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Idle CJ


turbocoder32
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So i noticed on the request a thread that someone asked about CJ to do stuff if you arent doing anything.

Pressing buttons.

 

So at this moment i wont release it but i have CJ walking around and running and somewhat interacting with pedestrians.

 

I am posting to see what people think of it as i dont know if i should release it.

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Hi ,

 

Since i am doing alot of other stuff.

And i decided to not go any further with this.

 

You guys can have it. :)

 

 

 

 

 


{$CLEO .cs}

thread 'IDLECJ'

:IDLECJ_1
wait 0
if AND
Player.Defined($PLAYER_CHAR)
$ONMISSION == 0
jf @IDLECJ_1
077E: get_active_interior_to $ACTIVE_INTERIOR
IF
PLAYER.Controllable($PLAYER_CHAR)
jf @IDLECJ_1
if
not Player.WantedLevel($PLAYER_CHAR) > 1
jf @IDLECJ_1
IF
$ACTIVE_INTERIOR == 0
jf @IDLECJ_1
IF
887A: not gang_war_in_progress
jf @IDLECJ_1

:IDLECJ_11
if AND
8A0C: not player $PLAYER_CHAR on_jetpack
8449: not actor $PLAYER_ACTOR in_a_car
jf @IDLECJ_1
if and
80E1: not player 0 pressed_key 37
80E1: not player 0 pressed_key 38
80E1: not player 0 pressed_key 39
80E1: not player 0 pressed_key 40
jf @IDLECJ_1
01BD: [email protected] = current_time_in_ms

:IDLECJ_12
wait 0
if AND
Player.Defined($PLAYER_CHAR)
$ONMISSION == 0
jf @IDLECJ_1
IF
PLAYER.Controllable($PLAYER_CHAR)
jf @IDLECJ_1
077E: get_active_interior_to $ACTIVE_INTERIOR
if
not Player.WantedLevel($PLAYER_CHAR) > 1
jf @IDLECJ_1
IF
$ACTIVE_INTERIOR == 0
jf @IDLECJ_1
IF
887A: not gang_war_in_progress
jf @IDLECJ_1

:IDLECJ_13
01BD: [email protected] = current_time_in_ms
0084: [email protected] = [email protected] // (int)
0060: [email protected] -= [email protected] // (int)
if
[email protected] >= 30000
jf @IDLECJ_14
[email protected] = 0
JUMP @IDLECJ_22

:IDLECJ_14
JUMP @IDLECJ_12

:IDLECJ_22
02A3: enable_widescreen 1
05DE: AS_actor $PLAYER_ACTOR walk_around_ped_path

:IDLECJ_24
wait 0
if AND
Player.Defined($PLAYER_CHAR)
$ONMISSION == 0
jf @IDLECJ_1001
IF
NOT PLAYER.Controllable($PLAYER_CHAR)
jf @IDLECJ_1001
01B9: set_actor $PLAYER_ACTOR armed_weapon_to 0
077E: get_active_interior_to $ACTIVE_INTERIOR
if
not Player.WantedLevel($PLAYER_CHAR) > 1
jf @IDLECJ_1001
IF
$ACTIVE_INTERIOR == 0
jf @IDLECJ_1001
IF
887A: not gang_war_in_progress
jf @IDLECJ_1001
if AND
8A0C: not player $PLAYER_CHAR on_jetpack
8449: not actor $PLAYER_ACTOR in_a_car
jf @IDLECJ_1001
04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
if OR
0AB0: key_pressed 37
0AB0: key_pressed 38
0AB0: key_pressed 39
0AB0: key_pressed 40
0736: is_keyboard_key_just_pressed 37
0736: is_keyboard_key_just_pressed 38
0736: is_keyboard_key_just_pressed 39
0736: is_keyboard_key_just_pressed 40
jf @IDLECJ_32
wait 100

:IDLECJ_26
02A3: enable_widescreen 0
0687: clear_actor $PLAYER_ACTOR task
[email protected] = 0
jump @IDLECJ_1

:IDLECJ_32
IF
0AE1: [email protected] = random_actor_near_point [email protected] [email protected] [email protected] in_radius 50.0 find_next 1 pass_deads 1
jf @IDLECJ_33
IF
NOT ACTOR.Dead([email protected])
jf @IDLECJ_33
//0888: create_marker_above_actor [email protected] handle_as [email protected] // versionB

:IDLECJ_33

:IDLECJ_37
IF
056D: actor [email protected] defined
jf @IDLECJ_39
IF
00F2: actor $PLAYER_ACTOR near_actor [email protected] radius 10.0 10.0 0
jf @IDLECJ_39
IF
03A3: actor [email protected] male
jf @IDLECJ_38
jump @IDLECJ_24

:IDLECJ_38
05BF: AS_actor [email protected] look_at_actor $PLAYER_ACTOR -1 ms
jump @IDLECJ_24

:IDLECJ_39
IF
056D: actor [email protected] defined
jf @IDLECJ_44
IF AND
NOT Actor.Model([email protected]) == #FAM1
NOT Actor.Model([email protected]) == #FAM2
NOT Actor.Model([email protected]) == #FAM3
jf @IDLECJ_44
IF OR
02E0: actor [email protected] firing_weapon
074F: actor $PLAYER_ACTOR ped_event == 31
074F: actor $PLAYER_ACTOR ped_event == 36
074F: actor $PLAYER_ACTOR ped_event == 37
074F: actor $PLAYER_ACTOR ped_event == 43
074F: actor $PLAYER_ACTOR ped_event == 49
074F: actor $PLAYER_ACTOR ped_event == 63
051A: actor $PLAYER_ACTOR damaged_by_actor [email protected]
jf @IDLECJ_44
05DD: AS_actor $PLAYER_ACTOR flee_from_actor [email protected] from_origin_radius 250.0 timelimit -1
WAIT 10000
05DE: AS_actor $PLAYER_ACTOR walk_around_ped_path
jump @IDLECJ_24

:IDLECJ_44
IF
056D: actor [email protected] defined
jf @IDLECJ_101
IF OR
Actor.Model([email protected]) == #BALLAS1
Actor.Model([email protected]) == #BALLAS2
Actor.Model([email protected]) == #BALLAS3
jf @IDLECJ_101
IF
00F2: actor $PLAYER_ACTOR near_actor [email protected] radius 10.0 10.0 0
jf @IDLECJ_101
05C1: AS_actor $PLAYER_ACTOR speak_from_audio_table 89 // ANICDOTE // BAD
//05BF: AS_actor $PLAYER_ACTOR look_at_actor [email protected] -1 ms
jump @IDLECJ_24

:IDLECJ_101
jump @IDLECJ_24

:IDLECJ_1001
02A3: enable_widescreen 0
0687: clear_actor $PLAYER_ACTOR task
[email protected] = 0
jump @IDLECJ_1
END_THREAD

 

 

 

 

 

As CJ auto clears his own task , when he attacks or does certain other things and,

i dont want to make him another ped type.

In coding.

 

I probably wont go any further with this.

 

This fully works.

You can add to it or take away.

 

This is scripted for the keyboard.

It is fairly easy to make this for controller also.

 

 

 

 

 

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