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Actions help


arielnmz
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What can I use to make an actor (I randomly took from the street) stop whatever it is doing and turn to me? Because peds who are "buying" on vending machines just dont stop kicking or punching it, until I shoot them or so... I tried assigning them AS_ actions but they dont seem to "obey"... and another thing... what can I use to make them just stay on the same place? like... doing nothing? locking them works, but they still walk (they dont go anywhere though...) but if they fall to the ground, they never get up (until I unlock them)...

 

Hope you can help me...

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0687: clear_actor $PLAYER_ACTOR task

 

 

This makes the actor stop whatever they're doing.

 

 

06BA: AS_actor $PLAYER_ACTOR turn_to_and_look_at 2313.414 -1150.093 25.7997

 

 

Use this to make them look at you.

user posted image
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Thanks... it actually helped but i have another problem...

 

when I attack the actor... it runs away... (even that temper is set to 100 and decision marker to 2)

and when I use

 

 

05E2: AS_actor $_FOE kill_actor $PLAYER_ACTOR

 

 

it doesnt give a sh*t and keeps fleeing from me... what am I doing wrong??? Is it that the opcodes aren't global-var compatible????

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They should be working for globals. Maybe you've got a problem with your handle. It'd be more helpful if you show us the whole script.

23088_s.gif

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Amm... ok... i got it not to run like a p*ssy but when I use

 

 

05E2: AS_actor $WFOE kill_actor $PLAYER_ACTOR

 

 

It still does nothing but stand there like an assh*le

 

code is as follows

 

 

009A: $WFOE = create_actor_pedtype 20 model [email protected] at [email protected] [email protected] [email protected] 0249: release_model [email protected] 060A: create_decision_maker_type 2 store_to $ATTACK // decision\allowed\m_.ped files 060B: set_actor $WFOE decision_maker_to $ATTACK 0209: [email protected] = random_int_in_ranges 500 1500 0223: set_actor $WFOE health_to [email protected] 0209: [email protected] = random_int_in_ranges 50 100 02E2: set_actor $WFOE weapon_accuracy_to [email protected] 07DD: set_actor $WFOE attack_rate 100 // previously known as temper_to 01B9: set_actor $WFOE armed_weapon_to 0 

 

 

Some opcodes later...

 

 

0226: [email protected] = actor $PLAYER_ACTOR health 01B4: set_player $PLAYER_CHAR can_move 0 01B2: give_actor $WFOE weapon $_WPN ammo 99999 // Load the weapon model before using this 01B9: set_actor $WFOE armed_weapon_to $_WPN//0687: clear_actor $WFOE task 05E2: AS_actor $WFOE kill_actor $PLAYER_ACTOR 0001: wait 3000 ms 01B9: set_actor $WFOE armed_weapon_to 0 0001: wait 1000 ms 

 

 

It just stands there *with the weapon armed* but doesnt shoot a sh*t... and after *3 secs* draws the weapon as the code says, but why it doesnt shoot?????? If I clear or not the actor's task affects nothing to the execution... still dont shooting anything....

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Well.. I solved this problem...

 

just for info:

 

Use this to shoot to the PLAYER:

 

 

04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0 0668: AS_actor [email protected] rotate_and_shoot_at [email protected] [email protected] [email protected] 5000 ms 

 

 

This doesnt work (at least on cleo4):

 

 

05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR

 

 

And i wasnt getting damage because of this:

 

 

01B4: set_player $PLAYER_CHAR can_move 0

 

 

Set it to 1, so you can be controllable, thus "damageable"...

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I think you could just add the AS_actor [email protected] kill_actor $PLAYER_ACTOR as a checkloop. That's what I use like this:

 

 

:KILL_005E2: AS_actor (so and so) kill_actor $PLAYER_ACTORjump @KILL_1:KILL_1wait 0ifActor.Dead($PLAYER_ACTOR)jf @KILL_0

 

This will ensure that the actor will STILL try to kill the player as long as he is alive. Try that as an alternative.

 

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