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actor 1@ not fighting actor 2@ help plz


ShadowCoderKing

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ShadowCoderKing

could someone please help me with cleo 3 script, for some reason actor 1@ will not fight actor 2@ BUT actor 2@ will fight actor 1@ lol please help :

{$CLEO .cs}//-------------MAIN---------------thread 'DOGS':Los_santos_spherewait 0 if   Player.Defined($PLAYER_CHAR)else_jump @Los_santos_sphere  if 00EC:   actor $PLAYER_ACTOR 0 near_point 2444.3403 -1698.2906 radius 70.0000 70.0 else_jump @Los_santos_sphere  Model.Load(#DWMYLC2)Model.Load(#DWMYLC2)Model.Load(#DWMYLC2)Model.Load(#DWMYLC2):dog1spawnwait 0 if   Model.Available(#DWMYLC2)else_jump @dog1spawn 1@ = Actor.Create(Mission1, #DWMYLC2, 2437.9006, -1673.5637, 13.6293)    //doneActor.Angle(1@) = 77.5559Actor.WeaponAccuracy(1@) = 1000446: set_actor 1@ immune_to_headshots 1 07DD: set_actor 1@ temper_to 100 // see pedstats.dat 02E0:   actor 1@ aggressive 0A09: set_actor 1@ muted 1 // versionB  03FE: set_actor 1@ money 0 Actor.Health(1@) = 65005E2: AS_actor 1@ kill_actor 2@ Model.Destroy(#DWMYLC2):dog2spawnwait 0 if   Model.Available(#DWMYLC2)else_jump @dog2spawn 2@ = Actor.Create(Mission1, #DWMYLC2, 2425.7222, -1675.5786, 13.6789)             //doneActor.Angle(2@) = 285.8605Actor.WeaponAccuracy(2@) = 1000446: set_actor 2@ immune_to_headshots 1 07DD: set_actor 2@ temper_to 100 // see pedstats.dat 02E0:   actor 2@ aggressive 0A09: set_actor 2@ muted 1 // versionB  03FE: set_actor 2@ money 0 Actor.Health(2@) = 65005E2: AS_actor 2@ kill_actor 1@ Model.Destroy(#DWMYLC2):dog3spawnwait 0 if   Model.Available(#DWMYLC2)else_jump @dog3spawn 3@ = Actor.Create(Mission1, #DWMYLC2, 2459.553, -1739.8942, 13.5912)    //doneActor.Angle(3@) = 261.6823Actor.WeaponAccuracy(3@) = 1000446: set_actor 3@ immune_to_headshots 1 07DD: set_actor 3@ temper_to 100 // see pedstats.dat 02E0:   actor 3@ aggressive 0A09: set_actor 3@ muted 1 // versionB  03FE: set_actor 3@ money 0 Actor.Health(3@) = 65005E2: AS_actor 3@ kill_actor 4@ Model.Destroy(#DWMYLC2):dog4spawnwait 0 if   Model.Available(#DWMYLC2)else_jump @dog4spawn 4@ = Actor.Create(Mission1, #DWMYLC2, 2465.0146, -1739.7402, 13.5469)          //doneActor.Angle(4@) = 85.331Actor.WeaponAccuracy(4@) = 1000446: set_actor 4@ immune_to_headshots 1 07DD: set_actor 4@ temper_to 100 // see pedstats.dat 02E0:   actor 4@ aggressive                                                                                                                                                                   //spidermight0A09: set_actor 4@ muted 1 // versionB  03FE: set_actor 4@ money 0 Actor.Health(4@) = 65005E2: AS_actor 4@ kill_actor 3@ Model.Destroy(#DWMYLC2):dog1endwait 0 if   not Actor.Dead(1@)else_jump @endpart1 if 0104:   actor 1@ near_actor 2@ radius 100.0 100.0 100.0 sphere 0 else_jump @endpart1 jump @dog1end:dog2endwait 0 if   not Actor.Dead(2@)else_jump @endpart1 if 0104:   actor 2@ near_actor 1@ radius 100.0 100.0 100.0 sphere 0 else_jump @endpart1 jump @dog2end:dog3endwait 0 if   not Actor.Dead(3@)else_jump @endpart1 if 0104:   actor 3@ near_actor 4@ radius 100.0 100.0 100.0 sphere 0 else_jump @endpart1 jump @dog3end:dog4endwait 0 if   not Actor.Dead(4@)else_jump @endpart1 if 0104:   actor 4@ near_actor 3@ radius 100.0 100.0 100.0 sphere 0 else_jump @endpart1 jump @dog4end:endpart1 Actor.RemoveReferences(1@)Actor.RemoveReferences(2@)Actor.RemoveReferences(3@)Actor.RemoveReferences(4@)wait 35000jump @Los_santos_sphere

 

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Does it really matter, if actor 2@ attacks actor 1@, actor 1@ will attack actor 2@.

And you have made some mistakes in your script:

 

You only need to load a model once, and you only need to check if model is avaible once. The Model.destroy part doesn't do anything. And you should put release model at the end:

 

0249: release_model #DWMYLC2

 

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lol, you dettermine that actor 1@ should kill actor 2@, before actor 2@ exist (With others actors in the script too)

 

Use 05E2: AS_actor X kill_actor Y after created all the actors.

 

 

02E0:   actor 2@ aggressive 

 

02e0 is just conditional.

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