turbocoder32 Posted September 26, 2014 Share Posted September 26, 2014 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. Link to comment Share on other sites More sharing options...
killer_bigpoint Posted September 26, 2014 Share Posted September 26, 2014 please release it, sounds very interesting Nights744 1 Link to comment Share on other sites More sharing options...
nyolc8 Posted September 27, 2014 Share Posted September 27, 2014 sound fun to even just watch it Snoops27 1 Link to comment Share on other sites More sharing options...
turbocoder32 Posted September 28, 2014 Author Share Posted September 28, 2014 Hi , Since i am doing alot of other stuff. And i decided to not go any further with this. You guys can have it. {$CLEO .cs}thread 'IDLECJ':IDLECJ_1wait 0if AND Player.Defined($PLAYER_CHAR) $ONMISSION == 0 jf @IDLECJ_1077E: get_active_interior_to $ACTIVE_INTERIORIF PLAYER.Controllable($PLAYER_CHAR)jf @IDLECJ_1if not Player.WantedLevel($PLAYER_CHAR) > 1jf @IDLECJ_1IF $ACTIVE_INTERIOR == 0 jf @IDLECJ_1IF887A: not gang_war_in_progress jf @IDLECJ_1:IDLECJ_11 if AND8A0C: not player $PLAYER_CHAR on_jetpack8449: not actor $PLAYER_ACTOR in_a_carjf @IDLECJ_1if and 80E1: not player 0 pressed_key 3780E1: not player 0 pressed_key 3880E1: not player 0 pressed_key 3980E1: not player 0 pressed_key 40jf @IDLECJ_101BD: [email protected] = current_time_in_ms:IDLECJ_12wait 0if AND Player.Defined($PLAYER_CHAR) $ONMISSION == 0jf @IDLECJ_1IF PLAYER.Controllable($PLAYER_CHAR)jf @IDLECJ_1077E: get_active_interior_to $ACTIVE_INTERIOR if not Player.WantedLevel($PLAYER_CHAR) > 1jf @IDLECJ_1IF $ACTIVE_INTERIOR == 0jf @IDLECJ_1 IF887A: not gang_war_in_progress jf @IDLECJ_1:IDLECJ_1301BD: [email protected] = current_time_in_ms0084: [email protected] = [email protected] // (int)0060: [email protected] -= [email protected] // (int) if [email protected] >= 30000jf @IDLECJ_14[email protected] = 0JUMP @IDLECJ_22:IDLECJ_14JUMP @IDLECJ_12:IDLECJ_2202A3: enable_widescreen 105DE: AS_actor $PLAYER_ACTOR walk_around_ped_path:IDLECJ_24wait 0if AND Player.Defined($PLAYER_CHAR) $ONMISSION == 0 jf @IDLECJ_1001IF NOT PLAYER.Controllable($PLAYER_CHAR)jf @IDLECJ_100101B9: set_actor $PLAYER_ACTOR armed_weapon_to 0 077E: get_active_interior_to $ACTIVE_INTERIOR if not Player.WantedLevel($PLAYER_CHAR) > 1jf @IDLECJ_1001IF $ACTIVE_INTERIOR == 0jf @IDLECJ_1001IF887A: not gang_war_in_progress jf @IDLECJ_1001if AND8A0C: not player $PLAYER_CHAR on_jetpack8449: not actor $PLAYER_ACTOR in_a_carjf @IDLECJ_1001 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0if OR0AB0: key_pressed 370AB0: key_pressed 380AB0: key_pressed 390AB0: key_pressed 400736: is_keyboard_key_just_pressed 370736: is_keyboard_key_just_pressed 380736: is_keyboard_key_just_pressed 390736: is_keyboard_key_just_pressed 40jf @IDLECJ_32wait 100:IDLECJ_2602A3: enable_widescreen 00687: clear_actor $PLAYER_ACTOR task[email protected] = 0 jump @IDLECJ_1:IDLECJ_32IF0AE1: [email protected] = random_actor_near_point [email protected] [email protected] [email protected] in_radius 50.0 find_next 1 pass_deads 1jf @IDLECJ_33IF NOT ACTOR.Dead([email protected])jf @IDLECJ_33//0888: create_marker_above_actor [email protected] handle_as [email protected] // versionB:IDLECJ_33 :IDLECJ_37IF056D: actor [email protected] definedjf @IDLECJ_39IF00F2: actor $PLAYER_ACTOR near_actor [email protected] radius 10.0 10.0 0jf @IDLECJ_39IF03A3: actor [email protected] malejf @IDLECJ_38jump @IDLECJ_24:IDLECJ_3805BF: AS_actor [email protected] look_at_actor $PLAYER_ACTOR -1 msjump @IDLECJ_24:IDLECJ_39IF056D: actor [email protected] definedjf @IDLECJ_44IF AND NOT Actor.Model([email protected]) == #FAM1 NOT Actor.Model([email protected]) == #FAM2 NOT Actor.Model([email protected]) == #FAM3 jf @IDLECJ_44 IF OR02E0: actor [email protected] firing_weapon 074F: actor $PLAYER_ACTOR ped_event == 31074F: actor $PLAYER_ACTOR ped_event == 36074F: actor $PLAYER_ACTOR ped_event == 37074F: actor $PLAYER_ACTOR ped_event == 43074F: actor $PLAYER_ACTOR ped_event == 49074F: actor $PLAYER_ACTOR ped_event == 63051A: 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 -1WAIT 1000005DE: AS_actor $PLAYER_ACTOR walk_around_ped_pathjump @IDLECJ_24:IDLECJ_44IF 056D: actor [email protected] definedjf @IDLECJ_101IF OR Actor.Model([email protected]) == #BALLAS1 Actor.Model([email protected]) == #BALLAS2 Actor.Model([email protected]) == #BALLAS3jf @IDLECJ_101 IF00F2: actor $PLAYER_ACTOR near_actor [email protected] radius 10.0 10.0 0jf @IDLECJ_10105C1: AS_actor $PLAYER_ACTOR speak_from_audio_table 89 // ANICDOTE // BAD//05BF: AS_actor $PLAYER_ACTOR look_at_actor [email protected] -1 msjump @IDLECJ_24:IDLECJ_101jump @IDLECJ_24:IDLECJ_100102A3: enable_widescreen 0 0687: clear_actor $PLAYER_ACTOR task[email protected] = 0 jump @IDLECJ_1END_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. Link to comment Share on other sites More sharing options...
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