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Gang wars modif. help


DeveloperCBW
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DeveloperCBW

i was thinking in removing the weapons of the gang members in the gang wars, so it would look more like a mosh smile.gif

to make it real, actually it would be necesary to remove the weapons of the families, only punches.

off course, some how dont let the gangs run away like cowers (appens sometimes). well, is it a big work or not? please answer, i would like to see a "gang mosh" devil.gif

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i was thinking in removing the weapons of the gang members in the gang wars, so it would look more like a mosh smile.gif

to make it real, actually it would be necesary to remove the weapons of the families, only punches.

off course, some how dont let the gangs run away like cowers (appens sometimes). well, is it a big work or not? please answer, i would like to see a "gang mosh" devil.gif

Removing the weapons from all the gang members would just require the script to scan for armed peds near the player. Remove them and replace with a copy of the same without a weapon. Changing the directive of the AI is done by giving them a hostile attitude adjustment.

 

 

060A: create_decision_maker_type 2 store_to [email protected]  //This makes the actor ignore guns.//Later after you create the actor060B: set_actor [email protected] decision_maker_to [email protected]   

 

 

 

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DeveloperCBW
i was thinking in removing the weapons of the gang members in the gang wars, so it would look more like a mosh  smile.gif

to make it real, actually it would be necesary to remove the weapons of the families, only punches.

off course, some how dont let the gangs run away like cowers (appens sometimes). well, is it a big work or not? please answer, i would like to see a "gang mosh"  devil.gif

Removing the weapons from all the gang members would just require the script to scan for armed peds near the player. Remove them and replace with a copy of the same without a weapon. Changing the directive of the AI is done by giving them a hostile attitude adjustment.

 

 

060A: create_decision_maker_type 2 store_to [email protected]  //This makes the actor ignore guns.//Later after you create the actor060B: set_actor [email protected] decision_maker_to [email protected]   

 

thanks a lot! icon14.gif i will study more about codes and will post the code if i can do it wink.gif

 

PD: because, thats not all the code right? im a texture hacker, im just starting at codding

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No that is not all the code. Examine this traffic mod thread. You will see that the cars are scanned by the player's position. It looks for a key (doors locked or health) and records all the info about the car to variables then destroys the car and replaces it with the duplicate. This all takes place in fractions of a second so the player is not made aware. Oh once in a while you might see the car bounce when it is remade.

 

Apply the same process to peds. You can download the code and alter it as you need. I always include a documented text version of the scripts I write. Let me know if you get stuck.

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  • 2 weeks later...
DeveloperCBW

well, i tried doing "something" (it had no logic, i was just trying), and when i tested it the game didn't load. i erased the .cs file but it still doesn't loading. i had to reinstall the game cause it didnt wanted to run. is this because i used a wrong code, and that messed up all my game? or is because i have installed "cleo 4" library? im afraid that if i try to make another code it will crash again.

 

icon14.gif

 

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  • 3 months later...

Try working with this:

 

 

{$VERSION 3.1.0027}{$CLEO .cs}//This mod checks for gang members within 100 feet of the player.//Then removes their weapons.//Coded by Vincent Black//November 18th, 2010//-------------MAIN---------------thread 'NO_WEAPONS' 060A: create_decision_maker_type 2 store_to [email protected]  //This makes the actor ignore guns.:NO_WEAPONS_19wait 500 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 08E5: get_actor_in_sphere [email protected] [email protected] [email protected] radius 30.0 handle_as [email protected] if 056D:   actor [email protected] defined jf @NO_WEAPONS_19//Get the ped type to variable [email protected]: get_actor [email protected] pedtype_to [email protected] [email protected] = Actor.Health([email protected])   //Used as a key (99 or less is modified)if and [email protected] > 6  [email protected] < 15  [email protected] > 99jf @NO_WEAPONS_19 //Gang memebers are 7 to 14.048F: actor [email protected] remove_weapons 060B: set_actor [email protected] decision_maker_to [email protected]: AS_actor [email protected] kill_actor $PLAYER_ACTORActor.Health([email protected]) = 99  //Actor locked out01C2: remove_references_to_actor [email protected] jump @NO_WEAPONS_19 

 

 

It needs work but the basic concept is there.

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