kosticn101 Posted June 7, 2017 Share Posted June 7, 2017 (edited) {$CLEO .cs}0000::loopwait 0if and 0256: player $PLAYER_ACTOR defined 0ADC: test_cheat "1"jf @loop00A0: store_actor $PLAYER_ACTOR position_to 0@ 1@ 2@0AE1: 3@ = random_actor_near_point 0@ 1@ 2@ in_radius 10.0 find_next 1 pass_deads 1if 056D: actor 3@ definedjf @loop0605: actor 3@ perform_animation "BIKE_fall_off" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1jump @loop0A93: end_custom_thread This is a simple code but I have problem with these cops (LAPD1 and SFPD1): Maybe problem exists with some other characters as well but these are known. Generally this script works. After they perform an animation they just freeze. You can punch and shoot them and they will not respond. If you try to run over them they jump aside and then freeze again. But they despawn normally. 01C2: remove_references_to_actor doesn't help (it looks like there is no need for this when using 0AE1 because actors despawn normally, and that doesn't happen with eg. 08E5 [without 01C2]). (How) can I fix this? EDIT: Same thing goes for CSHER, LVPD1 and SWAT. They run away from fire and then they freeze again. Edited June 8, 2017 by kosticn101 Sanmodder 1 Link to comment https://gtaforums.com/topic/888803-sasb-cops-not-responding/ Share on other sites More sharing options...
Sanmodder Posted December 14, 2017 Share Posted December 14, 2017 {$CLEO .cs}0000::loopwait 0if and 0256: player $PLAYER_ACTOR defined 0ADC: test_cheat "1"jf @loop00A0: store_actor $PLAYER_ACTOR position_to [email protected] [email protected] [email protected]0AE1: [email protected] = random_actor_near_point [email protected] [email protected] [email protected] in_radius 10.0 find_next 1 pass_deads 1if 056D: actor [email protected] definedjf @loop0605: actor [email protected] perform_animation "BIKE_fall_off" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time -1jump @loop0A93: end_custom_thread This is a simple code but I have problem with these cops (LAPD1 and SFPD1): Maybe problem exists with some other characters as well but these are known. Generally this script works. After they perform an animation they just freeze. You can punch and shoot them and they will not respond. If you try to run over them they jump aside and then freeze again. But they despawn normally. 01C2: remove_references_to_actor doesn't help (it looks like there is no need for this when using 0AE1 because actors despawn normally, and that doesn't happen with eg. 08E5 [without 01C2]). (How) can I fix this? EDIT: Same thing goes for CSHER, LVPD1 and SWAT. They run away from fire and then they freeze again. <script data-cfasync="false" src="/cdn-cgi/scripts/af2821b0/cloudflare-static/email-decode.min.js"></script> //example{$CLEO .cs}0000:while truerepeatrepeatwait 0until if player.Defined(0)until if 0ADC: test_cheat "1"00A0: store_actor $PLAYER_ACTOR position_to 0@ 1@ 2@0AE1: 3@ = random_actor_near_point 0@ 1@ 2@ in_radius 100.0 find_next 1 pass_deads 1if not 3@ == -1thenif not actor.Dead(3@)then0605: actor 3@ perform_animation "BIKE_fall_off" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 500wait 100endendend0A93: end_custom_thread//or///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////while truerepeatrepeatwait 0until if player.Defined(0)until if 0ADC: test_cheat "1"00A0: store_actor $PLAYER_ACTOR position_to 0@ 1@ 2@0AE1: 3@ = random_actor_near_point 0@ 1@ 2@ in_radius 100.0 find_next 1 pass_deads 1if not 3@ == -1then089F: get_actor 3@ pedtype_to 5@ if 5@ == 6 //copthenif not actor.Dead(3@)then0605: actor 3@ perform_animation "BIKE_fall_off" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 500wait 100endendendend0A93: end_custom_thread//or /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////while truerepeatrepeatwait 0until if player.Defined(0)until if 0ADC: test_cheat "1"00A0: store_actor $PLAYER_ACTOR position_to 0@ 1@ 2@0AE1: 3@ = random_actor_near_point 0@ 1@ 2@ in_radius 100.0 find_next 1 pass_deads 1if not 3@ == -1thenif actor.Model(3@) == #fam1 //groove//memberthenif not actor.Dead(3@)then0605: actor 3@ perform_animation "BIKE_fall_off" IFP "PED" framedelta 4.0 loop 0 lockX 0 lockY 0 lockF 0 time 500wait 100endendendend0A93: end_custom_thread Link to comment https://gtaforums.com/topic/888803-sasb-cops-not-responding/#findComment-1069983225 Share on other sites More sharing options...
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