_sub_399:JLy_sub_39300D6: if  2402D8:   actor $PLAYER_ACTOR currentweapon == 1402D8:   actor $PLAYER_ACTOR currentweapon == 1102D8:   actor $PLAYER_ACTOR currentweapon == 1302D8:   actor $PLAYER_ACTOR currentweapon == 1502D8:   actor $PLAYER_ACTOR currentweapon == 17004D: jump_if_false £JLy_sub_3940006: @77 =  5 ;; integer values0006: @78 =  50 ;; integer values0002: jump £JLy_sub_399:JLy_sub_39400D6: if  2502D8:   actor $PLAYER_ACTOR currentweapon == 402D8:   actor $PLAYER_ACTOR currentweapon == 502D8:   actor $PLAYER_ACTOR currentweapon == 702D8:   actor $PLAYER_ACTOR currentweapon == 1002D8:   actor $PLAYER_ACTOR currentweapon == 1202D8:   actor $PLAYER_ACTOR currentweapon == 42004D: jump_if_false £JLy_sub_3950006: @77 =  10 ;; integer values0006: @78 =  100 ;; integer values0002: jump £JLy_sub_399:JLy_sub_39500D6: if  2202D8:   actor $PLAYER_ACTOR currentweapon == 802D8:   actor $PLAYER_ACTOR currentweapon == 2202D8:   actor $PLAYER_ACTOR currentweapon == 24004D: jump_if_false £JLy_sub_3960006: @77 =  150 ;; integer values0006: @78 =  150 ;; integer values0002: jump £JLy_sub_399:JLy_sub_39600D6: if  2602D8:   actor $PLAYER_ACTOR currentweapon == 2502D8:   actor $PLAYER_ACTOR currentweapon == 2602D8:   actor $PLAYER_ACTOR currentweapon == 2302D8:   actor $PLAYER_ACTOR currentweapon == 2902D8:   actor $PLAYER_ACTOR currentweapon == 3202D8:   actor $PLAYER_ACTOR currentweapon == 2802D8:   actor $PLAYER_ACTOR currentweapon == 33004D: jump_if_false £JLy_sub_3970006: @77 =  20 ;; integer values0006: @78 =  200 ;; integer values0002: jump £JLy_sub_399:JLy_sub_39700D6: if  2302D8:   actor $PLAYER_ACTOR currentweapon == 902D8:   actor $PLAYER_ACTOR currentweapon == 2702D8:   actor $PLAYER_ACTOR currentweapon == 3002D8:   actor $PLAYER_ACTOR currentweapon == 31004D: jump_if_false £JLy_sub_3980006: @77 =  25 ;; integer values0006: @78 =  250 ;; integer values0002: jump £JLy_sub_399:JLy_sub_39800D6: if  2602D8:   actor $PLAYER_ACTOR currentweapon == 3402D8:   actor $PLAYER_ACTOR currentweapon == 3502D8:   actor $PLAYER_ACTOR currentweapon == 3602D8:   actor $PLAYER_ACTOR currentweapon == 3702D8:   actor $PLAYER_ACTOR currentweapon == 3802D8:   actor $PLAYER_ACTOR currentweapon == 3902D8:   actor $PLAYER_ACTOR currentweapon == 16004D: jump_if_false £JLy_sub_3990006: @77 =  25 ;; integer values0006: @78 =  250 ;; integer values0002: jump £JLy_sub_399:JLy_sub_3990062: @75 -= @77 ;; integer values005A: @76 += @78 ;; integer values08AF: @8  @7600D6: if  0001B:    110 > @75 ;; integer values004D: jump_if_false £JLy_sub_4000004: $KL1 =  2 ;; integer values02AB: set_actor @8 immunities  0  0  0  0  00223: set_actor @8 health_to  1000002: jump £JLy_sub_400:JLy_sub_4000051: return

 

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roby65

it's a little harder, and not so good..... dontgetit.gif

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spaceeinstein

Imitate existing code?

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roby65

i don't want to copy anything....but there must be a way to enable/disable blood when the actor can't be damaged!!! whatsthat.gif

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roby65

ah, i solved using all the immunities....now the last problem to solve, is how to disable the actor from surrender!!! cryani.gif

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SteaVor

What's wrong with using the decision maker opcodes?

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roby65
What's wrong with using the decision maker opcodes?

the wrong thing is that i can't understand how to use it!!!!!!

there are 65535 types of decision marker, and i just can't know what to use.....the actor should do simply nothing bored.gif

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Midnightz

Eh, decision maker opcodes confuse me too.

 

Have you tried using:

 

04D7: set_actor [email protected] locked 1 

 

(Sanny's INI)

 

04D7: set_actor [email protected] lock_in_current_position 1

 

(PLPynton's INI)

???

 

Or any of these:

 

0350: set_actor [email protected] maintain_position_when_attacked 1 0568: set_actor [email protected] targetable 00575: set_actor [email protected] pinned_position 0 

 

(Sanny's INI)

 

 

0568: set_actor [email protected] untargetable 0 0575: set_actor [email protected] pinned_position 0

 

(PLPynton's INI)

???

 

As I recall, CJ's girlfriends never hit back...

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roby65

i can't lock of pim, because actor sometimes needs to run/move

 

i tryed this:

 

0568: set_actor $ACTOR_PTR untargetable 1

 

i tryed with 0 and 1, but nothing changes..... notify.gifnotify.gifnotify.gif

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Midnightz

Try it with the number "2" instead of 0 or 1... you never know. (I have discovered some opcodes that only toggle ON with "2" - weird but true.)

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roby65

no changes..... dontgetit.gifdontgetit.gifdontgetit.gif

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