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[SA|SB] Cops not responding


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kosticn101

 

{$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):

 

 

280.jpg281.jpg

 

 

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 by kosticn101
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https://gtaforums.com/topic/888803-sasb-cops-not-responding/
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  • 6 months later...
{$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):

 

 

280.jpg281.jpg

 

 

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
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