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i need help with rhino


Rick_Data
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i have code to set rhino attack player but not working

 

:HYDRA_11wait 0 if    Player.Defined($PLAYER_CHAR)   jf @HYDRA_11Model.Load(#RHINO)Model.Load(#ARMY) :HYDRA_99wait 100 if and   Model.Available(#RHINO)   Model.Available(#ARMY) jf @[email protected] = Car.Create(#RHINO, 367.8103, 2497.665, 16.4844)Car.Angle([email protected]) = 85.9991Car.SetImmunities([email protected], 0, 0, 0, 0, 0)[email protected] = Actor.CreateAsDriver(CivMale, #ARMY, [email protected])03A2: set_car [email protected] action 3 Model.Destroy(#RHINO)Model.Destroy(#ARMY)jump @HYDRA_1945  :HYDRA_302wait 0Car.SetSpeedInstantly([email protected], 10.0)070F: rhino [email protected] driver_direction 0.0 altitude_between -20.0 and 113.0 0724: rhino [email protected] follow_and_attack_player $PLAYER_ACTOR radius 10.0 :HYDRA_1945wait 0 if jump @HYDRA_302 jf @HYDRA_1967  :HYDRA_1967wait 1000 jf @HYDRA_1945 Car.RemoveReferences([email protected])Actor.RemoveReferences([email protected])jump @HYDRA_11
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Add cleo directive at script beginn, if it should be a cleo script!!!!

 

{$CLEO .cs}
use

Car.SetDriverBehaviour([email protected], KillThePlayer)

to let the vehicle hunt CJ

 

 

It needs paths to let vehicle drive a sensefull route

To let it drive on area without paths needs to write a more complicate script

 

Try the script below

 

{$CLEO .cs}// <----- Add cleo directive at script beginn, if it should be a cleo scriptthread 'RHINO':HYDRA_11wait 0 if    Player.Defined($PLAYER_CHAR)   jf @HYDRA_11if00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 367.8 2497.6 16.4 radius  80.0  80.0  20.0jf @HYDRA_11Model.Load(#RHINO)Model.Load(#ARMY) :HYDRA_99wait 0 if and   Model.Available(#RHINO)   Model.Available(#ARMY) jf @[email protected] = Car.Create(#RHINO, 367.8103, 2497.665, 16.4844)Car.Angle([email protected]) = 85.9991Car.SetImmunities([email protected], 0, 0, 0, 0, 0)[email protected] = Actor.CreateAsDriver(CivMale, #ARMY, [email protected])Car.SetMaxSpeed([email protected], 50.0)00AE: set_car [email protected] traffic_behaviour_to 2Car.SetDriverBehaviour([email protected], KillThePlayer)Model.Destroy(#RHINO)Model.Destroy(#ARMY) :HYDRA_1945wait 0 if    Player.Defined($PLAYER_CHAR)   jf @HYDRA_1967if0119:   car [email protected] wreckedjf @HYDRA_1945  :HYDRA_1967Car.RemoveReferences([email protected])Actor.RemoveReferences([email protected])wait 1000jump @HYDRA_11
Edited by ZAZ
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Add cleo directive at script beginn, if it should be a cleo script!!!!

{$CLEO .cs}
use

Car.SetDriverBehaviour([email protected], KillThePlayer)

to let the vehicle hunt CJ

 

 

It needs paths to let vehicle drive a sensefull route

To let it drive on area without paths needs to write a more complicate script

 

Try the script below

 

{$CLEO .cs}// <----- Add cleo directive at script beginn, if it should be a cleo scriptthread 'RHINO':HYDRA_11wait 0 if    Player.Defined($PLAYER_CHAR)   jf @HYDRA_11if00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere 367.8 2497.6 16.4 radius  80.0  80.0  20.0jf @HYDRA_11Model.Load(#RHINO)Model.Load(#ARMY) :HYDRA_99wait 0 if and   Model.Available(#RHINO)   Model.Available(#ARMY) jf @[email protected] = Car.Create(#RHINO, 367.8103, 2497.665, 16.4844)Car.Angle([email protected]) = 85.9991Car.SetImmunities([email protected], 0, 0, 0, 0, 0)[email protected] = Actor.CreateAsDriver(CivMale, #ARMY, [email protected])Car.SetMaxSpeed([email protected], 50.0)00AE: set_car [email protected] traffic_behaviour_to 2Car.SetDriverBehaviour([email protected], KillThePlayer)Model.Destroy(#RHINO)Model.Destroy(#ARMY) :HYDRA_1945wait 0 if    Player.Defined($PLAYER_CHAR)   jf @HYDRA_1967if0119:   car [email protected] wreckedjf @HYDRA_1945  :HYDRA_1967Car.RemoveReferences([email protected])Actor.RemoveReferences([email protected])wait 1000jump @HYDRA_11

they do not shoot me , they just tried to driver and attack me

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No, they don't. There doesn't exist any code to let him shoot. It needs to write a more complicate script. But it's not possible to controle the turret.

Thank you , I think it can move the turret , I had little trouble with this code
I want 2 peopel to act stood talking

// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013
{$CLEO .cs}
//-------------MAIN---------------
thread 'BUMS'
:BUMS_11
wait 0
if
Player.Defined($PLAYER_CHAR)
jf @BUMS_11
wait 0
if
$ONMISSION == 0
jf @BUMS_11
wait 0
if
00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 493.3802 -2951.3174 20.4592 radius 200.0 200.0 200.0
jf @BUMS_11
Model.Load(#BMOTR1)
Model.Load(#WMOTR1)
038B: load_requested_models
04ED: load_animation "GANGS"
04ED: load_animation "DANCING"
04ED: load_animation "FOOD"
04ED: load_animation "BEACH"
04ED: load_animation "PED"
:BUMS_152
wait 0
if and
Model.Available(#BMOTR1)
Model.Available(#WMOTR1)
04EE: animation "GANGS" loaded
04EE: animation "DANCING" loaded
04EE: animation "FOOD" loaded
04EE: animation "BEACH" loaded
04EE: animation "PED" loaded
038B: load_requested_models
jf @BUMS_152
wait 0
$BUM11 = Actor.Create(CivMale, #BMOTR1, 511.8456,-2955.6455,20.4592)
Actor.SetWalkStyle($BUM11, "IDLE_chat")
Actor.Angle($BUM11) = 90.8486
$BUM12 = Actor.Create(CivMale, #WMOTR1, 509.6646,-2955.4773,20.4592)
Actor.SetWalkStyle($BUM12, "IDLE_chat")
Actor.Angle($BUM12) = 272.2469
wait 100
04EF: release_animation "BEACH"
04EF: release_animation "FOOD"
04EF: release_animation "DANCING"
04EF: release_animation "GANGS"
04EF: release_animation "PED"
038B: load_requested_models
Model.Destroy(#BMOTR1)
Model.Destroy(#WMOTR1)
:BUMS_1992
wait 0
if
00FE: actor $PLAYER_ACTOR sphere 0 in_sphere 493.3802 -2951.3174 20.4592 radius 150.0 150.0 150.0
jf @BUMS_2077
wait 0
if
$ONMISSION == 0
jf @BUMS_2077
wait 0
jump @BUMS_1992
:BUMS_2077
Actor.DestroyInstantly($BUM11)
Actor.DestroyInstantly($BUM12)
jump @BUMS_11

script not working

Edited by Rick_Data
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