Lovono Posted April 28, 2016 Share Posted April 28, 2016 (edited) I got a code like this if(GAMEPLAY::GET_MISSION_FLAG()){ for (int i = 0; i < count; i++) { if (peds[i] != playerPed && ENTITY::DOES_ENTITY_EXIST(peds[i])) { if(IsNotFriend(peds[i])) PED::APPLY_DAMAGE_TO_PED(peds[i], 1000, 1); } }} The question is how to write the function IsNotFriend(), I have tried the following: GET_BLIP_COLOUR(GET_BLIP_FROM_ENTITY(ped)) != BlipColorBlue //Not workingGET_BLIP_INFO_ID_TYPE(GET_BLIP_FROM_ENTITY(ped)) != 2 //It seems that the enemy and the friend have same blip type Can someone help me please edit: I meant to check if the ped is friend - the blue blip, not check if it not friend, sorry for the mistake So the question is: How to check if a ped is a friend who is not enemy. Edited April 29, 2016 by Lovono Link to comment Share on other sites More sharing options...
ins1de Posted April 28, 2016 Share Posted April 28, 2016 (edited) GET_BLIP_INFO_ID_TYPE only returns the type of blip. It depends on the entity, for example peds and vehicles don't have the same ID. There isn't any function that returns whether a ped is an enemy or not by default. Even enemy gang members don't attack you on sight because you have to trigger an event (eg : interact with them or shoot at them) in order to have them attack you. To check if a ped is an enemy you can use the following function : static BOOL IS_PED_IN_COMBAT(Ped ped, Ped target) Indeed, feel free to create your own function with custom parameters that define what an enemy is. You could filter peds by their models and exclude the ones you don't want. Edited April 28, 2016 by ins1de Link to comment Share on other sites More sharing options...
Lovono Posted April 29, 2016 Author Share Posted April 29, 2016 @ins1de : Ops, sorry, I've mistaken, I meant check if the ped is friend - cause I don't wanna damage a friend ped lead to fail the mission Link to comment Share on other sites More sharing options...
jedijosh920 Posted April 29, 2016 Share Posted April 29, 2016 Why not just check if they are in the player relationship group? Lovono 1 Link to comment Share on other sites More sharing options...
123iamking Posted April 29, 2016 Share Posted April 29, 2016 Just follow jedijosh920's ideal, this should work void KillAllNotFriend(){ Ped peds[ARR_SIZE]; int count = worldGetAllPeds(peds, ARR_SIZE); int killed = 0; for (int i = 0; i < count; i++) { if (peds[i] != playerPed && ENTITY::DOES_ENTITY_EXIST(peds[i])) { if (PED::GET_RELATIONSHIP_BETWEEN_PEDS(playerPed, peds[i]) != 1) PED::APPLY_DAMAGE_TO_PED(peds[i], 1000, 1); killed++; } } DisplayMessage("found %d peds, killed %d", count, killed);} Lovono 1 Link to comment Share on other sites More sharing options...
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