coin-god Posted November 26, 2008 Share Posted November 26, 2008 I know its possibole to create muiltiple similar PEDS like this: [email protected]($index,10i) = Actor.Create(Gang2, #WMOST, [email protected], [email protected], [email protected]) But i really dont know the way it works. I would like to know the way this works using the creating peds opcode, so i can create a big (maybe 10) peds with only using one time the crete ped opcode. What i want to do is to create diferent pedfs in diferent locations, i already created a script for diferent spawn points and works very good, but i want to know how to create more than one ped at [email protected] [email protected] [email protected] with out having toi create each of them manually. I did that for my zombie script and i dont want to do it ever again , besides it made it be a very long script. Cheers Link to comment Share on other sites More sharing options...
Doomed_Space_Marine Posted November 26, 2008 Share Posted November 26, 2008 Array is made out of variables. The game sums array number and index. For example, if $index is 2, then [email protected]($index,10i) will be the same as [email protected] If you want to create peds in different places, I'd recommend to use non-array variables and Actor.Create line for each actor. However, if you want to use some sequence of position, then it's good to use arrays. Example: for $index = 0 to [email protected]($index,10i) = Actor.Create(Gang2, #WMOST, [email protected], [email protected], [email protected])[email protected] += 1.0end This would create line of 10 peds with 1 meter distance between them starting from [email protected] [email protected] [email protected] Link to comment Share on other sites More sharing options...
ZAZ Posted November 26, 2008 Share Posted November 26, 2008 (edited) I know its possibole to create muiltiple similar PEDS like this: [email protected]($index,10i) = Actor.Create(Gang2, #WMOST, [email protected], [email protected], [email protected]) But i really dont know the way it works. I would like to know the way this works using the creating peds opcode, so i can create a big (maybe 10) peds with only using one time the crete ped opcode. What i want to do is to create diferent pedfs in diferent locations, i already created a script for diferent spawn points and works very good, but i want to know how to create more than one ped at [email protected] [email protected] [email protected] with out having toi create each of them manually. I did that for my zombie script and i dont want to do it ever again , besides it made it be a very long script. Cheers The array index is like a counter. You can use "one" variable as multible variables. This one array variable occupies all following varable in relation to the array index(counter) You must add 1 to the array index after using an code with arrays to can handle the "next" varable with the same code, I needs mostly an extra mini loop with an check if the index greater than a specified value :ArrayAct_18if001B: 15 > [email protected] // integer values004D: jump_if_false @ArrayAct_2001C2: remove_references_to_actor [email protected]([email protected],16i) // Like turning an actor into a random pedestrian000A: [email protected] += 1 // integer values0002: jump @ArrayAct_18:ArrayAct_20 [email protected] is ciro by default, so [email protected]([email protected],16i) is equal to [email protected] if [email protected] is 1, [email protected]([email protected],16i) is equal to [email protected] if you wonna check if the 4th actor is dead you can do it so: 0006: [email protected] = 4 // integer valuesif8118: NOT actor [email protected]([email protected],16i) dead004D: jump_if_false @WWW Ok, [email protected]([email protected],16i) means variable name(arrayindex, array data definition) the array data definition defines the max count of the array index and i is for integer values if you wonna use floats for coords it needs to define for floats with a f, [email protected]([email protected],16f) Exemble script: {$VERSION 3.1.0027}{$CLEO .cs}:ArrayAct_103A4: name_thread 'ARRAY'0006: [email protected] = 0 // integer values0007: [email protected] = 2.5 // floating-point values:ArrayAct_20001: wait 0 ms00D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false @ArrayAct_2if and0AB0: key_pressed 57//----------------key 980DF: not actor $PLAYER_ACTOR driving004D: jump_if_false @ArrayAct_2077E: get_active_interior_to [email protected]: if 00039: [email protected] == 0 // integer values004D: jump_if_false @ArrayAct_20247: request_model #fbi:ArrayAct_30001: wait 0 msif and0248: model #fbi available004D: jump_if_false @ArrayAct_3:ArrayAct_40001: wait 10 ms00D6: if 00256: player $PLAYER_CHAR defined004D: jump_if_false @ArrayAct_4if001B: 15 > [email protected] // integer values004D: jump_if_false @ArrayAct_1704C4: create_coordinate [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR offset 0.0 [email protected] 0.2009A: [email protected]([email protected],16i) = create_actor_pedtype 7 model #fbi at [email protected] [email protected] [email protected]: [email protected] += 2.0 // floating-point values000A: [email protected] += 1 // integer values0002: jump @ArrayAct_4:ArrayAct_170001: wait 5000 ms0006: [email protected] = 0 // integer values:ArrayAct_18if001B: 15 > [email protected] // integer values004D: jump_if_false @ArrayAct_2001C2: remove_references_to_actor [email protected]([email protected],16i) // Like turning an actor into a random pedestrian000A: [email protected] += 1 // integer values0002: jump @ArrayAct_18:ArrayAct_200006: [email protected] = 0 // integer values0006: [email protected] = 0 // integer values0006: [email protected] = 0 // integer values0006: [email protected] = 0 // integer values0006: [email protected] = 0 // integer values0006: [email protected] = 0 // integer values0006: [email protected] = 0 // integer values0006: [email protected] = 0 // integer values0006: [email protected] = 0 // integer values0006: [email protected] = 0 // integer values0006: [email protected] = 0 // integer values0006: [email protected] = 0 // integer values0006: [email protected] = 0 // integer values0006: [email protected] = 0 // integer values0006: [email protected] = 0 // integer values0006: [email protected] = 0 // integer values0006: [email protected] = 0 // integer values0006: [email protected] = 0 // integer values0006: [email protected] = 0 // integer values0006: [email protected] = 0 // integer values0006: [email protected] = 0 // integer values0006: [email protected] = 0 // integer values0007: [email protected] = 2.5 // floating-point values0249: release_model #fbi0001: wait 1000 ms0002: jump @ArrayAct_2 Edited December 1, 2008 by ZAZ CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
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