BADASSVERCETTI Posted October 27, 2010 Share Posted October 27, 2010 Im making a zombie mod for vice city.The peds are the zombies.When they attack me i shoot them with a weak weapon (Pistol,Mac etc.) and they start running away.I want to make all kinds of run types they are using to walking.I want them to start walking like that poor drunk guy in vice city that appears at night.Or if its possible when i shoot them they don't start walking away and continue eating me and coming to me.Thanks by the way. Link to comment Share on other sites More sharing options...
MW_29 Posted October 31, 2010 Share Posted October 31, 2010 (edited) Well... in my leatherface, jason and ghost CLEO for VC mod (private use only) i did this this way: [email protected] = Actor.Create(Special, #SPECIAL01, [email protected], [email protected], [email protected])Actor.Angle([email protected]) = 180.0Actor.Health([email protected]) = 7500002AB: set_actor [email protected] immunities 0 0 0 0 0 0446: set_actor [email protected] dismemberment_possible 0 0319: set_actor [email protected] wander_state_to 1 011A: set_actor [email protected] flags 1 01B2: give_actor [email protected] weapon 11 ammo 1 // Load the weapon model before using this 02E2: set_actor [email protected] weapon_accuracy_to 15 01CC: actor [email protected] kill_player $PLAYER_CHAR 0489: set_actor [email protected] muted 1 0332: set_actor [email protected] bleeding_to 1 First you create some actor, set his health immunities angle etc. ...i dont remember exactly what does "0319: set_actor [email protected] wander_state_to 1" do, but it seems it has something to do with fearness maybe however opcode database says that it does nothing, ...but the most important opcodes that will help in your case are "011A: set_actor [email protected] flags 1" and "01CC: actor [email protected] kill_player $PLAYER_CHAR" they say that "011A" sets actor hostility, but i didnt notice if this actually makes real differences in actors behaviour, i mean if he is ordered by "01CC" to kill player char, the actor will try to kill player char all time no matter if you shoot or punch this "zombie" actor. About zombie actor relations with on example gangs or police it depends if this zombie is one of other gang character model, so then it will attack some gangs when you are not in his range or run away from PIGs on example, and similar to this if your zombie will be one of VC agents form police cheetah, he will chase (on foot mostly) criminals when you wont be in his range and there will be some criminal (thiefs on example). I think you want to achieve an effect when zombies are only chasing you right? So you wouldnt be happy if they would run away bcz theres a PIGs security in area... . This is confirmed because i tried many times to achieve "actor ONLY ON player action" and right now i know that the best thing to do in case if you want to set some actor to kill player and only player (you) is to spawn him as SPECIAL ACTOR , then he is fearless to ANY other peds ingame and then you can safely set his references toward the player char (kill, follow etc. ) and the actor wont act in previously definied way by ped files in DATA catalog, when spawned/present on some gang area or police or explosions or anything that would affect his behaviour to a coward. But there s a limitation as far as i remember you can put maximum up to 16 spcial actors at one moment ingame, so dont forget to destroy special actor(s) and release its model(s) if dont needed after finishing you mission or script on example... . And if you are using special actors you can add (NOT REPLACE EXISTING MODELS like in case of spawning NOT special actors) brand new custom models to gta3.img, named however you want them to, on example 'ZOMBIE.dff & *.txd'. At least this method i am using for such purposes ... As for the walking style , there s an opcode: 0245: set_actor $2099 walk_style_to 46 But as far as i know there is no list of which walking style is which, ...and up to this, i dont know for sure if you wouldnt have to script zombie actor first to walk on player position , because i dont know if using "kill player" opcode makes custom actor to RUN towards the player to kill him, ...and running is no walking, you know what i mean Edited November 4, 2010 by MW_29 Link to comment Share on other sites More sharing options...
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