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Making Peds invincible to headshots...


WILLIE_TROMBONE
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WILLIE_TROMBONE

Hi. I actually posted this before but I still need some help.

 

I'm currently trying to mod san andreas to make it a much more difficult game. I know how to change other peds to make them have more health and do more damage etc... Only problem is they still die from one hit if they get shot in the head. So does anyone know how to make it so that they are immune to headshots?? Is there already a mod that does this? I know this is possible because in some missions your allies won't die from headshots and some enemies are won't die instantly either.

 

Someone told me to use this CLEO script:

 

 

{$CLEO}0000: NOPwhile true wait 5 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 25.0 0.0 if     0AE1: [email protected] = random_actor_near_point [email protected] [email protected] [email protected] in_radius 500.0 find_next 0 pass_deads 1 //IF and SET       then     0446: set_actor [email protected] immune_to_headshots 0 endend

 

 

But sometimes peds will die in one headshot anyway, no matter how much health I give them.

 

Thanks in advance for the help!

 

 

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WILLIE_TROMBONE

 

It should be:

 

 

0446: set_actor [email protected] immune_to_headshots 1

 

Hey thanks for the reply biggrin.gif But setting that to 1 just enabled headshots again. See when that was set to 0, sometimes people were immune and other times they weren't. Anyone have any other ideas please?

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spaceeinstein

@Adler 0446 is incorrectly named. Check here.

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Whoops! I had a feeling one of the opcodes had that problem but I didn't think it was that one. blush.gif

 

Try this code (modified from All Possible Actors):

 

 

{$CLEO .cs}0000: Starting Code:Startfor [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           803C:   not $PLAYER_ACTOR == [email protected]       then           0446: set_actor [email protected] dismemberment_possible 0           break       end       000A: [email protected] += 1   endendwait 1000jump @Start

 

 

Tested & working. wink.gif

23088_s.gif

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WILLIE_TROMBONE

 

Whoops! I had a feeling one of the opcodes had that problem but I didn't think it was that one. blush.gif

 

Try this code (modified from All Possible Actors):

 

 

{$CLEO .cs}0000: Starting Code:Startfor [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           803C:   not $PLAYER_ACTOR == [email protected]       then           0446: set_actor [email protected] dismemberment_possible 0           break       end       000A: [email protected] += 1   endendwait 1000jump @Start

 

 

Tested & working. wink.gif

Thanks alot man, that worked! biggrin.gif

 

Uhm, I hate to sound like a pain but... would anyone be able to help me one more thing? Making peds immune to fire (i.e. they can't be set on fire)

 

Thanks again for the help guys!

Edited by WILLIE_TROMBONE
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Try this code (modified from All Possible Actors):

 

 

[...]

 

 

Tested & working. wink.gif

This code is a lot faster:

 

{ FUNCTIONS INCLUDED:-   loopThroughPool     Type: GET       Description: Loop through any pool by giving a gosub pointer redundant for each entity.}{$CLEO}0000: NOPwhile true wait 0  0AB1: call_scm_func @loopThroughPool 2 pool 0xB74490 gosub @ActorLoop end:ActorLoop// [email protected] contains the entity's SCM handlereturn :loopThroughPool{ Parameters:   Passed:     [email protected] - pool pointer (offset)     [email protected] - gosub label pointer (offset)   Result:     none Example:   0AB1: call_scm_func @loopThroughPool 2 pool_ptr 0x0 gosub_loop @label }0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0 // [email protected] += 0x4 0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0 // [email protected] += 0x4 0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0 // [email protected] -= 1 for [email protected] = 0 to [email protected]  0A8D: [email protected] = read_memory [email protected] size 1 virtual_protect 0  [email protected] += 0x1  if and   [email protected] > 0x0    [email protected] < 0x80  then   0085: [email protected] = [email protected]    [email protected] *= 0x100    005A: [email protected] += [email protected]    gosub [email protected]  endend0AB2: ret 0 

 

Edited by Wesser

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Woah that's interesting. Should be added to the Coding Snippets topic at GTAG. smile.gif

23088_s.gif

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