midou35000 0 Posted July 26, 2014 Ok i left the AK47 its good: {$CLEO .cs}:ACTOR_0103A4: name_thread 'Actor':ACTOR_020001: wait 0 msif0256: player $PLAYER_CHAR defined004D: jump_if_false @ACTOR_02if0AB0: key_pressed 78004D: jump_if_false @ACTOR_020247: request_model 1130247: request_model #AK47:ACTOR_030001: wait 0 ms00D6: if and0248: model 113 available0248: model #AK47 available004D: jump_if_false @ACTOR_0304C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset -2.0 2.0 0.2009A: [email protected] = create_actor_pedtype 4 model 113 at [email protected] [email protected] [email protected]: set_actor [email protected] z_angle_to 90.001B2: give_actor [email protected] weapon 30 ammo 1500 // Load the weapon model before using this02E2: set_actor [email protected] weapon_accuracy_to 1000223: set_actor [email protected] health_to 100005E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR0249: release_model 113:ACTOR_040001: wait 0 msif8118: NOT actor [email protected] dead004D: jump_if_false @ACTOR_05if0104: actor $PLAYER_ACTOR near_actor [email protected] radius 100.0 100.0 20.0 sphere 0004D: jump_if_false @ACTOR_050002: jump @ACTOR_04:ACTOR_0501C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian0002: jump @ACTOR_02 Quote Share this post Link to post Share on other sites
ZAZ 538 Posted July 26, 2014 (edited) there's a player $PLAYER_CHAR defined check missing in the loop after spawning Edited July 26, 2014 by ZAZ Quote Share this post Link to post Share on other sites
midou35000 0 Posted July 26, 2014 (edited) ZAZ, wich number shall i use? i just followed the number of the ak47 and i did the same thing to shotgspa here: http://prntscr.com/46idyd {$CLEO .cs} :ACTOR_0103A4: name_thread 'Actor' :ACTOR_020001: wait 0 msif0256: player $PLAYER_CHAR defined004D: jump_if_false @ACTOR_02if0AB0: key_pressed 78004D: jump_if_false @ACTOR_020247: request_model 1130247: request_model #SHOTGSPA :ACTOR_030001: wait 0 ms00D6: if and0248: model 113 available0248: model #SHOTGSPA available004D: jump_if_false @ACTOR_0304C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset -2.0 2.0 0.2009A: [email protected] = create_actor_pedtype 4 model 113 at [email protected] [email protected] [email protected]: set_actor [email protected] z_angle_to 90.001B2: give_actor [email protected] weapon 27 ammo 1500 // Load the weapon model before using this02E2: set_actor [email protected] weapon_accuracy_to 1000223: set_actor [email protected] health_to 100005E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR0249: release_model 113 :ACTOR_040001: wait 0 msif0256: player $PLAYER_CHAR defined004D: jump_if_false @ACTOR_05if8118: NOT actor [email protected] dead004D: jump_if_false @ACTOR_050104: actor $PLAYER_ACTOR near_actor [email protected] radius 100.0 100.0 20.0 sphere 0004D: jump_if_false @ACTOR_050002: jump @ACTOR_04 :ACTOR_0501C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian0002: jump @ACTOR_02 Edited July 27, 2014 by midou35000 Quote Share this post Link to post Share on other sites
ZAZ 538 Posted July 27, 2014 well done, just a tiny note: an "if" was lost by adding the player_defined check if0256: player $PLAYER_CHAR defined004D: jump_if_false @ACTOR_05//--- here should be IF ---8118: NOT actor [email protected] dead004D: jump_if_false @ACTOR_05 but it isn't a problem because the compiler know that here should be a "if",unless if there'e more than one condition per check, you know, then you have to determine if "if and" or "if or" is meant ----------------------------------------------------------------------------------------- About model loading: you can enter the id number as well as the model name with # infront so, the ped id: 113, MAFBOSS can also be called with #MAFBOSS and the weapon id: 351, shotgspa can also be called with 351 0247: request_model #MAFBOSS0247: request_model 351 :ACTOR_030001: wait 0 ms00D6: if and0248: model #MAFBOSS available0248: model 351 available004D: jump_if_false @ACTOR_0304C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset -2.0 2.0 0.2009A: [email protected] = create_actor_pedtype 4 model #MAFBOSS at [email protected] 12@ [email protected]: give_actor [email protected] weapon 27 ammo 15000249: release_model #MAFBOSS0249: release_model 351 ATTENTION: loading special actors needs other codes than loading peds [Q] What's different of peds and special actors? [A] peds are defined in peds.ide with ID number and model name (113, MAFBOSS) special actors not, but there are ID numbers reserverd in peds.ide to assigne a ID number temporarelly (290 - 299) so special actors need to be called allways by file name: 023C: load_special_actor 'TENPEN' as 1 ----------------------------------------------------------------------------------------------------------------------------- Write now a script that spawns MAFBOSS and RYDER, one actor with AK47, the other with shotgun Quote Share this post Link to post Share on other sites
midou35000 0 Posted August 14, 2014 ZAZ am stuck help me please. Quote Share this post Link to post Share on other sites
ZAZ 538 Posted August 14, 2014 where did you stuck? Quote Share this post Link to post Share on other sites
midou35000 0 Posted August 14, 2014 (edited) There is no RYDER model in peds.ide or shall i type?: 0247: request_model #RYDEREDIT:Never Mind its a specialactor i should load with 023C: load_special_actor 'RYDER' as 1you are so smart ZAZ and... do i have to ccheck if the model if availeble with opcode 0248.?Here is what i got right now: {$CLEO .cs} :ACTOR_0103A4: name_thread 'ActorS' :ACTOR_020001: wait 0 msif0256: player $PLAYER_CHAR defined004D: jump_if_false @ACTOR_02if0AB0: key_pressed 78//------key N004D: jump_if_false @ACTOR_020247: request_model 1130247: request_model #SHOTGSPA0247: request_model #AK47:ACTOR_0020001: wait 0 ms00D6: if823D: not special_actor 1 loaded004D: jump_if_false @ACTOR_0002023C: load_special_actor 'RYDER' as 1:ACTOR_0002wait 0 ms077E: get_active_interior_to [email protected]: load_special_actor 'RYDER' as 1 :ACTOR_030001: wait 0 ms00D6: if and0248: model 113 available0248: model #SHOTGSPA available0248: model #AK47 available004D: jump_if_false @ACTOR_0304C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset -2.0 2.0 0.2009A: [email protected] = create_actor_pedtype 4 model 113 at [email protected] [email protected] [email protected]: set_actor [email protected] z_angle_to 90.001B2: give_actor [email protected] weapon 27 ammo 1500 // Load the weapon model before using this02E2: set_actor [email protected] weapon_accuracy_to 1000223: set_actor [email protected] health_to 100005E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR0249: release_model 11304C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 2.0 -2.0 0.2009A: [email protected] = create_actor_pedtype 24 model #SPECIAL01 at [email protected] [email protected] [email protected]: set_actor [email protected] z_angle_to 90.001B2: give_actor [email protected] weapon 30 ammo 1500 // Load the weapon model before using this02E2: set_actor [email protected] weapon_accuracy_to 1000223: set_actor [email protected] health_to 10000860: link_actor [email protected] to_interior [email protected]: AS_actor [email protected] kill_actor $PLAYER_ACTOR0296: unload_special_actor 1 :ACTOR_040001: wait 0 msif0256: player $PLAYER_CHAR defined004D: jump_if_false @ACTOR_05if8118: NOT actor [email protected] dead004D: jump_if_false @ACTOR_050002: jump @ACTOR_04 :ACTOR_0501C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian0002: jump @ACTOR_02 Edited August 14, 2014 by midou35000 Quote Share this post Link to post Share on other sites
ZAZ 538 Posted August 14, 2014 Not bad You found out, RYDER isn't defined as ped but it's a special actor, needs to load with 023C: and check if loaded with 0248: other model which have definitions in any *.ide file needs to load with 0247: and check if loaded with 0247: , vehicles, peds, objects, weapons look into vehicles.ide, peds.ide, default.ide as well ide files of map folder (tuningparts of veh_mods.ide can you also load in that way and spawn as object but to use it as tuningpart requires to load with 06E9: and check if loaded with 06EA:) your problem is still to understand what a conditional check do so let's focus this load check: :ACTOR_0020001: wait 0 ms00D6: if823D: not special_actor 1 loaded004D: jump_if_false @ACTOR_0002023C: load_special_actor 'RYDER' as 1what do you think, does the reading process do when it read this lines 00D6: if823D: not special_actor 1 loaded004D: jump_if_false @ACTOR_0002if not actor loaded, then ... ? i think your answer will be: "if not actor loaded, then load_special_actor" but we need it reverse: first load the special actor with 023C: then check if it's loaded and repeat the check as long as it's really loaded to repeat the check needs to put the check in a LOOP 023C: load_special_actor 'RYDER' as 1:LOAD_CHECK_LOOPwait 0if023D: special_actor 1 loadedelse_jump @LOAD_CHECK_LOOPwhen the reading process reads the first time the conditional check 023D: special_actor 1 loaded, then the actor isn't loaded yetand the else_jump leads the reading process to the label :LOAD_CHECK_LOOP then it checks again and again, thausend times per second, it repeats the codes because it's a LOOP and only if the actor is really loaded, then the check will be passed you can it also do with NOT-version of the condition, but then you must build the jump instruction in another way :LOAD_CHECK_LOOPwait 0if823D: not special_actor 1 loadedelse_jump @LOAD_CHECK_passed023C: load_special_actor 'RYDER' as 1jump @LOAD_CHECK_LOOP:LOAD_CHECK_passed009A: [email protected] = create_actor_pedtype 24 model #SPECIAL01 at [email protected] [email protected] [email protected]now it checks first if the actor isn't loaded and of course, this check will be passed immeadiately and the following code loads the actor,BUT THEN, SEND the Reading process BACK TO LOOP ADRESS TO REPEAT THE CHECK Whats wrong with your codes? :ACTOR_0020001: wait 0 ms00D6: if823D: not special_actor 1 loaded004D: jump_if_false @ACTOR_0002023C: load_special_actor 'RYDER' as 1it checks first if the actor isn't loaded and of course, this check will be passed immeadiately and the following code loads the actorbut it didn't repeat the check, the reading process instead continues the reading of the following codes but the actor isn't loaded really at that moment when this code will be read: 009A: [email protected] = create_actor_pedtype 24 model #SPECIAL01 at [email protected] [email protected] [email protected] and cause a game crash Quote Share this post Link to post Share on other sites
midou35000 0 Posted August 15, 2014 Ok What About Now: {$CLEO .cs} :ACTOR_0103A4: name_thread 'ActorS' :ACTOR_020001: wait 0 msif0256: player $PLAYER_CHAR defined004D: jump_if_false @ACTOR_02if0AB0: key_pressed 78//------key N004D: jump_if_false @ACTOR_020247: request_model 1130247: request_model #SHOTGSPA0247: request_model #AK47:ACTOR_0020001: wait 0 ms00D6: if823D: not special_actor 1 loaded004D: jump_if_false @ACTOR_002023C: load_special_actor 'RYDER' as 1jump @ACTOR_0002:ACTOR_0002wait 0 ms077E: get_active_interior_to [email protected]: load_special_actor 'RYDER' as 1 :ACTOR_030001: wait 0 ms00D6: if and0248: model 113 available0248: model #SHOTGSPA available0248: model #AK47 available004D: jump_if_false @ACTOR_0304C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset -2.0 2.0 0.2009A: [email protected] = create_actor_pedtype 4 model 113 at [email protected] [email protected] [email protected]: set_actor [email protected] z_angle_to 90.001B2: give_actor [email protected] weapon 27 ammo 1500 // Load the weapon model before using this02E2: set_actor [email protected] weapon_accuracy_to 1000223: set_actor [email protected] health_to 100005E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR0249: release_model 11304C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 2.0 -2.0 0.2009A: [email protected] = create_actor_pedtype 24 model #SPECIAL01 at [email protected] [email protected] [email protected]: set_actor [email protected] z_angle_to 90.001B2: give_actor [email protected] weapon 30 ammo 1500 // Load the weapon model before using this02E2: set_actor [email protected] weapon_accuracy_to 1000223: set_actor [email protected] health_to 10000860: link_actor [email protected] to_interior [email protected]: AS_actor [email protected] kill_actor $PLAYER_ACTOR0296: unload_special_actor 1 :ACTOR_040001: wait 0 msif0256: player $PLAYER_CHAR defined004D: jump_if_false @ACTOR_05if8118: NOT actor [email protected] dead004D: jump_if_false @ACTOR_050002: jump @ACTOR_04 :ACTOR_0501C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian0002: jump @ACTOR_02 Quote Share this post Link to post Share on other sites
ZAZ 538 Posted August 15, 2014 no, you didn't understandyour check: :ACTOR_002 <------ adress "LOAD_CHECK_LOOP"0001: wait 0 ms00D6: if823D: not special_actor 1 loaded004D: jump_if_false @ACTOR_002 <------ leads to adress "LOAD_CHECK_LOOP"023C: load_special_actor 'RYDER' as 1jump @ACTOR_0002<--- useless jump to adress "LOAD_CHECK_passed":ACTOR_0002 <-- adress "LOAD_CHECK_passed" my advice: :LOAD_CHECK_LOOPwait 0if823D: not special_actor 1 loadedelse_jump @LOAD_CHECK_passed023C: load_special_actor 'RYDER' as 1jump @LOAD_CHECK_LOOP:LOAD_CHECK_passed Quote Share this post Link to post Share on other sites
midou35000 0 Posted August 15, 2014 Oh yes My bad i have made a mistake in copy/paste, i did understand: {$CLEO .cs} :ACTOR_0103A4: name_thread 'ActorS' :ACTOR_020001: wait 0 msif0256: player $PLAYER_CHAR defined004D: jump_if_false @ACTOR_02if0AB0: key_pressed 78//------key N004D: jump_if_false @ACTOR_020247: request_model 1130247: request_model #SHOTGSPA0247: request_model #AK47:ACTOR_0020001: wait 0 ms00D6: if823D: not special_actor 1 loaded004D: jump_if_false @ACTOR_0002023C: load_special_actor 'RYDER' as 1jump @ACTOR_002:ACTOR_0002wait 0 ms077E: get_active_interior_to [email protected]: load_special_actor 'RYDER' as 1 :ACTOR_030001: wait 0 ms00D6: if and0248: model 113 available0248: model #SHOTGSPA available0248: model #AK47 available004D: jump_if_false @ACTOR_0304C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset -2.0 2.0 0.2009A: [email protected] = create_actor_pedtype 4 model 113 at [email protected] [email protected] [email protected]: set_actor [email protected] z_angle_to 90.001B2: give_actor [email protected] weapon 27 ammo 1500 // Load the weapon model before using this02E2: set_actor [email protected] weapon_accuracy_to 1000223: set_actor [email protected] health_to 100005E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR0249: release_model 11304C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 2.0 -2.0 0.2009A: [email protected] = create_actor_pedtype 24 model #SPECIAL01 at [email protected] [email protected] [email protected]: set_actor [email protected] z_angle_to 90.001B2: give_actor [email protected] weapon 30 ammo 1500 // Load the weapon model before using this02E2: set_actor [email protected] weapon_accuracy_to 1000223: set_actor [email protected] health_to 10000860: link_actor [email protected] to_interior [email protected]: AS_actor [email protected] kill_actor $PLAYER_ACTOR0296: unload_special_actor 1 :ACTOR_040001: wait 0 msif0256: player $PLAYER_CHAR defined004D: jump_if_false @ACTOR_05if8118: NOT actor [email protected] dead004D: jump_if_false @ACTOR_050002: jump @ACTOR_04 :ACTOR_0501C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian0002: jump @ACTOR_02 Quote Share this post Link to post Share on other sites
ZAZ 538 Posted August 15, 2014 ok, now remove the useless codes :ACTOR_0002wait 0 ms <-- useless077E: get_active_interior_to [email protected]: load_special_actor 'RYDER' as 1 <-- useless then make the check in the loop after the spawning in this way that the code jumps to the cleanup only if both actors are dead Quote Share this post Link to post Share on other sites
midou35000 0 Posted August 15, 2014 Like that: {$CLEO .cs} :ACTOR_0103A4: name_thread 'ActorS' :ACTOR_020001: wait 0 msif0256: player $PLAYER_CHAR defined004D: jump_if_false @ACTOR_02if0AB0: key_pressed 78//------key N004D: jump_if_false @ACTOR_020247: request_model 1130247: request_model #SHOTGSPA0247: request_model #AK47:ACTOR_0020001: wait 0 ms00D6: if823D: not special_actor 1 loaded004D: jump_if_false @ACTOR_0002023C: load_special_actor 'RYDER' as 1jump @ACTOR_002:ACTOR_0002077E: get_active_interior_to [email protected]_jump @ACTOR_0002 :ACTOR_030001: wait 0 ms00D6: if and0248: model 113 available0248: model #SHOTGSPA available0248: model #AK47 available004D: jump_if_false @ACTOR_0304C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset -2.0 2.0 0.2009A: [email protected] = create_actor_pedtype 4 model 113 at [email protected] [email protected] [email protected]: set_actor [email protected] z_angle_to 90.001B2: give_actor [email protected] weapon 27 ammo 1500 // Load the weapon model before using this02E2: set_actor [email protected] weapon_accuracy_to 1000223: set_actor [email protected] health_to 100005E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR0249: release_model 11304C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 2.0 -2.0 0.2009A: [email protected] = create_actor_pedtype 24 model #SPECIAL01 at [email protected] [email protected] [email protected]: set_actor [email protected] z_angle_to 90.001B2: give_actor [email protected] weapon 30 ammo 1500 // Load the weapon model before using this02E2: set_actor [email protected] weapon_accuracy_to 1000223: set_actor [email protected] health_to 10000860: link_actor [email protected] to_interior [email protected]: AS_actor [email protected] kill_actor $PLAYER_ACTOR0296: unload_special_actor 1 :ACTOR_040001: wait 0 msif0256: player $PLAYER_CHAR defined004D: jump_if_false @ACTOR_05if8118: NOT actor [email protected] dead004D: jump_if_false @ACTOR_050002: jump @ACTOR_04 :ACTOR_0501C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian0002: jump @ACTOR_02 Quote Share this post Link to post Share on other sites
ZAZ 538 Posted August 15, 2014 (edited) what should that be? i think we give it up Edited August 15, 2014 by ZAZ Quote Share this post Link to post Share on other sites
midou35000 0 Posted August 15, 2014 What do you mean? Quote Share this post Link to post Share on other sites
ZAZ 538 Posted August 15, 2014 :ACTOR_0002 077E: get_active_interior_to [email protected] else_jump @ACTOR_0002 <------------------ i mean this Quote Share this post Link to post Share on other sites
midou35000 0 Posted August 15, 2014 (edited) Sorry dude Ok could you explain more about what you said in the last post that you asked to make the check loop. Edited August 15, 2014 by midou35000 Quote Share this post Link to post Share on other sites
ZAZ 538 Posted August 15, 2014 doesn't matter what i said, what did you think you were doing, as you put that else_jump there? Quote Share this post Link to post Share on other sites
midou35000 0 Posted August 16, 2014 Isnt else_jump is like jump_if_false?? Quote Share this post Link to post Share on other sites
ZAZ 538 Posted August 16, 2014 yes and what sense does it make at that position? Quote Share this post Link to post Share on other sites
midou35000 0 Posted August 16, 2014 I dont know you told me to make a conditional check Quote Share this post Link to post Share on other sites
ZAZ 538 Posted August 16, 2014 and where is the condition of your imaginary conditional check? put your smiley in your a.. Quote Share this post Link to post Share on other sites
midou35000 0 Posted August 16, 2014 Dude ive got confused plz help me Quote Share this post Link to post Share on other sites
J16D 9 Posted August 19, 2014 (edited) and where is the condition of your imaginary conditional check? put your smiley in your a.. jajaja I was like woow... you really have a big patient! Dude ive got confused plz help me test this; {$CLEO}thread 'ActorS':start_codewhile trueif 0256: player $PLAYER_CHAR definedthen if 0AB0: key_pressed 78//------key N then break endend wait 0end/// load models 023C: load_special_actor 'RYDER' as 10247: request_model 1130247: request_model #SHOTGSPA0247: request_model #AK47while trueif and 823D: not special_actor 1 loaded8248: not model 113 available8248: not model #SHOTGSPA available8248: not model #AK47 availablejf break wait 0end/// create the 3d Models04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset -2.0 2.0 0.2009A: [email protected] = create_actor_pedtype 4 model 113 at [email protected] [email protected] [email protected]: set_actor [email protected] z_angle_to 90.001B2: give_actor [email protected] weapon 27 ammo 1500 // Load the weapon model before using this02E2: set_actor [email protected] weapon_accuracy_to 1000223: set_actor [email protected] health_to 100004C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 2.0 -2.0 0.2009A: [email protected] = create_actor_pedtype 24 model #SPECIAL01 at [email protected] [email protected] [email protected]: set_actor [email protected] z_angle_to 90.001B2: give_actor [email protected] weapon 30 ammo 1500 // Load the weapon model before using this02E2: set_actor [email protected] weapon_accuracy_to 1000223: set_actor [email protected] health_to 1000// release models0249: release_model 1130296: unload_special_actor 10249: release_model #SHOTGSPA0249: release_model #AK47// give new tasks to new actors05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR// check if someone is deadwhile trueif 8256: not player $PLAYER_CHAR defined // if wasted/bustedthen break endif 056D: actor [email protected] definedthen if 0118: actor [email protected] dead then 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian endendif 056D: actor [email protected] definedthen if 0118: actor [email protected] dead then 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian endendif and /// both are dead!856D: not actor [email protected] defined856D: not actor [email protected] definedthen breakend wait 0end/// last checks, to be sure both actors are dead, if not, turning them into a random pedestrian if 056D: actor [email protected] definedthen 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrianendif 056D: actor [email protected] definedthen 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrianendwait 2000goto @start_code instructions; -copy & paste into sanny builder -compile & put a name - locate the .cs file -decompile the file and "Magic" -you will understand now. study the code... and test it by yourself. and a good advice will be that you keep order in your scripts good luck Edited August 19, 2014 by jayd00 Quote Share this post Link to post Share on other sites
midou35000 0 Posted August 19, 2014 ZAZ, Sorry For That i know what was my mistake and thanks jayd00: {$CLEO .cs}//-------------MAIN---------------03A4: name_thread 'ACTORS' :ACTORS_110001: wait 0 msif 0256: player $PLAYER_CHAR defined 004D: jump_if_false @ACTORS_11 if 0AB0: key_pressed 78 //-------key N 004D: jump_if_false @ACTORS_11 :ACTORS_60023C: load_special_actor 'RYDER' as 10247: load_model #MAFBOSS 0247: load_model #SHOTGSPA 0247: load_model #AK47 :ACTORS_8700D6: if and823D: not special_actor 1 loaded 8248: not model #MAFBOSS available 8248: not model #SHOTGSPA available 8248: not model #AK47 available 004D: jump_if_false @ACTORS_127 0001: wait 0 ms 0002: jump @ACTORS_87 :ACTORS_12704C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset -2.0 2.0 0.2 009A: [email protected] = create_actor_pedtype 4 model #MAFBOSS at [email protected] [email protected] [email protected] 0173: set_actor [email protected] Z_angle_to 90.0 01B2: give_actor [email protected] weapon 27 ammo 1500 // Load the weapon model before using this 02E2: set_actor [email protected] weapon_accuracy_to 100 0223: set_actor [email protected] health_to 1000 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 2.0 -2.0 0.2 009A: [email protected] = create_actor_pedtype 24 model #SPECIAL01 at [email protected] [email protected] [email protected] 0173: set_actor [email protected] Z_angle_to 90.0 01B2: give_actor [email protected] weapon 30 ammo 1500 // Load the weapon model before using this 02E2: set_actor [email protected] weapon_accuracy_to 100 0223: set_actor [email protected] health_to 1000 0249: release_model #MAFBOSS 0296: unload_special_actor 1 0249: release_model #SHOTGSPA 0249: release_model #AK47 05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR 05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR :ACTORS_32600D6: if 8256: not player $PLAYER_CHAR defined 004D: jump_if_false @ACTORS_349 0002: jump @ACTORS_462 :ACTORS_34900D6: if 056D: actor [email protected] defined 004D: jump_if_false @ACTORS_386 00D6: if 0118: actor [email protected] dead 004D: jump_if_false @ACTORS_386 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian :ACTORS_38600D6: if 056D: actor [email protected] defined 004D: jump_if_false @ACTORS_423 00D6: if 0118: actor [email protected] dead 004D: jump_if_false @ACTORS_423 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian :ACTORS_42300D6: if and856D: not actor [email protected] defined 856D: not actor [email protected] defined 004D: jump_if_false @ACTORS_386 :ACTORS_46200D6: if 056D: actor [email protected] defined 004D: jump_if_false @ACTORS_462 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian :ACTORS_48300D6: if 056D: actor [email protected] defined 004D: jump_if_false @ACTORS_483 01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian 0002: jump @ACTORS_11 Quote Share this post Link to post Share on other sites