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Problem with dead actor !


milanac13
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Hello !

 

I have a mission or if a ped is killed with a weapon by the player the mission is win , but if the personis killed by a ped , the mission is lost !

 

 

:TUEUR

thread 'TUEUR'

gosub @TUEUR_77

if

wasted_or_busted

jf @TUEUR_38

gosub @TUEUR_861

 

:TUEUR_38

gosub @TUEUR_943

if

[email protected] == 1

jf @TUEUR_75

wait 200

$11065 = 0

 

:TUEUR_75

end_thread

 

:TUEUR_77

wait 0

fade 0 500

054C: use_GXT_table 'TUEUR'

$ONMISSION = 1

[email protected] = 0

$11082 = 0

$11083 = 240000

wait 2000

fade 1 500

00BB: show_text_lowpriority GXT 'TUE05' time 2000 flag 1 // ~s~La mafia a besoin que tu žlimines certaines personnes genantes ou certaines membres de Gangs rivals.

00BB: show_text_lowpriority GXT 'TUE02' time 2000 flag 1 // ~s~Tu as 12h pour honorer autant de contrats que tu peut .

00BB: show_text_lowpriority GXT 'TUE03' time 2000 flag 1 // ~s~Tu recevra sur ton radar l'emplacements des hommes a abattre

00BB: show_text_lowpriority GXT 'TUE04' time 2000 flag 1 // Tu recevra 100$ par homme abattu

wait 8000

03C3: set_timer_to $11083 type 1 GXT 'TUETI' // global_variable // Temps

04F7: status_text $11082 type 0 line 1 GXT 'TUEAA' // global_variable // Contrat honorž

 

:TUEUR_240

0209: [email protected] = random_int_in_ranges 102 123

Model.Load([email protected])

Model.Load(#TEC9)

038B: load_requested_models

 

:TUEUR_245

wait 0

if or

Model.Available([email protected])

Model.Available(#TEC9)

jf @TUEUR_245

if

$11083 > 0

jf @TUEUR_650

if

Player.WantedLevel($PLAYER_CHAR) > 2

jf @TUEUR_288

jump @TUEUR_902

 

:TUEUR_288

wait 0

Actor.StorePos($PLAYER_ACTOR, $TEMPVAR_X_COORD, $TEMPVAR_Y_COORD, $TEMPVAR_FLOAT_3)

0086: $TEMPVAR_FLOAT_1 = $TEMPVAR_X_COORD // (float)

0086: $TEMPVAR_FLOAT_2 = $TEMPVAR_Y_COORD // (float)

$TEMPVAR_FLOAT_1 -= 500.0

$TEMPVAR_FLOAT_2 -= 500.0

0089: [email protected] = $TEMPVAR_X_COORD // (float)

0089: [email protected] = $TEMPVAR_Y_COORD // (float)

[email protected] += 500.0

[email protected] += 500.0

0208: [email protected] = random_float_in_ranges $TEMPVAR_FLOAT_1 [email protected]

0208: [email protected] = random_float_in_ranges $TEMPVAR_FLOAT_2 [email protected]

[email protected] = 10.0

02C0: store_to [email protected] [email protected] [email protected] ped_path_coords_closest_to [email protected] [email protected] [email protected]

[email protected] = Actor.Create(CIVMALE , [email protected], [email protected], [email protected], [email protected])

0208: [email protected] = random_float_in_ranges 0.0 359.9

Actor.Angle([email protected]) = [email protected]

01B2: give_actor [email protected] weapon 32 ammo 99999 // Load the weapon model before using this

[email protected] = Marker.CreateAboveActor([email protected])

0751: AS_actor [email protected] flee_from_actor $PLAYER_ACTOR run_distance 100000.0 time 999999 change_course 1 unknown 3000 5000 away_radius 3000.0

 

:TUEUR_540

wait 0

if

$11083 > 0

jf @TUEUR_650

if

Player.WantedLevel($PLAYER_CHAR) > 2

jf @TUEUR_588

jump @TUEUR_902

 

:TUEUR_588

if

Actor.Dead([email protected])

jf @TUEUR_540

Marker.Disable([email protected])

$11082 += 1

0623: add 1 to_integer_stat 159

00BC: show_text_highpriority GXT 'TUE07' time 2500 flag 1

wait 2500

jump @TUEUR_240

 

:TUEUR_650

if

$11082 > 0

jf @TUEUR_820

Player.ClearWantedLevel($PLAYER_CHAR)

0394: play_music 2

if

$10999 == 0

jf @TUEUR_764

00BA: show_text_styled GXT 'TUEFM' time 5000 style 5 // Mission Tueur a Gage terminže

$11082 *= 50

Player.Money($PLAYER_CHAR) += $11082

01E3: show_text_1number_styled GXT 'TUEGV' number $11082 time 5000 style 6 // Gain : ~w~~1~$ ~w~Respect +

0998: add_respect 1

030C: progress_made += 1

0595: mission_complete

$10999 = 1

return

 

:TUEUR_764

00BA: show_text_styled GXT 'TUEFM' time 5000 style 5 // Mission Tueur a Gage terminže

$11082 *= 50

Player.Money($PLAYER_CHAR) += $11082

01E3: show_text_1number_styled GXT 'TUEGV' number $11082 time 5000 style 6 // Gain : ~w~~1~$ ~w~Respect +

0998: add_respect 1

return

 

:TUEUR_820

00BA: show_text_styled GXT 'TUEFG' time 5000 style 5 // Fin mission Tueur a Gage

00BC: show_text_highpriority GXT 'TUEVD' time 5000 flag 1 // ~r~Tu n'a tuer aucun homme sur le contract

[email protected] = 1

return

 

:TUEUR_861

00BA: show_text_styled GXT 'TUEFG' time 5000 style 5 // Fin mission Tueur a Gage

00BC: show_text_highpriority GXT 'TUEAB' time 5000 flag 1 // ~r~Mission Theft Auto annulže

[email protected] = 1

return

 

:TUEUR_902

00BA: show_text_styled GXT 'TUEFG' time 5000 style 5 // Fin mission Tueur a Gage

00BC: show_text_highpriority GXT 'TUEPO' time 5000 flag 1 // ~r~Tu as trop attirže l'attention de la police

[email protected] = 1

return

 

:TUEUR_943

$ONMISSION = 0

Actor.RemoveReferences([email protected])

Marker.Disable([email protected])

014F: stop_timer $11083

0151: remove_status_text $11082

mission_cleanup

if

[email protected] == 0

jf @TUEUR_992

$11065 = 0

 

:TUEUR_992

return

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the problem is if the player or a ped of game kill the actor [email protected] , the dead actor [email protected] is add !

 

I only want the player who kills the actor [email protected] and be added if a ped in the game kill the actor [email protected] , the mission stops!

check if actor [email protected] damaged_by_actor $PLAYER_ACTOR

 

:TUEUR_588ifActor.Dead([email protected])jf @TUEUR_540if051A:   actor [email protected] damaged_by_actor $PLAYER_ACTORjf @TUEUR_240Marker.Disable([email protected])$11082 += 10623: add 1 to_integer_stat 15900BC: show_text_highpriority GXT 'TUE07' time 2500 flag 1wait 2500jump @TUEUR_240

 

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