noorhamdoon Posted October 9, 2012 Share Posted October 9, 2012 please can any body tell me how to assine a ped to kill a groop of enemies not only one enemy ? i use as_actor [email protected] kill actor [email protected] but this make him kill [email protected] and stop shotting . how to make [email protected] kill [email protected],[email protected],[email protected] ..etc ? Link to comment Share on other sites More sharing options...
Jack Posted October 9, 2012 Share Posted October 9, 2012 (edited) {$CLEO}0000:repeat wait 0until 0256: player $PLAYER_CHAR defined 04BB: select_interior 00860: link_actor $PLAYER_ACTOR to_interior 000A1: put_actor $PLAYER_ACTOR at 2492.7896 -1680.8168 14.33770247: request_model #ARMY0247: request_model #M4038B: load_requested_models 009A: [email protected] = create_actor 4 #ARMY at 2492.7896 -1678.8168 13.3377 01B2: give_actor [email protected] weapon 31 ammo 9999 // Load the weapon model before using this02E2: set_actor [email protected] weapon_accuracy_to 100 009A: [email protected] = create_actor 4 #ARMY at 2491.769 -1670.3779 13.3359 009A: [email protected] = create_actor 4 #ARMY at 2496.6809 -1669.9619 13.3359009A: [email protected] = create_actor 4 #ARMY at 2485.6003 -1670.7181 13.3359wait 10000575: set_actor [email protected] pinned_position 10575: set_actor [email protected] pinned_position 10575: set_actor [email protected] pinned_position 105E2: AS_actor [email protected] kill_actor [email protected] wait 0until 0118: actor [email protected] dead 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 05E2: AS_actor [email protected] kill_actor [email protected] repeat wait 0until 0118: actor [email protected] dead 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 05E2: AS_actor [email protected] kill_actor [email protected] repeat wait 0until 0118: actor [email protected] dead 0249: release_model #ARMY0249: release_model #M401C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 0A93: end_custom_thread Edited October 9, 2012 by JACK JONES Tank Fire [SA] New Police Helicopter [VC & III] My YouTube Channel Link to comment Share on other sites More sharing options...
Michael-Knight1 Posted October 9, 2012 Share Posted October 9, 2012 please can any body tell me how to assine a ped to kill a groop of enemies not only one enemy ?i use as_actor [email protected] kill actor [email protected] but this make him kill [email protected] and stop shotting . how to make [email protected] kill [email protected],[email protected],[email protected] ..etc ? Create decision maker 060A: create_decision_maker_type 0 store_to [email protected] // decision\allowed\m_.ped files then create the group 07AF: $PLAYER_GROUP = player $PLAYER_CHAR group and make player as leader and put other actor in group 0630: put_actor $PLAYER_ACTOR in_group $PLAYER_GROUP as_leader 06EE: actor $UNKNOWN in_group $PLAYER_GROUP now he will fight with you like groove street members . Link to comment Share on other sites More sharing options...
Link2012 Posted October 9, 2012 Share Posted October 9, 2012 please can any body tell me how to assine a ped to kill a groop of enemies not only one enemy ?i use as_actor [email protected] kill actor [email protected] but this make him kill [email protected] and stop shotting . how to make [email protected] kill [email protected],[email protected],[email protected] ..etc ? Read this http://gtag.gtagaming.com/forums/index.php?showtopic=277 Would be helpful @MK Hm, 06EE is a conditional opcode Link to comment Share on other sites More sharing options...
Deji Posted October 9, 2012 Share Posted October 9, 2012 I made a little script to demonstrate this in a mission-like scenario: CONSTON = 1OFF = 0JUMP_CUT = 2PEDTYPE_MISSION1 = 24PEDTYPE_MISSION2 = 25PED_HATE = 4EVENT_ACQUAINTANCE_PED_HATE = 36TASK_COMPLEX_KILL_PED_ON_FOOT = 1000WEAPONTYPE_PISTOL = 22AMMO_MAX = 99999player = $PLAYER_CHARscplayer = $PLAYER_ACTOREND{$CLEO .s}{$VERSION 3.0.1000} // WARNING: params in natural order (SCR+OPCODES)!016A: do_fade 0 time 001B4: set_player_control player to OFF// Makes all MISSION1 chars hate MISSION2 chars0746: set_relationship PED_HATE of_ped_type PEDTYPE_MISSION1 to_ped_type PEDTYPE_MISSION2// Create a decision maker, it's used to set characters responses to certain events060A: load_char_decision_maker 0 store_to [email protected]// Clears any current responses in the event of seeing a hated character0708: clear_char_decision_maker_event_response [email protected] event EVENT_ACQUAINTANCE_PED_HATE// Sets the decision to kill any hated peds it sees on foot0709: add_char_decision_maker_event_response [email protected] event EVENT_ACQUAINTANCE_PED_HATE task TASK_COMPLEX_KILL_PED_ON_FOOT respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 0 on_foot 1// Now we can create as many peds as we want and assign them as either PEDTYPE_MISSION1 (attackers) or PEDTYPE_MISSION2 (victims)// You can use 0746 again to make MISSION2 peds hate MISSION1 peds and use the same decision maker, etc.// Setup the initial scene015F: set_fixed_camera_position 2512.7 -1667.32 16.9132 rotation 0.0 0.0 0.00160: point_camera_at_point 2511.78 -1667.71 16.5952 switchstyle JUMP_CUT0247: request_model #WMYCR0247: request_model #COLT45038B: load_all_models_now009A: create_char PEDTYPE_MISSION1 model #WMYCR at 2508.5276 -1671.77 12.3806 store_to [email protected]: create_char PEDTYPE_MISSION2 model #MALE01 at 2471.2864 -1681.6908 12.4396 store_to [email protected] // (MALE01 needs no loading)0173: set_char_heading [email protected] to 90.0// This is a 9mm pistol... you know what to do with it01B2: give_weapon_to_char [email protected] weapon WEAPONTYPE_PISTOL ammo AMMO_MAX01B9: set_current_char_weapon [email protected] to WEAPONTYPE_PISTOL060B: set_char_decision_maker [email protected] to [email protected] // WMYCR will kill any ped he hates when they're in range (0648 SHOULD affect this)0850: task_follow_footsteps [email protected] char [email protected] // MALE01 will attempt to walk up to WMYCR016A: do_fade 1 time 500WHILE 016B: is_screen_fading 0001: wait [email protected] = 0 // we'll use this as a 'stage' counterWHILE TRUE 0001: wait 0 // Once the victim dies, break the loop IF 0118: is_char_dead [email protected] THEN BREAK END // Hang on, what if the attacker suddenly has a heart atack and dies? Always prepare for the worst... IF 0118: is_char_dead [email protected] THEN BREAK END // Are we still in the first stage? IF [email protected] == 0 THEN // If the victim and attacker aint dead, we can test if the victim was attacked yet... IF 051A: has_char_been_damaged_by_char [email protected] char [email protected] THEN // the attacker shot him, he should probably stop trying to approach him now... 0687: clear_char_tasks [email protected] // advance stage forwards... [email protected] += 1 END ENDEND// Print a message declaring the victims death. Of course, in case the victim didn't die, don't print this...IF 0118: is_char_dead [email protected] 00BA: print_big 'DEAD' time 4000 style 3ENDWAIT 40000A0E: clear_this_print_big_now 3// Clean up...01C2: mark_char_as_no_longer_needed [email protected]: mark_char_as_no_longer_needed [email protected]: mark_model_as_no_longer_needed #WMYCR0249: mark_model_as_no_longer_needed #COLT4502EB: restore_camera_jumpcut01B4: set_player_control player to ON03AF: switch_streaming ON0A93: terminate_this_custom_script // use 004E if this is not a CLEO SCRIPT Link to comment Share on other sites More sharing options...
Michael-Knight1 Posted October 9, 2012 Share Posted October 9, 2012 Take this small script , i hope that help you if don't understand anything {$CLEO}const_char = $PLAYER_CHAR_Cped =$PLAYER_ACTOR _Group = $PLAYER_GROUP_Decis = $DECISION_MARKER_keyp1 = 0x5D // Key Z_repeat = $DECISION_COPY _loadM = #VBMYBOXend // const0247: load_model _loadM 038B: load_requested_models while True repeat 0001: wait 0 ms until 0256: player _char defined if 0AB0: key_pressed 0x5D // Key Z then 060A: create_decision_maker_type 0 store_to _Decis // decision\allowed\m_.ped files 07E5: copy_decision_maker _Decis to _repeat if 80DF: not actor _Cped driving then 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor _Cped with_offset 2.0 2.0 0.0 009A: [email protected] = create_actor_pedtype 4 model _loadM at [email protected] [email protected] [email protected] 060B: set_actor [email protected] decision_maker_to _repeat 07AF: _Group = player _char group 0630: put_actor _Cped in_group _Group as_leader 0631: put_actor [email protected] in_group _Group end // if end // ifend // while Link to comment Share on other sites More sharing options...
Bad.boy! Posted October 9, 2012 Share Posted October 9, 2012 How often do I/we have to say this to you mk? DON'T USE GLOBALS! NO $GLOBALS. YES [email protected] Also you make a const of a const (_loadM = #VBMYBOX). Link to comment Share on other sites More sharing options...
Deji Posted October 9, 2012 Share Posted October 9, 2012 Ahmed, I already gave a clear and correct answer. Your answer is neither, and you already answered, why are you answering again? Link to comment Share on other sites More sharing options...
Link2012 Posted October 9, 2012 Share Posted October 9, 2012 Also you make a const of a const (_loadM = #VBMYBOX). Ah, but that should be cool, I normally do consts for values that I want to modify easily (example: the value of a delay for something) Link to comment Share on other sites More sharing options...
noorhamdoon Posted October 10, 2012 Author Share Posted October 10, 2012 Thanks alot every body... Link to comment Share on other sites More sharing options...
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