Wiebrendh Posted June 20, 2014 Share Posted June 20, 2014 (edited) So i have a 'bodyguard' type of ped, but when the cops come, they have to be pretty close before that 'bodyguard' starts shooting at them.. Anyone know how to increase that range? It is not Ped.SenseRange; which i would gues EDIT: And another question, which i dont know if possible. If i have some peds in my group, they will stay so damn close to me.. And also when the police attacks. Then i shoot them accidently.. Anyone knows a solution? EDIT 2: I found out how to get the Peds stay away a little bit further: Game.LocalPlayer.Group.FormationSpacing = 10; Increase the 10 to set the further away. Decrease for closer Edited June 20, 2014 by Wiebrendh Link to comment Share on other sites More sharing options...
leftas Posted June 20, 2014 Share Posted June 20, 2014 (edited) Can be TASK_SET_IGNORE_WEAPON_RANGE_FLAG(but I doubt) also SET_SENSE_RANGE(I think same as Ped.SenseRange) By description it says " This function sets the distance in which the char will be alert to enemies. NOTE: Uncertain on its effects on player controlled chars and if anymore effects exist (i.e. blips showing up or not on radar)." Sorry for dumb question, but is game set cops as enemy ? Edited June 20, 2014 by leftas Link to comment Share on other sites More sharing options...
InfamousSabre Posted June 20, 2014 Share Posted June 20, 2014 So i have a 'bodyguard' type of ped, but when the cops come, they have to be pretty close before that 'bodyguard' starts shooting at them.. Anyone know how to increase that range? It is not Ped.SenseRange; which i would gues EDIT: And another question, which i dont know if possible. If i have some peds in my group, they will stay so damn close to me.. And also when the police attacks. Then i shoot them accidently.. Anyone knows a solution? they have to be considered a threat to the player first I think. which means the cop would have to be in active combat with the player, which would depend on the cop's sense range as well. or you can manually make them fire at all cops if the player is wanted Link to comment Share on other sites More sharing options...
Wiebrendh Posted June 20, 2014 Author Share Posted June 20, 2014 So i have a 'bodyguard' type of ped, but when the cops come, they have to be pretty close before that 'bodyguard' starts shooting at them.. Anyone know how to increase that range? It is not Ped.SenseRange; which i would gues EDIT: And another question, which i dont know if possible. If i have some peds in my group, they will stay so damn close to me.. And also when the police attacks. Then i shoot them accidently.. Anyone knows a solution? they have to be considered a threat to the player first I think. which means the cop would have to be in active combat with the player, which would depend on the cop's sense range as well. or you can manually make them fire at all cops if the player is wanted That is true, if you have a wanted level of 0 they wont be set as enemy's, but when u get stars, the cops will be shown as enemy's. Link to comment Share on other sites More sharing options...
InfamousSabre Posted June 21, 2014 Share Posted June 21, 2014 So i have a 'bodyguard' type of ped, but when the cops come, they have to be pretty close before that 'bodyguard' starts shooting at them.. Anyone know how to increase that range? It is not Ped.SenseRange; which i would gues EDIT: And another question, which i dont know if possible. If i have some peds in my group, they will stay so damn close to me.. And also when the police attacks. Then i shoot them accidently.. Anyone knows a solution? they have to be considered a threat to the player first I think. which means the cop would have to be in active combat with the player, which would depend on the cop's sense range as well. or you can manually make them fire at all cops if the player is wanted That is true, if you have a wanted level of 0 they wont be set as enemy's, but when u get stars, the cops will be shown as enemy's. you can have a 6 star wanted level and still have bodyguards not shooting at cops if your stars are grey (ie: cops dont know where you are). Notice I mentioned active combat. Just because a ped or cop is considered an enemy does not mean they're considered a threat. Link to comment Share on other sites More sharing options...
Wiebrendh Posted June 21, 2014 Author Share Posted June 21, 2014 So i have a 'bodyguard' type of ped, but when the cops come, they have to be pretty close before that 'bodyguard' starts shooting at them.. Anyone know how to increase that range? It is not Ped.SenseRange; which i would gues EDIT: And another question, which i dont know if possible. If i have some peds in my group, they will stay so damn close to me.. And also when the police attacks. Then i shoot them accidently.. Anyone knows a solution? they have to be considered a threat to the player first I think. which means the cop would have to be in active combat with the player, which would depend on the cop's sense range as well. or you can manually make them fire at all cops if the player is wanted That is true, if you have a wanted level of 0 they wont be set as enemy's, but when u get stars, the cops will be shown as enemy's. you can have a 6 star wanted level and still have bodyguards not shooting at cops if your stars are grey (ie: cops dont know where you are). Notice I mentioned active combat. Just because a ped or cop is considered an enemy does not mean they're considered a threat. Well, i am in the middle of a bridge, all the police is shooting at me, but the bodyguards only start shooting when the police is getting close to me, not extremely close, but like 50/75 meters.. Link to comment Share on other sites More sharing options...
leftas Posted June 21, 2014 Share Posted June 21, 2014 (edited) OR you can do forearch... Just check range from they to cops(again forearch) and then let them shoot into cops( Ped.Task.FightAgainstHatedTargets(Radius,<optional>duration); ) Or for this task even you don't need to check radius. Only just make cops as hated group . Regards, Paul. Edited June 21, 2014 by leftas Link to comment Share on other sites More sharing options...
Wiebrendh Posted June 21, 2014 Author Share Posted June 21, 2014 OR you can do forearch... Just check range from they to cops(again forearch) and then let them shoot into cops( Ped.Task.FightAgainstHatedTargets(Radius,<optional>duration); ) Or for this task even you don't need to check radius. Only just make cops as hated group . Regards, Paul. That is a good idea, thanks! Link to comment Share on other sites More sharing options...
InfamousSabre Posted June 21, 2014 Share Posted June 21, 2014 (edited) So i have a 'bodyguard' type of ped, but when the cops come, they have to be pretty close before that 'bodyguard' starts shooting at them.. Anyone know how to increase that range? It is not Ped.SenseRange; which i would gues EDIT: And another question, which i dont know if possible. If i have some peds in my group, they will stay so damn close to me.. And also when the police attacks. Then i shoot them accidently.. Anyone knows a solution? they have to be considered a threat to the player first I think. which means the cop would have to be in active combat with the player, which would depend on the cop's sense range as well. or you can manually make them fire at all cops if the player is wanted That is true, if you have a wanted level of 0 they wont be set as enemy's, but when u get stars, the cops will be shown as enemy's. you can have a 6 star wanted level and still have bodyguards not shooting at cops if your stars are grey (ie: cops dont know where you are). Notice I mentioned active combat. Just because a ped or cop is considered an enemy does not mean they're considered a threat. Well, i am in the middle of a bridge, all the police is shooting at me, but the bodyguards only start shooting when the police is getting close to me, not extremely close, but like 50/75 meters.. Ah, well if setting ignore_weapon_range flag and sense_range don't work, just task them to fire at all cops OR you can do forearch... Just check range from they to cops(again forearch) and then let them shoot into cops( Ped.Task.FightAgainstHatedTargets(Radius,<optional>duration); ) Or for this task even you don't need to check radius. Only just make cops as hated group . Regards, Paul. Just like that! Edited June 21, 2014 by InfamousSabre Link to comment Share on other sites More sharing options...
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