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*DO NOT* SHARE MEDIA OR LINKS TO LEAKED COPYRIGHTED MATERIAL. Discussion is allowed.

WHAT IS THE OPCODE ?


aojis
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What makes the members called by cj obey him?

 

Here members only follow if the cj shoot someone, the members do not shoot.

 

When you have only 7 they obey, even if cj put the sights on someone and punch, throw in the 7 ped where cj put the crosshairs automatically and gave the punch ..

 

Most have a script that allows you to call several members, after already drawn more than 7, they just follow the cj.

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Ashwin.Star

opcode >> 0850: AS_actor [email protected] follow_actor $PLAYER_ACTOR

will set the actor to follow the player,

 

opcode >> 0350: set_actor [email protected] maintain_position_when_attacked 1

it will set the actor, not to run away if Hit by Player,

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thank you very much

 

More think you do not understand my question.

 

This 2 opcode yours, actor_fallow already in the script, and Maintain position is Attacked pros members remain in position while shoot.

 

The question is this

 

When cj 7 recruit members within the limit, if it aim in any automatic ped, and punch or a shot / give command atack, 7 members vain ped shoot that he aimed and punched / shot.

Only after that recruited more than 7, when he has a 12, it does not happen anymore.

If a ped any of a punch at a member of the 12, none of them do anything, catch quiet, unlike when ta within the limits of 7, who throws a punch at CJ, shoot all seven who gave the punch.

 

I think some missing opcode for these 12 members obey the commands of the cj.

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Ashwin.Star

 

What makes the members called by cj obey him?

I only Answered this one !

 

Cuz the rest of your problem is SCM (sa) related,

which i don't have ATM, sorry

 

as long as i know, i used those 2 opcodes to make some actor act as bodyguard, (members)

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http://gtag.gtagaming.com/opcode-database

 

Opcodes 0 to 28 of 28 - containing the word "group"

 

 

Opcodes 0 to 28 of 280245	set_anim_group_for_char $ACTOR_SMOKE to "FATMAN"	0630	set_group_leader [email protected] to [email protected]	0631	set_group_member $PLAYER_GROUP char $ACTOR_RYDER03F2	pedtype 9 remove_threat 1062F	create_group 0 [email protected]	0632	remove_group $PLAYER_GROUP	06AD	set_group_decision_maker $PLAYER_GROUP to [email protected]	06AE	load_group_decision_maker 0 store_to [email protected]	remove_char_from_group $ACTOR_RYDER	06EE	is_group_member [email protected] group [email protected]	06EF	is_group_leader [email protected] group [email protected]	06F0	set_group_separation_range $PLAYER_GROUP to 30.0	0749	clear_group_decision_maker_event_response [email protected] event 54	074A	add_group_decision_maker_event_response [email protected] event 54 task 1513 respect 100.0 hate 100.0 like 100.0 dislike 100.0 in_car 1 on_foot 1	0782	get_weapontype_slot $AMMU_SELECTED_WEAPON store_to $AMMU_SELECTED_WEAPON_WEAPON_GROUP	07AF	get_player_group $PLAYER_CHAR store_to $PLAYER_GROUP07B3	set_char_gesture_group [email protected] command 2	07B4	set_player_group_recruitment $PLAYER_CHAR to 0	07E6	copy_group_char_decision_maker -1 to [email protected]	07F6	get_group_size [email protected] store_leaders_to [email protected] members_to [email protected]	07FD	does_group_exist [email protected]	087D	set_group_default_task_allocator $PLAYER_GROUP to [email protected]	087F	set_char_never_leaves_group [email protected] to 1	08D3	get_current_zone_popcycle_group [email protected]	092B	get_group_member $PLAYER_GROUP member [email protected] store_to [email protected]	0940	set_group_members_enter_leaders_vehicle [email protected] to 1	0A20	set_player_group_to_follow_always $PLAYER_CHAR to 10A31	set_player_group_to_follow_never $PLAYER_CHAR to 1

 

I'm actually not against democracy though. I'm against things I think are f*cking stupid. I think this is f*cking stupid. - Sweets

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  • 2 weeks later...
none of these opcodes have worked..

Have you tried opcode 0631:

 

 

0631: put_actor $ACTOR in_group $PLAYER_GROUP

 

 

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The_Sorrow

 

 

This opcode is interesting, what he does ..

More is not this also not ..

had already tested this before, and tested again ..

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The_Sorrow

 

 

This opcode is interesting, what he does ..

More is not this also not ..

had already tested this before, and tested again ..

You need to grab an actor/ped to put into the $ACTOR variable.

 

Then you use that opcode.

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The Sorrow

 

 

I'm using these opcodes..

 

 

 

073F: get_actor_in_sphere [email protected] [email protected] [email protected] radius 1.0 with_pedtype_civilian 1 gang 1 criminal/prostitute 1 handle_as [email protected]

not [email protected] == -1

02F2: actor [email protected] model == #FAM1

02F2: actor [email protected] model == #FAM2

02F2: actor [email protected] model == #FAM3

00F3: actor $PLAYER_ACTOR near_actor [email protected] radius 1.0 1.0 1.0 on_foot

0639: AS_actor $PLAYER_ACTOR rotate_to_actor [email protected]

0639: AS_actor [email protected] rotate_to_actor $PLAYER_ACTOR

0638: AS_actor [email protected] stay_put 1

04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.975 0.0

07AF: [email protected] = player $PLAYER_CHAR group

0630: put_actor $PLAYER_ACTOR in_group [email protected] as_leader

0631: put_actor [email protected] in_group [email protected]

0850: AS_actor [email protected] follow_actor $PLAYER_ACTOR

06C9: remove_actor [email protected] from_group

081A: set_actor 7 weapon_skill_to 2

 

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The Sorrow

 

 

I'm using these opcodes..

 

 

 

073F: get_actor_in_sphere [email protected] [email protected] [email protected] radius 1.0 with_pedtype_civilian 1 gang 1 criminal/prostitute 1 handle_as [email protected]

not [email protected] == -1

02F2: actor [email protected] model == #FAM1

02F2: actor [email protected] model == #FAM2

02F2: actor [email protected] model == #FAM3

00F3: actor $PLAYER_ACTOR near_actor [email protected] radius 1.0 1.0 1.0 on_foot

0639: AS_actor $PLAYER_ACTOR rotate_to_actor [email protected]

0639: AS_actor [email protected] rotate_to_actor $PLAYER_ACTOR

0638: AS_actor [email protected] stay_put 1

04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.975 0.0

07AF: [email protected] = player $PLAYER_CHAR group

0630: put_actor $PLAYER_ACTOR in_group [email protected] as_leader

0631: put_actor [email protected] in_group [email protected]

0850: AS_actor [email protected] follow_actor $PLAYER_ACTOR

06C9: remove_actor [email protected] from_group

081A: set_actor 7 weapon_skill_to 2

Try this:

 

 

{$CLEO}0000::1wait 0if and 0256:   player $PLAYER_CHAR defined 0AB0:  key_pressed 0x31 // key 1jf @1:20AB5: store_actor $PLAYER_ACTOR closest_vehicle_to [email protected] closest_ped_to [email protected] 0if or02F2:   actor [email protected] model == #FAM1 02F2:   actor [email protected] model == #FAM2 02F2:   actor [email protected] model == #FAM3jf @1:30639: AS_actor $PLAYER_ACTOR rotate_to_actor [email protected]: AS_actor [email protected] rotate_to_actor $PLAYER_ACTOR  0631: put_actor [email protected] in_group $PLAYER_GROUPwait 1000jump @1 

 

 

Be sure to only press 1 when there are peds around, otherwise it will crash.

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This worked, they station shooting at rival gangs, and they are obeying the command of cj ..

 

More is not giving to recruit more than 7 members, when it has 7 members, and will call the eighth, which is being pro group comes calling, and one that was already in the group leaves, only to get back there again 7.

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This worked, they station shooting at rival gangs, and they are obeying the command of cj ..

 

More is not giving to recruit more than 7 members, when it has 7 members, and will call the eighth, which is being pro group comes calling, and one that was already in the group leaves, only to get back there again 7.

I'm sorry but I cannot understand you.

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The Sorrow

 

I use this script here to recruit as many members as I want.

It's just like I told you, the members do not obey the command of cj attacking nor attacked nor police gang rivals ..

 

 

:WHATSUP_82

wait 0

if and

Player.Defined($PLAYER_CHAR)

not Actor.Driving($PLAYER_ACTOR)

$ONMISSION == 0

jf @WHATSUP_82

if and

00E1: player 0 pressed_key 11

Player.Controllable($PLAYER_CHAR)

jf @WHATSUP_82

Actor.StorePos($PLAYER_ACTOR, [email protected], [email protected], [email protected])

073F: get_actor_in_sphere [email protected] [email protected] [email protected] radius 1.0 with_pedtype_civilian 1 gang 1 criminal/prostitute 1 handle_as [email protected]

if

not [email protected] == -1

jf @WHATSUP_82

if or

02F2: actor [email protected] model == #FAM1

02F2: actor [email protected] model == #FAM2

02F2: actor [email protected] model == #FAM3

jf @WHATSUP_82

if

00F3: actor $PLAYER_ACTOR near_actor [email protected] radius 1.0 1.0 1.0 on_foot

jf @WHATSUP_687

04ED: load_animation "GANGS"

 

:WHATSUP_316

wait 0

if

04EE: animation "GANGS" loaded

jf @WHATSUP_316

0639: AS_actor $PLAYER_ACTOR rotate_to_actor [email protected]

0639: AS_actor [email protected] rotate_to_actor $PLAYER_ACTOR

Actor.SetImmunities([email protected], 1, 1, 1, 1, 1)

Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)

wait 500

0638: AS_actor [email protected] stay_put 1

04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.975 0.0

0605: actor $PLAYER_ACTOR perform_animation_sequence "HNDSHKFA" IFP_file "GANGS" 4.0 loop 0 0 0 0 time -1 // versionA

0605: actor [email protected] perform_animation_sequence "HNDSHKFA" IFP_file "GANGS" 4.0 loop 0 0 0 0 time -1 // versionA

wait 4500

07AF: [email protected] = player $PLAYER_CHAR group

0630: put_actor $PLAYER_ACTOR in_group [email protected] as_leader

0631: put_actor [email protected] in_group [email protected]

0850: AS_actor [email protected] follow_actor $PLAYER_ACTOR

Actor.WeaponAccuracy([email protected]) = 75

jump @WHATSUP_687

if or

wasted_or_busted

Actor.Dead([email protected])

jf @WHATSUP_687

0555: remove_weapon [email protected] from_actor [email protected]

06C9: remove_actor [email protected] from_group

Actor.RemoveReferences([email protected])

Actor.DestroyInstantly([email protected])

:WHATSUP_687

Player.CanMove($PLAYER_CHAR) = True

Actor.SetImmunities([email protected], 0, 0, 0, 0, 0)

Actor.SetImmunities($PLAYER_ACTOR, 0, 0, 0, 0, 0)

jump @WHATSUP_82

 

 

 

 

 

 

 

the one you put there is the opposite, members obey the commands and attack, not giving more to recruit as you want, to recruit only the 7.7 is what allows normal game ..

 

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