DoubleVision Posted January 15, 2016 Share Posted January 15, 2016 (edited) I'm trying to make the actor NOT spawn when I'm inside any interiour, for, example inside Northpoint Mall, Oceanview hotel, etc. I'm using a stripped main.scm: 004F: create_thread @NEMESIS_1 // Resident Evil Nemesis Spawns:NEMESIS03A4: name_thread 'NEMESIS':NEMESIS_10001: wait 99990 ms00D6: if and0256: player $PLAYER_CHAR defined8118: not actor $PLAYER_ACTOR dead004D: jump_if_false @NEMESIS_10247: request_model #COP0247: request_model #MINIGUN038B: load_requested_models04C4: create_coordinate [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR offset -5.0 49.0 1.0009A: [email protected] = create_actor 4 #COP at [email protected] [email protected] -100.00245: set_actor [email protected] walk_style_to 37 ///was 49 jogger0223: set_actor [email protected] health_to 500001B9: set_actor [email protected] armed_weapon_to 3301B2: give_actor [email protected] weapon 33 ammo 100 // Load the weapon model before using this02E2: set_actor [email protected] weapon_accuracy_to 500489: set_actor [email protected] muted 10446: set_actor [email protected] head_decapitatation_possible 0 ///was 102AB: set_actor [email protected] immunities BP 0 FP 0 EP 0 CP 0 MP 002E0: actor [email protected] aggressive03FE: set_actor [email protected] money 500001CC: actor [email protected] kill_player $PLAYER_CHAR0002: jump @NEMESIS_2:NEMESIS_20001: wait 500 ms00D6: if or8256: not player $PLAYER_CHAR defined0118: actor $PLAYER_ACTOR dead0118: actor [email protected] dead004D: jump_if_false @NEMESIS_30002: jump @NEMESIS_4:NEMESIS_30001: wait 500 ms00D6: if or80FB: not player $PLAYER_CHAR 0 [email protected] radius 90.0 90.0 90.00449: actor [email protected] in_a_car004D: jump_if_false @NEMESIS_30002: jump @NEMESIS_4:NEMESIS_40001: wait 100 ms034F: destroy_actor_with_fade [email protected] // The actor fades away like a ghost0002: jump @NEMESIS_5:NEMESIS_50001: wait 99990 ms00D6: if and0256: player $PLAYER_CHAR defined8118: not actor $PLAYER_ACTOR dead004D: jump_if_false @NEMESIS_50247: request_model #COP0247: request_model #CHNSAW038B: load_requested_models04C4: create_coordinate [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR offset -5.0 49.0 1.0009A: [email protected] = create_actor 4 #COP at [email protected] [email protected] -100.00245: set_actor [email protected] walk_style_to 37 ///was 49 jogger0223: set_actor [email protected] health_to 500001B9: set_actor [email protected] armed_weapon_to 1101B2: give_actor [email protected] weapon 11 ammo 900 // Load the weapon model before using this02E2: set_actor [email protected] weapon_accuracy_to 500489: set_actor [email protected] muted 10446: set_actor [email protected] head_decapitatation_possible 0 ///was 102AB: set_actor [email protected] immunities BP 0 FP 0 EP 0 CP 0 MP 002E0: actor [email protected] aggressive03FE: set_actor [email protected] money 500001CC: actor [email protected] kill_player $PLAYER_CHAR0002: jump @NEMESIS_6:NEMESIS_60001: wait 500 ms00D6: if or8256: not player $PLAYER_CHAR defined0118: actor $PLAYER_ACTOR dead0118: actor [email protected] dead004D: jump_if_false @NEMESIS_70002: jump @NEMESIS_8:NEMESIS_70001: wait 500 ms00D6: if or80FB: not player $PLAYER_CHAR 0 [email protected] radius 90.0 90.0 90.00449: actor [email protected] in_a_car004D: jump_if_false @NEMESIS_70002: jump @NEMESIS_8:NEMESIS_80001: wait 100 ms034F: destroy_actor_with_fade [email protected] // The actor fades away like a ghost0002: jump @NEMESIS_9:NEMESIS_90001: wait 99990 ms00D6: if and0256: player $PLAYER_CHAR defined8118: not actor $PLAYER_ACTOR dead004D: jump_if_false @NEMESIS_90247: request_model #COP0247: request_model #FLAME038B: load_requested_models04C4: create_coordinate [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR offset -5.0 49.0 1.0009A: [email protected] = create_actor 4 #COP at [email protected] [email protected] -100.00245: set_actor [email protected] walk_style_to 37 ///was 49 jogger0223: set_actor [email protected] health_to 500001B9: set_actor [email protected] armed_weapon_to 3101B2: give_actor [email protected] weapon 31 ammo 900 // Load the weapon model before using this02E2: set_actor [email protected] weapon_accuracy_to 1000489: set_actor [email protected] muted 10446: set_actor [email protected] head_decapitatation_possible 0 ///was 102AB: set_actor [email protected] immunities BP 0 FP 0 EP 0 CP 0 MP 002E0: actor [email protected] aggressive03FE: set_actor [email protected] money 500001CC: actor [email protected] kill_player $PLAYER_CHAR0002: jump @NEMESIS_10:NEMESIS_100001: wait 500 ms00D6: if or8256: not player $PLAYER_CHAR defined0118: actor $PLAYER_ACTOR dead0118: actor [email protected] dead004D: jump_if_false @NEMESIS_110002: jump @NEMESIS_12:NEMESIS_110001: wait 500 ms00D6: if or80FB: not player $PLAYER_CHAR 0 [email protected] radius 90.0 90.0 90.00449: actor [email protected] in_a_car004D: jump_if_false @NEMESIS_110002: jump @NEMESIS_12:NEMESIS_120001: wait 100 ms034F: destroy_actor_with_fade [email protected] // The actor fades away like a ghost0002: jump @NEMESIS_1 Edited January 15, 2016 by Dachinko Link to comment Share on other sites More sharing options...
spaceeinstein Posted January 15, 2016 Share Posted January 15, 2016 (edited) Are you willing to use CLEO? Without CLEO, any time a change in interior occurs, you have to set up a global variable indicating that it has happened. With CLEO, you can simply retrieve the active interior number from memory and check if it's 0. Edited January 15, 2016 by spaceeinstein Link to comment Share on other sites More sharing options...
DoubleVision Posted January 15, 2016 Author Share Posted January 15, 2016 (edited) Hi, spacey. I'm using a stripped main.scm for Xbox. I need it for a Zombie mod Project. I already went over the limit of actors spawning. If I add anymore the game can glitch and maybe even freeze. Unfortunately, xbox doesn't support cleo. I have about: ~21 zombies spawning in main world (of over 100 something varieties, one ped spawning after a different one spawns/taking turns) ~20 something more spawning in interiours in alternating co-ordinates ~like 1 human survivor at the vercetti mansion from alternating co-ordinates. I think 40 is the limit for xbox? I tried added one extra one and the map would glitch out. I want to add zombies in the shooting range, but zombies are still spawning outside. I want the ones that spawn outside to stop when I enter shooting range so that I can spawn some inside. I also have zombies spawning inside the northpoint Mall, but it lags, because there's 21 zombies spawning outside and then the 7 or so inside the mall. Xbox can only use scripts from main.scm. Edited January 15, 2016 by Dachinko Link to comment Share on other sites More sharing options...
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