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How to create multiple Peds


coin-god
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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 cryani.gif , besides it made it be a very long script.

 

Cheers wink.gif

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Doomed_Space_Marine

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]

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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 cryani.gif  , besides it made it be a very long script.

 

Cheers  wink.gif

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 by ZAZ
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