Jump to content

Spawning problems


BadaBing15

Recommended Posts

BadaBing15

I use a cleo mod which spawns bodyguards at the ocean view hotel after the mission The Party,

the problem is that, whenever i get killed/busted they respawn, but whenever they get killed but while i'm still alive, they dont respawn,and plus their dead bodies doesnt go away, unless I get killed/busted WTF??

 

here's the script

 

 

{$CLEO}

 

0000:

 

 

:oceanview

00D6: if 0

0038: $PASSED_LAW1_THE_PARTY == 0 \\ integer values

jf @NONAME_78

0001: wait 0 ms

jump @oceanview

 

 

:NONAME_78

wait 1000

if

Player.Defined($PLAYER_CHAR)

jf @NONAME_4_296

if

0121: player $PLAYER_CHAR in_zone 'BEACH1' // Ocean Beach

jf @NONAME_4_248

if

$1324 == 0 // integer values

jf @NONAME_4_241

Model.Load(#PGA)

Model.Load(#PGB)

Model.Load(#MP5LNG)

Model.Load(#RUGER)

jump @NONAME_117

 

 

:NONAME_117

wait 0

if and

Model.Available(#PGA)

Model.Available(#PGB)

Model.Available(#MP5LNG)

Model.Available(#RUGER)

jf @NONAME_78

jump @lol

 

 

:lol

04C4: create_coordinate 1@ 2@ 3@ from_actor $PLAYER_ACTOR offset 0.0 1.2 0.0

04C4: create_coordinate 4@ 5@ 6@ from_actor $PLAYER_ACTOR offset 0.0 2.2 0.0

04C4: create_coordinate 7@ 8@ 9@ from_actor $PLAYER_ACTOR offset 0.0 3.2 0.0

04C4: create_coordinate 10@ 11@ 12@ from_actor $PLAYER_ACTOR offset 0.0 4.2 0.0

wait 20

009A: $ped1 = create_actor 13 #PGB at 1@ 2@ 3@

009A: $ped2 = create_actor 13 #PGA at 4@ 5@ 6@

009A: $ped3 = create_actor 13 #PGB at 7@ 8@ 9@

009A: $ped4 = create_actor 13 #PGA at 10@ 11@ 12@

00A1: put_actor $ped1 at 228.2505 -1264.2114 20.1123

00A1: put_actor $ped3 at 230.325 -1268.944 20.1157

00A1: put_actor $ped2 at 229.5846 -1262.9988 20.111

00A1: put_actor $ped4 at 230.425 -1268.0 20.1157

wait 900

0173: set_actor $ped1 z_angle_to 180.0

0173: set_actor $ped3 z_angle_to 90.0

0173: set_actor $ped2 z_angle_to 270.0

0173: set_actor $ped4 z_angle_to 90.0

wait 900

03BC: $OVgang = create_sphere 228.5215 -1266.1387 20.1139 0.75

02E2: set_actor $ped1 weapon_accuracy_to 70

02E2: set_actor $ped2 weapon_accuracy_to 70

02E2: set_actor $ped3 weapon_accuracy_to 70

02E2: set_actor $ped4 weapon_accuracy_to 70

0223: set_actor $ped1 health_to 900

0223: set_actor $ped2 health_to 900

0223: set_actor $ped3 health_to 900

0223: set_actor $ped4 health_to 900

0243: set_actor $ped1 ped_stats_to 10

0243: set_actor $ped2 ped_stats_to 10

0243: set_actor $ped3 ped_stats_to 10

0243: set_actor $ped4 ped_stats_to 10

0372: set_actor $ped1 anim 24 wait_state_time 60000000 ms

0372: set_actor $ped2 anim 24 wait_state_time 60000000 ms

0372: set_actor $ped3 anim 24 wait_state_time 60000000 ms

0372: set_actor $ped4 anim 24 wait_state_time 60000000 ms

01B2: give_actor $ped1 weapon 27 ammo 9999999 // Load the weapon model before using this

01B2: give_actor $ped2 weapon 25 ammo 9999999 // Load the weapon model before using this

01B2: give_actor $ped3 weapon 25 ammo 9999999 // Load the weapon model before using this

01B2: give_actor $ped4 weapon 27 ammo 9999999 // Load the weapon model before using this

Model.Destroy(#PGA)

Model.Destroy(#PGB)

Model.Destroy(#RUGER)

Model.Destroy(#MP5LNG)

wait 1000

 

:NONAME_4_241

jump @NONAME_4_296

 

:NONAME_4_248

if

$1324 == 1 // integer values

jf @NONAME_4_296

if

$1326 == 0 // integer values

jf @NONAME_4_296

Actor.DestroyInstantly($ped1)

Actor.DestroyInstantly($ped2)

Actor.DestroyInstantly($ped3)

Actor.DestroyInstantly($ped4)

$1324 = 0 // integer values

 

:NONAME_4_296

jump @NONAME_78

 

:sphere

if

82AD: not player $PLAYER_CHAR in_area 228.5215 -1266.1387 20.1139 0.75 radius 0.75 sphere 0

jf @sphere1

wait 0

jump @check

 

:check

if and

0118: actor $ped1 dead

0118: actor $ped2 dead

0118: actor $ped3 dead

0118: actor $ped4 dead

jf @sphere

wait 0

jump @remove

 

:sphere1

01D2: actor $ped1 follow_player $PLAYER_CHAR

01D2: actor $ped2 follow_player $PLAYER_CHAR

01D2: actor $ped3 follow_player $PLAYER_CHAR

01D2: actor $ped4 follow_player $PLAYER_CHAR

03BD: destroy_sphere $OVgang

01DF: tie_actor $ped1 to_player $PLAYER_CHAR

053D: (unknown) $ped1

01DF: tie_actor $ped2 to_player $PLAYER_CHAR

053D: (unknown) $ped2

01DF: tie_actor $ped3 to_player $PLAYER_CHAR

053D: (unknown) $ped3

01DF: tie_actor $ped4 to_player $PLAYER_CHAR

053D: (unknown) $ped4

011A: set_actor $ped1 flags 14

011A: set_actor $ped2 flags 14

011A: set_actor $ped3 flags 14

011A: set_actor $ped4 flags 14

04F5: unknown_actor $ped1 kiss_player $ped2 on 1

 

 

 

:dead

wait 20

if and

Actor.Dead($ped1)

Actor.Dead($ped2)

Actor.Dead($ped3)

Actor.Dead($ped4)

jf @ifdead

 

:ifdead

wait 20

if or

0118: actor $PLAYER_ACTOR dead

8256: not player $PLAYER_CHAR defined

jf @dead

 

:Deadped

034F: destroy_actor_with_fade $ped1 // The actor fades away like a ghost

034F: destroy_actor_with_fade $ped2 // The actor fades away like a ghost

034F: destroy_actor_with_fade $ped3 // The actor fades away like a ghost

034F: destroy_actor_with_fade $ped4 // The actor fades away like a ghost

jump @lol

 

:remove

03BD: destroy_sphere $OVgang

Actor.RemoveReferences($ped1)

Actor.RemoveReferences($ped2)

Actor.RemoveReferences($ped3)

Actor.RemoveReferences($ped4)

Model.Destroy(#PGA)

Model.Destroy(#PGB)

Model.Destroy(#MP5LNG)

Model.Destroy(#RUGER)

jump @lol

Edited by BadaBing15
Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • 1 User Currently Viewing
    0 members, 0 Anonymous, 1 Guest

×
×
  • Create New...

Important Information

By using GTAForums.com, you agree to our Terms of Use and Privacy Policy.