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xander3000

Set wanted level on a actor

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xander3000

Hi evrybody,

 

Just a question, is possible set a actor being chased by the police?

 

Like this opcode

 

01F0: set_max_wanted_level_to  6 

 

 

I want a specific actor chased by the police, not the Player Actor, is this possilbe with a opcode?

 

Thanks...

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trickstar34

No opcodes for it, your going to have to make your own police chase.

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PatrickW

I don't think you can set a wanted level on an actor, just on the player.

 

I've had a quick look, and maybe this opcode can be used:

 

0433: set_actor [email protected] criminal_flag 1 

 

 

I haven't tested it, but it sound like something that could work.

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trickstar34

Yep, that will work but no wanted level involved.

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xander3000
I don't think you can set a wanted level on an actor, just on the player.

 

I've had a quick look, and maybe this opcode can be used:

 

0433: set_actor [email protected] criminal_flag 1 

 

 

I haven't tested it, but it sound like something that could work.

I tried it, but don't worked like I want, doesn't matter thank you anyway biggrin.gif

 

Another question: exist a opcode who can make the peds become crazy and scared, like a Riot mode? dozingoff.gif

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trickstar34

This only works in LS.

 

06C8: enable_riot 0

 

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xander3000

Cool, I only wanted working it in LS biggrin.gifbiggrin.gifbiggrin.gifcookie.gifcookie.gifcookie.gif

 

 

A last question, I have a problem whit this code

 

 

:NONAME_306wait 500 Actor.StorePos([email protected], [email protected], [email protected], [email protected])020C: create_explosion_with_radius 8 at [email protected] [email protected] [email protected] jump @NONAME_306 :NONAME_400

 

 

 

This opcode sets a actor to explode every 1/2 second thanks to the "jump @NONAME_306"

 

The problem is I want make working the content of ":NONAME_400"

But doesn't works due is jumping to the :NONAME_306, is possible make jump to both labels?

 

I hope you can understand ...

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trickstar34

Put whatever code your trying to do in where I have that comment (in between gosub and jump) and for everything you want to do put your gosub there. I can't help you anymore unless you show your whole script.

 

:NONAME_400gosub @Next// whatever your planning to acheivejump @PASS:Nextwait 500Actor.StorePos([email protected], [email protected], [email protected], [email protected])020C: create_explosion_with_radius 8 at [email protected] [email protected] [email protected]:PASS

 

 

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PatrickW
Put whatever code your trying to do in where I have that comment (in between gosub and jump) and for everything you want to do put your gosub there. I can't help you anymore unless you show your whole script.

 

:NONAME_400gosub @Next// whatever your planning to acheivejump @PASS:Nextwait 500Actor.StorePos([email protected], [email protected], [email protected], [email protected])020C: create_explosion_with_radius 8 at [email protected] [email protected] [email protected]:PASS

 

I'm not sure what you intended to achieve, but this code doesn't work..

you gosub to :Next, but you never encouter a "return" ?

did you mean it like this:

 

:PASSgosub @Next// whatever your planning to acheivejump @PASS:Nextwait 500Actor.StorePos([email protected], [email protected], [email protected], [email protected])020C: create_explosion_with_radius 8 at [email protected] [email protected] [email protected]

 

Not the greatest solution, but it could work.

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trickstar34

Like I said I don't have much to work with, I need to see his whole script.

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xander3000

This is the entire script, I want remove the references of the [email protected] actor on :GOD_345 when I'm far away of him,

the problem is I want make repeat the explosion from :GOD_306 successively, I only can do it with jump :GOD_306 confused.gif

Could you fix for make I want please?

 

 

 

thread 'GOD' :GOD_19wait 0 if   Player.Defined($PLAYER_CHAR)else_jump @GOD_19 if  $ONMISSION == 0 else_jump @GOD_19 if 00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 210.2947 -1901.117 -0.4202 radius 150.0 150.0 150.0 else_jump @GOD_19 if and00BF: [email protected] = current_time_hours, [email protected] = current_time_minutes  [email protected] >= 1  17 > [email protected] else_jump @GOD_145 jump @GGOD_19 :GOD_145023C: load_special_actor 'GOD' as 9 // models 290-299 038B: load_requested_models :GOD_160wait 0 if 023D:   special_actor 9 loaded else_jump @GOD_160 [email protected] = Actor.Create(Gang3, #SPECIAL09, 179.7973, -1884.868, 1.6244)Actor.Angle([email protected]) = 356.1747Actor.Health([email protected]) = 5000Actor.Armour([email protected]) = 00446: set_actor [email protected] immune_to_headshots 0 04D8: set_actor [email protected] drowns_in_water 0 0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 1 060B: set_actor [email protected] decision_maker_to 32 03FE: set_actor [email protected] money 0 06C8: enable_riot 10850: AS_actor [email protected] follow_actor $PLAYER_ACTOR 05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR Actor.SetImmunities([email protected], 0, 1, 1, 1, 1)Model.Destroy(#SPECIAL09)0296: unload_special_actor 9 :GOD_306wait 500 Actor.StorePos([email protected], [email protected], [email protected], [email protected])020C: create_explosion_with_radius 8 at [email protected] [email protected] [email protected] jump @GOD_306 :GOD_345wait 0 if   Player.Defined($PLAYER_CHAR)else_jump @GOD_419 if   not Actor.Dead([email protected])else_jump @GOD_431 if 00F2:   actor $PLAYER_ACTOR near_actor [email protected] radius 250.0 250.0 0 else_jump @GOD_419 jump @GOD_345 :GOD_419Actor.RemoveReferences([email protected])06C8: enable_riot 0jump @GOD_19 :GOD_431Actor.RemoveReferences([email protected])06C8: enable_riot 00A93: end_custom_thread 

 

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trickstar34

Your script fails on so many levels, your trying to end the script only if the player and the enemy is alive, which results in the mission ending right when it is started, so I don't know what your trying to acheive, explain every step your trying to acheive and then I can help.

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xander3000

At the end, the label ":GOD_345" If the Player Actor is not death and is from a distance from the actor, this actor will disappear.

 

My problem: when the Player Actor dies or runs away from the actor, the actor stands in his place without disappear, with the labels at the end, he must have to disappear, but the actor doesn't disappear due the :GOD_306 don't let read the :GOD_345.

 

I'm trying to explain it the best possible sad.gif

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ZAZ

 

At the end, the label ":GOD_345" If the Player Actor is not death and is from a distance from the actor, this actor will disappear.

 

My problem: when the Player Actor dies or runs away from the actor, the actor stands in his place without disappear, with the labels at the end, he must have to disappear, but the actor doesn't disappear due the :GOD_306 don't let read the :GOD_345.

 

I'm trying to explain it the best possible sad.gif

 

use timer [email protected] instead wait 500

 

 

 

 

{$CLEO .cs}thread 'GOD' :GOD_11wait 0 if   Player.Defined($PLAYER_CHAR)jf @GOD_11 if  $ONMISSION == 0 jf @GOD_11 if 00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 210.2947 -1901.117 -0.4202 radius 150.0 150.0 150.0 jf @GOD_11 if and00BF: [email protected] = current_time_hours, [email protected] = current_time_minutes  [email protected] >= 1  17 > [email protected] jf @GOD_137 jump @GOD_11 :GOD_137023C: load_special_actor 'GOD' as 9 // models 290-299 038B: load_requested_models :GOD_152wait 0 if 023D:   special_actor 9 loaded jf @GOD_152 [email protected] = Actor.Create(Gang3, #SPECIAL09, 179.7973, -1884.868, 1.6244)Actor.Angle([email protected]) = 356.1747Actor.Health([email protected]) = 5000Actor.Armour([email protected]) = 00446: set_actor [email protected] immune_to_headshots 0 04D8: set_actor [email protected] drowns_in_water 0 0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 1 060B: set_actor [email protected] decision_maker_to 32 03FE: set_actor [email protected] money 0 06C8: enable_riot 1 0850: AS_actor [email protected] follow_actor $PLAYER_ACTOR 05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR Actor.SetImmunities([email protected], 0, 1, 1, 1, 1)Model.Destroy(#SPECIAL09)0296: unload_special_actor 9 [email protected] = 0 :GOD_307wait 0 if   Player.Defined($PLAYER_CHAR)jf @GOD_434 if   not Actor.Dead([email protected])jf @GOD_450 if 00F2:   actor $PLAYER_ACTOR near_actor [email protected] radius 250.0 250.0 0 jf @GOD_434 if  [email protected] > 500 jf @GOD_307 Actor.StorePos([email protected], [email protected], [email protected], [email protected])020C: create_explosion_with_radius 8 at [email protected] [email protected] [email protected] [email protected] = 0 jump @GOD_307 :GOD_434Actor.RemoveReferences([email protected])06C8: enable_riot 0 jump @GOD_11 :GOD_450Actor.RemoveReferences([email protected])06C8: enable_riot 0 0A93: end_custom_thread  

 

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Jabhacksoul

In my up coming release I have a police chase involving 2 squad cars and 2 bikes. There is no simple opt code to handle this. My mission "Double Boom" in my WIP "Tenpenny Stories" addresses the issue of car chases as this.

 

set up bike and cars

 

 

//The cop bike chases but does not fire.00A5: [email protected] = create_car #COPBIKE at 2699.83 -1607.695 13.5927 0129: [email protected] = create_actor_pedtype 6 model #LAPDM1 in_car [email protected] driverseat 0223: set_actor [email protected] health_to 100 0397: enable_car [email protected] siren 1 //The passenger is set to drive by00A5: [email protected] = create_car #COPCARLA at 2710.455 -1612.568 12.6047 0129: [email protected] = create_actor_pedtype 6 model #LAPD1 in_car [email protected] driverseat 0223: set_actor [email protected] health_to 100 01C8: [email protected] = create_actor_pedtype 6 model #LAPD1 in_car [email protected] passenger_seat 0 0223: set_actor [email protected] health_to 100 0397: enable_car [email protected] siren 1 01B2: give_actor [email protected] weapon 32 ammo 999999 01B9: set_actor [email protected] armed_weapon_to 32 0713: actor [email protected] driveby_actor [email protected] car -1 point 0.0 0.0 0.0 radius 100.0 4 1 firing_rate 90 

 

 

Car [email protected] is the car they are chasing.

 

 

:MISSN_07_209600AA: store_car [email protected] position_to [email protected] [email protected] [email protected] 00D6: if and8118:   not actor [email protected] dead 8119:   not car [email protected] wrecked 004D: jump_if_false @MISSN_07_2159 05D1: AS_actor [email protected] drive_car [email protected] to [email protected] [email protected] [email protected] speed 55.0 0 model #NULL 2 :MISSN_07_215900D6: if and8118:   not actor [email protected] dead 8119:   not car [email protected] wrecked 004D: jump_if_false @MISSN_07_2208 05D1: AS_actor [email protected] drive_car [email protected] to [email protected] [email protected] [email protected] speed 68.0 0 model #NULL 2 :MISSN_07_2208

 

 

I have a route for the criminal car to follow and the AI seems to keep up as long as they don't get killed. The whole code for this mission and the others will be available soon. Once in a while when they manage to disable car [email protected] they park near it and shoot at it.

 

JAB B)

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xander3000

 

At the end, the label ":GOD_345" If the Player Actor is not death and is from a distance from the actor, this actor will disappear.

 

My problem: when the Player Actor dies or runs away from the actor, the actor stands in his place without disappear, with the labels at the end, he must have to disappear, but the actor doesn't disappear due the :GOD_306 don't let read the :GOD_345.

 

I'm trying to explain it the best possible sad.gif

 

use timer [email protected] instead wait 500

 

 

 

 

{$CLEO .cs}thread 'GOD' :GOD_11wait 0 if   Player.Defined($PLAYER_CHAR)jf @GOD_11 if  $ONMISSION == 0 jf @GOD_11 if 00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 210.2947 -1901.117 -0.4202 radius 150.0 150.0 150.0 jf @GOD_11 if and00BF: [email protected] = current_time_hours, [email protected] = current_time_minutes  [email protected] >= 1  17 > [email protected] jf @GOD_137 jump @GOD_11 :GOD_137023C: load_special_actor 'GOD' as 9 // models 290-299 038B: load_requested_models :GOD_152wait 0 if 023D:   special_actor 9 loaded jf @GOD_152 [email protected] = Actor.Create(Gang3, #SPECIAL09, 179.7973, -1884.868, 1.6244)Actor.Angle([email protected]) = 356.1747Actor.Health([email protected]) = 5000Actor.Armour([email protected]) = 00446: set_actor [email protected] immune_to_headshots 0 04D8: set_actor [email protected] drowns_in_water 0 0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 1 060B: set_actor [email protected] decision_maker_to 32 03FE: set_actor [email protected] money 0 06C8: enable_riot 1 0850: AS_actor [email protected] follow_actor $PLAYER_ACTOR 05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR Actor.SetImmunities([email protected], 0, 1, 1, 1, 1)Model.Destroy(#SPECIAL09)0296: unload_special_actor 9 [email protected] = 0 :GOD_307wait 0 if   Player.Defined($PLAYER_CHAR)jf @GOD_434 if   not Actor.Dead([email protected])jf @GOD_450 if 00F2:   actor $PLAYER_ACTOR near_actor [email protected] radius 250.0 250.0 0 jf @GOD_434 if  [email protected] > 500 jf @GOD_307 Actor.StorePos([email protected], [email protected], [email protected], [email protected])020C: create_explosion_with_radius 8 at [email protected] [email protected] [email protected] [email protected] = 0 jump @GOD_307 :GOD_434Actor.RemoveReferences([email protected])06C8: enable_riot 0 jump @GOD_11 :GOD_450Actor.RemoveReferences([email protected])06C8: enable_riot 0 0A93: end_custom_thread  

 

Thank you ZAZ, worked perfectly as I wanted biggrin.gifbiggrin.gifbiggrin.gifbiggrin.gifbiggrin.gif cookie.gifcookie.gifcookie.gif

 

 

In my up coming release I have a police chase involving 2 squad cars and 2 bikes. There is no simple opt code to handle this. My mission "Double Boom" in my WIP "Tenpenny Stories" addresses the issue of car chases as this.

 

set up bike and cars

 

CODE

 

//The cop bike chases but does not fire.

00A5: [email protected] = create_car #COPBIKE at 2699.83 -1607.695 13.5927

0129: [email protected] = create_actor_pedtype 6 model #LAPDM1 in_car [email protected] driverseat

0223: set_actor [email protected] health_to 100

0397: enable_car [email protected] siren 1

//The passenger is set to drive by

00A5: [email protected] = create_car #COPCARLA at 2710.455 -1612.568 12.6047

0129: [email protected] = create_actor_pedtype 6 model #LAPD1 in_car [email protected] driverseat

0223: set_actor [email protected] health_to 100

01C8: [email protected] = create_actor_pedtype 6 model #LAPD1 in_car [email protected] passenger_seat 0

0223: set_actor [email protected] health_to 100

0397: enable_car [email protected] siren 1

01B2: give_actor [email protected] weapon 32 ammo 999999

01B9: set_actor [email protected] armed_weapon_to 32

0713: actor [email protected] driveby_actor [email protected] car -1 point 0.0 0.0 0.0 radius 100.0 4 1 firing_rate 90

 

 

Car [email protected] is the car they are chasing.

 

CODE

:MISSN_07_2096

00AA: store_car [email protected] position_to [email protected] [email protected] [email protected]

00D6: if and

8118:   not actor [email protected] dead

8119:   not car [email protected] wrecked

004D: jump_if_false @MISSN_07_2159

05D1: AS_actor [email protected] drive_car [email protected] to [email protected] [email protected] [email protected] speed 55.0 0 model #NULL 2

 

:MISSN_07_2159

00D6: if and

8118:   not actor [email protected] dead

8119:   not car [email protected] wrecked

004D: jump_if_false @MISSN_07_2208

05D1: AS_actor [email protected] drive_car [email protected] to [email protected] [email protected] [email protected] speed 68.0 0 model #NULL 2

 

:MISSN_07_2208

 

 

I have a route for the criminal car to follow and the AI seems to keep up as long as they don't get killed. The whole code for this mission and the others will be available soon. Once in a while when they manage to disable car [email protected] they park near it and shoot at it.

 

JAB B)

 

That's a good script for a police chase, I'll take a look on this for make my own police chase. Thank you also cookie.gifcookie.gif

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TheSiggi
This only works in LS.

 

06C8: enable_riot 0

 

Wait a minute....

 

there was a cheat which can start the roit mode everywhere so why the opcode works only in LS?

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xander3000

That's a really good question, but I don't have idea confused.gifsad.gif

 

 

But now I have another question:

 

Is possible set on a actor the features of the cheats with a opcode?

 

Example: Set in a actor the super jump of the cheat "KANGAROO" or set in a actor the Mega Punch of the cheat "IAVENJQ"

 

That's possible? Thank you

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Wesser

I suppose they'll work only with player actor but we should have a look into it.

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spaceeinstein

 

there was a cheat which can start the roit mode everywhere so why the opcode works only in LS?

Because Rockstar don't want the San Andreas Riots, they want the Los Santos Riots.

 

A late reply but the main purpose of opcode 0433 is to record the criminals killed stat when the ped set as a criminal is dead.

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Deji

Why don't you use the memory address of the riot mode cheat?

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cakuzma

I have the same q as the orginal post

 

 

Hi evrybody,

 

Just a question, is possible set a actor being chased by the police?

 

Like this opcode

 

01F0: set_max_wanted_level_to  6 

 

 

I want a specific actor chased by the police, not the Player Actor, is this possilbe with a opcode?

 

Thanks...

 

 

Why don't you use the memory address of the riot mode cheat?

 

can you show me (us) an exzample useing the memory address in a cleo script

thanks

Edited by cakuzma

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james227uk
I have the same q as the orginal post

 

 

Hi evrybody,

 

Just a question, is possible set a actor being chased by the police?

 

Like this opcode

 

01F0: set_max_wanted_level_to  6 

 

 

I want a specific actor chased by the police, not the Player Actor, is this possilbe with a opcode?

 

Thanks...

 

 

Why don't you use the memory address of the riot mode cheat?

 

can you show me (us) an exzample useing the memory address in a cleo script

thanks

YOU CAN'T SET A WANTED LEVEL FOR AN ACTOR OTHER THAN THE PLAYER

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