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roby65

Actor stand without doing nothing?

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Midnightz

Have you looked closely at the girlfriend code? They move freely around and when CJ hits them, they do not fight back. <--This is your goal, right?

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roby65

yes,,,i will search, but original scm is very huge! bored.gif

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Midnightz

Sorry but I do not know the exact code you need offhand (or I would tell you), I just remember where in-game it appears to be in use. It's easy to feel overwhelmed when you're new at this and don't understand the structure of the main.scm... To clarify: You don't have to search the entire SCM - just look around the top for the list of missions, find the g/f related ones and search for their @labels (skips right to it). Now that you're looking at these scripts, look for any girlfriend #model in this vicinity and you should find lines of code pertaining to actor configuration. Simplify... Good luck. wink.gif

 

P.S. I hope you are using Sanny Builder for this.

 

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roby65

 

[email protected] = Actor.Create(CivFemale, #GANGRL3, 2402.39, -1712.899, 13.1402)Actor.Angle([email protected]) = 180.001B2: give_actor [email protected] weapon 28 ammo 60 // Load the weapon model before using this 01B9: set_actor [email protected] armed_weapon_to 0 Actor.WeaponAccuracy([email protected]) = 750978: copy_decision_maker 65540 to $1230 0709: set_decision_maker $1230 on_event 36 taskID 1022 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 0 // see *.ped files 0709: set_decision_maker $1230 on_event 37 taskID 1022 unknown 0.0 100.0 chance 0.0 unknown 0.0 1 0 // see *.ped files 0709: set_decision_maker $1230 on_event 36 taskID 1024 unknown 0.0 50.0 chance 0.0 unknown 0.0 0 1 // see *.ped files 060B: set_actor [email protected] decision_maker_to $1230 077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 7 // 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 0350: set_actor [email protected] maintain_position_when_attacked 1 0446: set_actor [email protected] immune_to_headshots 0 0568: set_actor [email protected] targetable 1 Actor.SetImmunities([email protected], 0, 0, 1, 1, 0)Actor.Health([email protected]) = 500Actor.RemoveFromMissionCleanupList([email protected])

 

 

maybe is this??

and what's the code that interests me?? confused.gif

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Midnightz

No clue about decision makers, as I said before. It appears you're in the correct vicinity. Take a look at the file the code refers to (quotes) after the "//"

 

In folder:

GTA San Andreas/data/ped.dat

 

And check out:

GTA San Andreas/data/Decision/PedEvent.txt

 

...see what you can make sense of.

 

 

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roby65

PedEvent.txt: no sense cryani.gif

 

 

EVENT_DAMAGE 9 EVENT_DEAD_PED 11 EVENT_POTENTIAL_GET_RUN_OVER 12 EVENT_POTENTIAL_WALK_INTO_PED 13 EVENT_SHOT_FIRED 15 EVENT_PED_ENTERED_MY_VEHICLE 17 EVENT_SEXY_PED 20 EVENT_ATTRACTOR 27 EVENT_VEHICLE_THREAT 30 EVENT_GUN_AIMED_AT 31 EVENT_ACQUAINTANCE_PED_HATE 36 EVENT_ACQUAINTANCE_PED_DISLIKE 37 EVENT_ACQUAINTANCE_PED_LIKE 38 EVENT_ACQUAINTANCE_PED_RESPECT 39 EVENT_VEHICLE_DAMAGE_WEAPON 41 EVENT_SPECIAL 42 EVENT_GOT_KNOCKED_OVER_BY_CAR 43 EVENT_POTENTIAL_WALK_INTO_OBJECT 44 EVENT_POTENTIAL_WALK_INTO_FIRE 46 EVENT_SCRIPTED_ATTRACTOR 48 EVENT_SHOT_FIRED_WHIZZED_BY 49 EVENT_LOW_ANGER_AT_PLAYER 50 EVENT_HIGH_ANGER_AT_PLAYER 51 EVENT_HEALTH_REALLY_LOW 52 EVENT_HEALTH_LOW 53 EVENT_LEADER_ENTERED_CAR_AS_DRIVER 54 EVENT_LEADER_EXITED_CAR_AS_DRIVER 55 EVENT_POTENTIAL_WALK_INTO_VEHICLE 56 EVENT_FIRE_NEARBY 59 EVENT_SOUND_LOUD 61 EVENT_SOUND_QUIET 62 EVENT_ACQUAINTANCE_PED_HATE_BADLY_LIT 63 EVENT_SEEN_PANICKED_PED 65 EVENT_PLAYER_COMMAND_TO_GROUP 71 EVENT_SEEN_COP 72 EVENT_VEHICLE_DAMAGE_COLLISION 73 EVENT_DANGER 75 EVENT_PLAYER_COMMAND_TO_GROUP_GATHER 76 EVENT_VEHICLE_ON_FIRE 79 

 

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Midnightz

Well, that section of code you posted says it's using these events:

 

on_event 36

on_event 37

 

And according to the PedEvents.txt, those events are described like this:

 

EVENT_ACQUAINTANCE_PED_HATE 36

EVENT_ACQUAINTANCE_PED_DISLIKE 37

 

...which tells us that, no - this is probably not what you're looking for. This section of the g/f code sounds like it refers to how Denise will respond to the ballas or they her. Remember how she always asks to do a drive-by?

 

So, try looking someplace else in the code. Particularly in areas that yes, refer to the #girlfriend - watch for when a #model has been assigned to an initial variable. Then that variable will reappear and should in theory, be assigned the config that you're looking for. (similar to what you posted)

 

Having said that, the g/f code is loooong - it was just the first thing that popped in my head. In what other missions or tasks have we seen this same response (the effect you want) from an actor? You could try looking at the 1st Ryder mission...

Edited by Midnightz

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ZAZ

 

No clue about decision makers, as I said before.  It appears you're in the correct vicinity.  Take a look at the file the code refers to (quotes) after the "//"

 

In folder:

GTA San Andreas/data/ped.dat

 

And check out:

GTA San Andreas/data/Decision/PedEvent.txt

Midnightz, your explanation are really interessing

I played around a bit in past with 060B: but didnt note any effect.

Also i didnt know about PedEvent.txt

 

Would you describe a bit in which case it can useful to use decision makers

and which effect i can get.

 

Thx in advance

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Midnightz

 

Midnightz, your explanation are really interessing

I played around a bit in past with 060B: but didnt note any effect.

Also i didnt know about PedEvent.txt

 

Would you describe a bit in which case it can useful to use decision makers

and which effect i can get.

 

Thx in advance

I think decision makers = pre-defined assigned behaviors for an actor. I wish I could give you a quick code example of this in use and explain how it actually functions... but I can't. As I said, I really don't understand much of it either. You can find many in the SCM... Perhaps someone with experience working with decision makers can better explain it to you/us?

 

But I can direct you to a known mod that executes based on a singular ped event... It's nicely demonstrated in Seemann's Speed Limit Mod. The code checks if CJ has seen a cop (EVENT_SEEN_COP 72).

 

Hope this helps,

-Midnightz

 

EDIT: Hmm... http://sannybuilder.com/forums/viewtopic.php?id=44 (use google tools to translate)

Edited by Midnightz

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ZAZ

Thx for indication

 

080E: and 04A3: is like a add on for conditional check opcodes

080E: must be set in a loop

This script use EVENT_DRAGGED_OUT_CAR 7

 

:Event_0;;;--------------------------MB0.33/sascm.ini vom 1.Sep.200503A4: name_thread 'EVT':Event_10001: wait  0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ££Event_100D6: if  000DF:   actor $PLAYER_ACTOR driving004D: jump_if_false ££Event_100D6: if  384A9:   NOT   actor $PLAYER_ACTOR driving_helicopter84C8:   NOT   actor $PLAYER_ACTOR driving_flying_vehicle84A7:   NOT   actor $PLAYER_ACTOR driving_boat89AE:   NOT $PLAYER_ACTOR004D: jump_if_false ££Event_103C0: $playercar1 = actor $PLAYER_ACTOR car:Event_50001: wait  0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ££Event_10080E: $PLAYER_ACTOR $Event99900D6: if  080E1:   NOT   key_pressed  0  15004D: jump_if_false ££Event_900D6: if  004A3:   unknown $Event999 ==  7004D: jump_if_false ££Event_500D6: if  08119:   NOT   car $playercar1 wrecked004D: jump_if_false ££Event_1000BA: text_styled "FEM_OK"  2000 ms  40001: wait  5000 ms036A: put_actor $PLAYER_ACTOR in_car $playercar1:Event_90001: wait  0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ££Event_1000D6: if  000DF:   actor $PLAYER_ACTOR driving004D: jump_if_false ££Event_9:Event_1001C3: remove_references_to_car $playercar1;; Like turning a car into any random car00BA: text_styled "FEM_OFF"  2000 ms  40002: jump ££Event_1

 

 

Then I tried decision_maker_add_event

And yes, the actor stand still

Without the decision the actor put his hands up by aming and go away and cowers by shooting him

But I cant note a different between

0708: decision_maker_add_event @10 12

and

0708: decision_maker_add_event @10 36

 

:ActorTest_1;;;--------------------------MB0.33/sascm.ini vom 1.Sep.200503A4: name_thread 'ATT':ActorTest_20001: wait  0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ££ActorTest_200D6: if  000E1:   key_pressed  0  10004D: jump_if_false ££ActorTest_20247: request_model #MALE010247: request_model #AK47:ActorTest_30001: wait  0 ms00D6: if  20248:   model #MALE01 available0248:   model #AK47 available004D: jump_if_false ££ActorTest_304C4: create_coordinate @11 @12 @13 from_actor $PLAYER_ACTOR offset 0.0 3.0  0.2009A: @1 = create_actor  4 #MALE01 at  @11 @12 @1301B2: give_actor @1 weapon  30 ammo  99999 ;; Load the weapon model before using this060A: create_decision_maker_type  0 @10 0708: decision_maker_add_event @10  36060B: set_actor_decision_maker @1 @100001: wait  1000 ms:ActorTest_50001: wait  0 ms00D6: if  00256:   player $PLAYER_CHAR defined004D: jump_if_false ££ActorTest_500D6: if  2100E1:   key_pressed  0  100118:   actor @1 dead004D: jump_if_false ££ActorTest_50249: release_model #MALE010249: release_model #AK4701C3: remove_references_to_car @1 ;; Like turning a car into any random car0001: wait  1000 ms0002: jump ££ActorTest_2

 

 

Still a quest are the values in

060B: unknown_actor_use_entity @1 65543

or

07E5: unknown_copy_entity 65543 $1256

 

Where should these values refer to ?

 

these values can be found in cop.ped:

0709: unknown_set_entity $1230 unknown_item 36 1022 0.0 100.0 0.0 0.0 1 0

0709: unknown_set_entity $1230 unknown_item 37 1022 0.0 100.0 0.0 0.0 1 0

0709: unknown_set_entity $1230 unknown_item 36 1024 0.0 50.0 0.0 0.0 0 1

seems to response with cop appearance

 

 

Ok, your linked site is in russian. All I found is:

 

 

254  - climb

701  - enter car

1304 - swim

;;;...

060A: create_decision_maker_type 2 store_to [email protected]

 

0 - m_empty.ped

1 - m_norm.ped

2 - m_tough.ped

3 - m_weak.ped

4 - m_steal.ped

 

 

and that link:

Ped Events, pedevent.txt, .ped files

 

Ok so long. Its a difficult theme. I need a breake now.

Cheers

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Midnightz

Wow, I will have to absorb this later... nice job getting to the bottom of it. icon14.gif Perhaps the event is based on additional circumstances (that being the difference)?

 

RE: That link, yeah I speak English so I use a translator. I guess I misunderstood what you were looking for. I will re-read your post later when my brain is working. smile.gif

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ceedj

Just wanted to point out something that relates to me putting my own foot in my mouth.

 

MUNCH MUNCH MUNCH.

 

In 0605 (and its two cousins), I referred to Lock X and Lock Y as lockin the x/y actor positions. Guess what? I was way, WAY off. But it's only "partly" my fault. After several hours of research and testing, I think the params would be better named Unlock X and Unlock Y. When these values are set to 0 and an animation plays that will physically move the actor, the actor will return to his starting coords. When those two params are set to 1 (typically meaning ON in programming), the actor ends up at the coords dictated by the animation: the actor's x and y are "unlocked" and it's new position is reflected by where ever the animation finishes off. A perfect example of this is CROUCH_ROLL_L from the PED library.

 

So my sincerest apologies to anyone I may have mislead. Turns out I was the one that was "WRONG" in the first place. Hey, humble pie really isn't all that bad. wink.gif

 

To keep on topic, I found a bit more info on the pedevents.txt myself, in the thread that ZAZ put in his last post. Hope it's helpful.

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Midnightz

Tis what I said here: http://www.gtaforums.com/index.php?showtop...st&p=1057290925

^which is where I think you meant to post?

 

Using "1" instead of "0" turns a param ON. So, I have turned the looping OFF, set lockX and lockY ON - this forces the animation to run once only and the camera now follows CJ... Technically this is an illusion, because what we've really done is create start and end points for our animation on-the-fly.

 

But I guess you really didn't read what I said. confused.gif I spent hours testing these opcodes last spring... BEFORE realizing that PLPynton already documented this subject somewhere on these forums. lol.gif

 

 

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ceedj

 

Tis what I said here: http://www.gtaforums.com/index.php?showtop...st&p=1057290925

^which is where I think you meant to post?

 

Using "1" instead of "0" turns a param ON. So, I have turned the looping OFF, set lockX and lockY ON - this forces the animation to run once only and the camera now follows CJ... Technically this is an illusion, because what we've really done is create start and end points for our animation on-the-fly.

 

But I guess you really didn't read what I said. confused.gif I spent hours testing these opcodes last spring... BEFORE realizing that PLPynton already documented this subject somewhere on these forums. lol.gif

Again, I respectfully disagree. I DID read what you said, and I still believe that the initial quote above is slightly misleading, in terms of what is actually happening. And I'm well aware that my initial findings were flat out wrong. But the camera follows CJ because the actor the opcode is being applied to happens to also be the player. There are no "start and end points" created; you're simply letting the animation run once, and turning the locks to the 1 position applies the end coordinates of the animation to the actor itself.

 

As for being documented, I'm sure I also saw a post by PL documenting this, but multiple searches only turned up his initial mapping of the opcode, not the params behind it - I was not able to find ANY information on the 3rd param (float). Oh well, better that it's documented in the opcode topic as well, just for references sake.

Edited by ceedj

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Midnightz

Perhaps requesting that I elaborate is a better idea?

 

There are no "start and end points" created

Not true in my experience... we are creating X and Y points for the animation to play... essentially mapping it in-game from the player... start here, play, end here, stop. I believe this is why the params are described that way.

 

Any given opcode we think we understand, can often have different behaviors dependent upon surrounding circumstances. Then when we look at each anim separately, the possibilities are endless.

 

I can't find where he described it again either... I just remember being annoyed that I spent so much time experimenting unnecessarily.

 

 

I was not able to find ANY information on the 3rd param (float).

Which param? This one?

See bottom of post

 

It'd been awhile since I played with this but the above-mentioned params for each anim are somewhat as follows:

ANIM SPEED | LOOP TRUE/FALSE | LOCK CAMERA TO X T/F | LOCK CAMERA TO Y T/F | LOCK CAMERA FRONT? | ANIM DURATION

Edited by Midnightz

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ceedj

 

Which param? This one?

See bottom of post

BWAHAHAHAHA.

 

Erm, sorry. Doncha just love that guy? Besides, if he REALLY wanted to know, he could have just checked here.

 

And I never would have found that (your link). I don't do a lot of opcode searching in the mod showroom. wink.gif But thanks for sharing it.

Edited by ceedj

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Midnightz

 

BWAHAHAHAHA.

 

Erm, sorry. Doncha just love that guy? Besides, if he REALLY wanted to know, he could have just checked here.

Who, the unofficial GTAF hazer? Mr. Transparent is the mosquito that buzzes around your head while you sleep. You smack yourself repeatedly trying to kill it... until you awake and see it for what it really is. Then you dispose of it properly. Are you a fan too? tounge.gif

 

 

But thanks for sharing it.

Mhmm. Wish I could again find PLPynton's explanations... monocle.gif ah well.

 

Apologies to the topic creator for being wayyy off topic. wink.gif

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