Tug66666 Posted August 14, 2010 Share Posted August 14, 2010 I've made a pretty basic code that spawns a Grove Street member with a tec9 near the player after pressing "H". After spawning, the Grove Street guy follows the player around like a recruited ped. Of course, I'm planning on expanding alot with this code, like adding random weapons that they carry, varied models, ect. But I need some help with the basic code I've got for now... When the Grove guy dies, his body wont disappear. I've tried adding in a Opcode that removes the actors references when he is dead and tried making a code which destroys him with a fade. None work. His body and other spawned bodies still stay in the game. Now I don't want this at all. With these bodies all over the place the game will crash soon. Heres the code... // This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007{$VERSION 3.1.0027}{$CLEO .cs}//-------------MAIN---------------thread 'HSPAWN' :HSPAWN_11wait 0 if Player.Defined($PLAYER_CHAR)else_jump @HSPAWN_11 if and0AB0: key_pressed 72 else_jump @HSPAWN_11 :HSPAWN_22wait 0 Model.Load(#FAM1)Model.Load(#FAM2)Model.Load(#FAM3)Model.Load(#TEC9)Model.Load(#COLT45)038B: load_requested_models :HSPAWN_96wait 0 if and Model.Available(#FAM1) Model.Available(#FAM2) Model.Available(#FAM3) Model.Available(#TEC9) Model.Available(#COLT45)else_jump @HSPAWN_96 if Player.Defined($PLAYER_CHAR)else_jump @HSPAWN_520Actor.StoreDeadActorPos($PLAYER_ACTOR, [email protected], [email protected], [email protected])[email protected] = Actor.Create(Gang2, #FAM1, [email protected], [email protected], [email protected])01B2: give_actor [email protected] weapon 32 ammo 999999 // Load the weapon model before using this Actor.WeaponAccuracy([email protected]) = 70081A: set_actor [email protected] weapon_skill_to 10631: put_actor [email protected] in_group $PLAYER_GROUP if0118: actor [email protected] deadelse_jump @HSPAWN_1101C2: remove_references_to_actor [email protected]_jump @HSPAWN_11jump @HSPAWN_11:HSPAWN_520wait 0if0118: actor [email protected] deadelse_jump @HSPAWN_11Actor.DestroyWithFade([email protected])Model.Destroy(#FAM1)Model.Destroy(#FAM2)Model.Destroy(#FAM3)Model.Destroy(#TEC9)Model.Destroy(#COLT45)jump @HSPAWN_11 I hope you can help me out here! Link to comment Share on other sites More sharing options...
Adler Posted August 14, 2010 Share Posted August 14, 2010 After you've created the actor put the script into a loop checking if the actor is dead then remove references. Use this script (tested + working ): {$CLEO .cs}thread 'HSPAWN':HSPAWN_11wait 100if and Player.Defined($PLAYER_CHAR) not Actor.Driving($PLAYER_ACTOR) 0AB0: key_pressed 72else_jump @HSPAWN_11Model.Load(#FAM1)Model.Load(#FAM2)Model.Load(#FAM3)Model.Load(#TEC9)Model.Load(#COLT45)//038B: load_requested_models:HSPAWN_96wait 0if and Model.Available(#FAM1) Model.Available(#FAM2) Model.Available(#FAM3) Model.Available(#TEC9) Model.Available(#COLT45)else_jump @HSPAWN_96Actor.StorePos($PLAYER_ACTOR, [email protected], [email protected], [email protected])[email protected] = Actor.Create(Gang2, #FAM1, [email protected], [email protected], [email protected])01B2: give_actor [email protected] weapon 32 ammo 999999 // Load the weapon model before using thisActor.WeaponAccuracy([email protected]) = 70081A: set_actor [email protected] weapon_skill_to 10631: put_actor [email protected] in_group $PLAYER_GROUP:DeadCheckLoopwait 0if 0118: actor [email protected] deadelse_jump @DeadCheckLoopActor.RemoveReferences([email protected])Model.Destroy(#FAM1)Model.Destroy(#FAM2)Model.Destroy(#FAM3)Model.Destroy(#TEC9)Model.Destroy(#COLT45)jump @HSPAWN_11 Link to comment Share on other sites More sharing options...
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