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Problem With Get Actor Mode!


12jango
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Hey, guys as long as I know any of these opcodes could get actors at several points :

 

 

089E: get_actor_in_sphere [email protected] [email protected] [email protected] radius 5.0 handle_as [email protected] // versionB 08E5: get_actor_in_sphere [email protected] [email protected] [email protected] radius 50.0 handle_as [email protected] 073F: get_actor_in_sphere [email protected] [email protected] [email protected] radius 20.0 with_pedtype_civilian 1 gang 1 criminal/prostitute 1 handle_as [email protected] 

 

 

But they are not satisfying yet! dontgetit.gif 'Cause you know they couldn't get gang type, drug dealer, and any other actors (especially custom actors in missions!)

 

But, I found out that this one :

 

 

0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to [email protected] closest_ped_to [email protected]

 

 

Could get any actors! Absolutely can! This one's good! icon14.gificon14.gif But, it only get the nearest actor, otherwise you can't! T_T

 

 

And also if these opcodes used in a place without any single human, it will gone crash!

 

So my questions are :

 

1. Do you know how to make get_actor work better (can be use to get any actors, in the coordinates that we type)

 

2. Please tell me how to solve the crash problem like I wrote above!

 

Please show me the example script, I would be glad for that. Thanks very much! icon14.gificon14.gif

 

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GTAG - All Possible Actors. Add a radius check in the loop if you want to check if the actor is near the player.

Dejis template isn't suitable to use it in praxis

It needs to add a while true loop and an if player defined check

 

{$CLEO .cs}:RandomActor_for_to_step_methodthread 'RAFSTEP'while truewait 0if0256:   player $PLAYER_CHAR defined thenfor [email protected] = 0 to 35584 step 256   0085: [email protected] = [email protected]   for [email protected] = 0 to 127       if and           056D:   actor [email protected] defined  // if we've got an actor           803C:   not $PLAYER_ACTOR == [email protected]  // make sure we've not got the player.       then           0321: kill_actor [email protected]           break       end       000A: [email protected] += 1   endendendend

 

the recompiled script with opcodes

 

{$CLEO .cs}//-------------MAIN---------------03A4: name_thread 'RAFSTEP' :RAFSTEP_110001: wait 0 ms 00D6: if 0256:   player $PLAYER_CHAR defined 004D: jump_if_false @RAFSTEP_142 0006: [email protected] = 0 :RAFSTEP_380085: [email protected] = [email protected] // (int) 0006: [email protected] = 0 :RAFSTEP_5300D6: if and056D:   actor [email protected] defined 803C:   not  $PLAYER_ACTOR == [email protected] // (int) 004D: jump_if_false @RAFSTEP_89 0321: kill_actor [email protected] 0002: jump @RAFSTEP_117 :RAFSTEP_89000A: [email protected] += 1 000A: [email protected] += 1 0019:   [email protected] > 127 004D: jump_if_false @RAFSTEP_53 :RAFSTEP_117000A: [email protected] += 256 0019:   [email protected] > 35584 004D: jump_if_false @RAFSTEP_38 :RAFSTEP_1420002: jump @RAFSTEP_11

 

 

 

Edited by ZAZ
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Question, ZAZ! It appears that it get an actor so randomly near the player, so I tried to store coordinates so that it only kill the enemy at the marked coordinates...But it crashed! icon14.gif

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I'm not sure what you mean... You want to only get actors within a certain area?

 

You can use any conditional statements and checks after the defined check, before killing the actor.

 

 

for [email protected] = 0 to 35584 step 256  0085: [email protected] = [email protected]  for [email protected] = 0 to 127      if and          056D:   actor [email protected] defined  // if we've got an actor          803C:   not $PLAYER_ACTOR == [email protected]  // make sure we've not got the player.      then          if              00EC:   actor [email protected] 0 near_point 0.0 0.0 radius 10.0 10.0  // coordinates the actor must be near          then              0321: kill_actor [email protected]              break          end      end      000A: [email protected] += 1  endend

 

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