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AguiaX2

please help me I have a problem

Recommended Posts

AguiaX2

// I am With a Problem When the Actor Dies Marker Still It and He makes the Powers Still Wanted to Know How to Solve it, with the Player Also and the Same Thing If and Player Dies Actor Still It is her and not if Destroy :\ Please help me :) (Note: I'm Not Very Good at Cleo :p)

 

{$CLEO .cs}

//-------------MAIN---------------
thread "ENEMY"

:ENEMY_1_1
wait 0
if and
04ED: load_animation "CARRY" // Animation
0247: load_model #DUMPER // Model
if
Player.Defined($PLAYER_CHAR)
else_jump @ENEMY_1_1
02A8: $MARKER_HULK_ENEMY = create_marker 37 at 1732.7164 -1313.036 13.6126 // done

:ENEMY_1_2
wait 0
if
00FF: actor $PLAYER_ACTOR sphere 1 in_sphere 1732.7164 -1313.036 13.6126 radius 2.0 2.0 2.0 on_foot // done
else_jump @ENEMY_1_2
060A: create_decision_maker_type 0 store_to [email protected] // decision\allowed\m_.ped files
07E5: copy_decision_maker [email protected] to [email protected]
023C: load_special_actor 'ENEMY' as 10 // models 290-299
Player.CanMove($PLAYER_CHAR) = true
Marker.Disable($MARKER_HULK_ENEMY)
01F0: set_max_wanted_level_to 0
fade 0 700
wait 700
fade 1 700
Model.Load(#CWMYHB1)
038B: load_requested_models


:ENEMY_1_3
wait 0
if
Model.Available(#CWMYHB1)
else_jump @ENEMY_1_3
Actor.PutAt($PLAYER_ACTOR, 1732.7164 -1313.036 13.6126) // done
[email protected] = Actor.Create(Gang1, #SPECIAL10, 1701.994, -1300.963, 13.4233) // done
Actor.Angle([email protected]) = 98.4516
0446: set_actor [email protected] dismemberment_possible 0
Actor.Health([email protected]) = 25000
04D8: set_actor [email protected] drowns_in_water 0
0A09: set_actor [email protected] muted 1 // versionB
0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 1
03FE: set_actor [email protected] money 0
Model.Destroy(#CWMYHB1)
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
$HULK_ENEMY_MARKER = Marker.CreateAboveActor([email protected])
Player.CanMove($PLAYER_CHAR) = true
wait 50
05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR
07DD: set_actor [email protected] attack_rate 3500


:Playerdeadcheck
wait 0
if
Actor.Dead($PLAYER_ACTOR)
else_jump @Enemydeadcheck
02A8: $MARKER_HULK_ENEMY = create_marker 37 at 1732.7164 -1313.036 13.6126 // done
0296: unload_special_actor 10
Actor.DestroyInstantly([email protected])
Marker.Disable($HULK_ENEMY_MARKER)
jump @ENEMY_1_2

:Enemydeadcheck
wait 5600
083C: set_actor [email protected] velocity_in_direction_XYZ -80.0 0.0 65.0
wait 50
083C: set_actor [email protected] velocity_in_direction_XYZ -70.0 0.0 60.0
wait 2805
02AB: set_actor [email protected] immunities BP 1 FP 1 EP 1 CP 1 MP 1
0812: AS_actor [email protected] perform_animation "LAND" IFP_file "CARRY" 4.0 loopA 0 lockX 1 lockY 1 lockF 0 time -1 // versionB
04C4: store_coords_to [email protected] [email protected] [email protected] from_actor [email protected] with_offset 0.0 2.0 0.0
04C4: store_coords_to [email protected] [email protected] [email protected] from_actor [email protected] with_offset 9.0 0.0 0.0
04C4: store_coords_to [email protected] [email protected] [email protected] from_actor [email protected] with_offset 0.9 0.0 0.0
04C4: store_coords_to [email protected] [email protected] [email protected] from_actor [email protected] with_offset 0.0 9.0 0.0
04C4: store_coords_to [email protected] [email protected] [email protected] from_actor [email protected] with_offset 0.0 0.9 0.0
064C: make_particle [email protected] [email protected] [email protected] [email protected] [email protected] visible 0
0948: [email protected] = create_explosion_at [email protected] [email protected] 2.0 type 7 camera_shake 1.0
0565: create_soundless_explosion_at [email protected] [email protected] [email protected] type 8
0948: [email protected] = create_explosion_at [email protected] [email protected] 2.0 type 7 camera_shake 1.0
0565: create_soundless_explosion_at [email protected] [email protected] [email protected] type 8
0948: [email protected] = create_explosion_at [email protected] [email protected] 2.0 type 7 camera_shake 1.0
0565: create_soundless_explosion_at [email protected] [email protected] [email protected] type 8
0948: [email protected] = create_explosion_at [email protected] [email protected] 2.0 type 7 camera_shake 1.0
0565: create_soundless_explosion_at [email protected] [email protected] [email protected] type 8
0948: [email protected] = create_explosion_at [email protected] [email protected] 2.0 type 7 camera_shake 1.0
0565: create_soundless_explosion_at [email protected] [email protected] [email protected] type 8
0948: [email protected] = create_explosion_at [email protected] [email protected] 2.0 type 7 camera_shake 1.0
0565: create_soundless_explosion_at [email protected] [email protected] [email protected] type 8
0948: [email protected] = create_explosion_at [email protected] [email protected] 2.0 type 7 camera_shake 1.0
0565: create_soundless_explosion_at [email protected] [email protected] [email protected] type 8
0948: [email protected] = create_explosion_at [email protected] [email protected] 2.0 type 7 camera_shake 1.0
0565: create_soundless_explosion_at [email protected] [email protected] [email protected] type 8
0948: [email protected] = create_explosion_at [email protected] [email protected] 2.0 type 7 camera_shake 1.0
0565: create_soundless_explosion_at [email protected] [email protected] [email protected] type 8
0948: [email protected] = create_explosion_at [email protected] [email protected] 2.0 type 7 camera_shake 1.0
0565: create_soundless_explosion_at [email protected] [email protected] [email protected] type 8
02AB: set_actor [email protected] immunities BP 0 FP 0 EP 0 CP 0 MP 0
05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR
07DD: set_actor [email protected] attack_rate 3500
wait 3500
if
wait 150
0006: [email protected] = 0
04ED: load_animation "CARRY"
04ED: load_animation "FIGHT_C"

:OBJECT_THROW_105
wait 0
if and
04EE: animation "CARRY" loaded
04EE: animation "FIGHT_C" loaded
jf @OBJECT_THROW_105
jump @OBJECT_THROW_149

:OBJECT_THROW_149
0247: load_model 1304
0247: load_model 3065

:OBJECT_THROW_189
wait 0
if and
0248: model 3065 available
0248: model 1304 available
jf @OBJECT_THROW_189
0812: AS_actor [email protected] perform_animation "FightC_G" IFP "FIGHT_C" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB
wait 500
0812: AS_actor [email protected] perform_animation "LIFTUP" IFP_file "CARRY" 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB
wait 400
04C4: store_coords_to [email protected] [email protected] [email protected] from_actor [email protected] with_offset 0.0 -0.5 2.5
0107: [email protected] = create_object 3065 at [email protected] [email protected] 100.8
0107: [email protected] = create_object 1304 at [email protected] [email protected] [email protected]
04D9: object [email protected] set_scripted_collision_check 1
0382: set_object [email protected] collision_detection 1
0906: set_object [email protected] mass_to 3000.0 // float
0908: set_object [email protected] turn_mass_to 3000.0 // float
01C7: remove_object_from_mission_cleanup_list [email protected]
0750: set_object [email protected] visibility 0
070A: AS_actor [email protected] attach_to_object [email protected] offset 0.8 0.0 0.8 on_bone 6 16 perform_animation "crry_prtial" IFP_file "CARRY" time -1

:OBJECT_THROW_409
wait 0
if
056D: actor [email protected] defined
jf @OBJECT_THROW_842
if and
80DF: not actor [email protected] driving
80E1: not player 0 pressed_key 15
jf @OBJECT_THROW_842
if
0AB0: key_pressed 40
jf @OBJECT_THROW_473
jump @OBJECT_THROW_842

:OBJECT_THROW_473
wait 150
if and
wait 100
0039: [email protected] == 0
jf @OBJECT_THROW_787
0812: AS_actor [email protected] perform_animation "THROW" IFP "CARRY" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB
wait 300
070B: set_actor [email protected] onbone_attached_object_operation 0
04C4: store_coords_to [email protected] [email protected] [email protected] from_actor [email protected] with_offset 0.0 1.0 0.4
0172: [email protected] = actor [email protected] Z_angle
01BC: put_object [email protected] at [email protected] [email protected] [email protected]
000B: [email protected] += 270.0
0177: set_object [email protected] Z_angle_to [email protected]
069A: attach_object [email protected] to_object [email protected] with_offset 0.0 0.0 0.0 rotation 90.0 270.0 0.0
0001: wait 0 ms
0172: [email protected] = actor [email protected] Z_angle
0819: [email protected] = actor [email protected] distance_from_ground
0007: [email protected] = 80.1
02F6: [email protected] = sine [email protected] // (float)
02F7: [email protected] = cosine [email protected] // (float)
006B: [email protected] *= [email protected] // (float)
006B: [email protected] *= [email protected] // (float)
0013: [email protected] *= -1.0
000B: [email protected] += 1.0
0392: make_object [email protected] moveable 1
0381: throw_object [email protected] velocity_in_direction [email protected] [email protected] [email protected]
0006: [email protected] = 1
0006: [email protected] = 0
jump @OBJECT_THROW_409

:OBJECT_THROW_787
if and
0039: [email protected] == 1
0019: [email protected] > 250
jf @OBJECT_THROW_409
00D6: if or
04DA: has_object [email protected] collided
0019: [email protected] > 7000
jf @OBJECT_THROW_409
wait 0

:OBJECT_THROW_842
if and
0039: [email protected] == 1
0682: detach_object [email protected] 0.0 0.0 0.0 collision_detection 0
05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR
07DD: set_actor [email protected] attack_rate 3500
jf @Playerdeadcheck
jf @Enemydeadcheck
wait 5000
if
wait 150
04EE: animation "CARRY" loaded
015D: set_gamespeed 1.0
wait 50
0812: AS_actor [email protected] perform_animation "THUNDERCLAP" IFP "CARRY" framedelta 4.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB
wait 50
04C4: store_coords_to [email protected] [email protected] [email protected] from_actor [email protected] with_offset 0.0 0.0 0.0
wait 1
02CE: [email protected] = ground_z_at [email protected] [email protected] [email protected]
000B: [email protected] += 0.07
064B: [email protected] = create_particle "BLUECIRCL" at [email protected] [email protected] [email protected] type 6
064F: remove_references_to_particle [email protected]
wait 650
015D: set_gamespeed 1.0
0003: shake_camera 0
04C4: store_coords_to [email protected] [email protected] [email protected] from_actor [email protected] with_offset 0.0 1.5 0.0
04C4: store_coords_to [email protected] [email protected] [email protected] from_actor [email protected] with_offset 0.0 3.0 0.0
0172: [email protected] = actor [email protected] Z_angle
00A5: [email protected] = create_car #DUMPER at [email protected] [email protected] [email protected]
0338: set_car [email protected] visibility 0
0175: set_car [email protected] Z_angle_to [email protected]
02AC: set_car [email protected] immunities BP 1 FP 1 EP 1 CP 1 MP 1
04BA: set_car [email protected] speed_to 350.0
095C: create_smoke_at [email protected] [email protected] [email protected] velocity 5.0 5.0 5.0 RGBA 1.0 1.0 1.0 1.0 size 1.0 last_factor 0.1
wait 250
00A6: destroy_car [email protected]
wait 1
if and
05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR
07DD: set_actor [email protected] attack_rate 3500
jf @Playerdeadcheck
jf @Enemydeadcheck
wait 0
if
Actor.Dead([email protected])
else_jump @Playerdeadcheck
Marker.Disable($HULK_ENEMY_MARKER)
Actor.RemoveReferences([email protected])
0296: unload_special_actor 10
jump @ENEMY_1_1

 

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Skorpro

CLEO for V???

Post your question here ;)

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Sanmodder

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