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Sanmodder

I need help in an advanced script

Recommended Posts

Sanmodder

---------------------------------------------------------------------------------

I've fixed this script
what was?


I deleted gosubs
and I added the actor destroy istantly

if
not actor.Dead([email protected])
then
else if 056D: actor [email protected] defined
then
Actor.RemoveReferences([email protected])
wait 50
actor.DestroyInstantly([email protected])
[email protected] += 1
end
end


if
actor.Dead (@ 3)
then
if
075C: marker 6 @ enabled
then
Marker.Disable (@ 6)
Actor.RemoveReferences (@ 3)
7 @ + = 1
// 31 @ + = 1
end
end

 

good news i made a new version of gang wars v5

what's new
60 enemies armed to the teeth
8 waves
setting up areas
gangsters drive cars to Carl
just like in GTA 4 and get out of the car
as a carl rides a car, gangsters follow him and shoot with drive by
the script works on all gangs
it will even wave
the gang boss arrives or the chelikopters arrive
maybe I'll make a movie

 

 

 

Please, help me in the script :)

see this is the zombie inwasion script
creates 100 zombies on the map
to be liquidated
the only problem is that
he misses zombies and does not delete them
take a look

if you help me, I will add you to my friends

 

zobacz to jest skrypt invasion zombie
tworzy 100 zombie na mapie
do zlikwidowania
tylko problem w tym że
żle zalicza zombie i ich nie usuwa
zerknij

jeśli mi pomożesz dodam cię do moich przyjaciół

// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013{$CLEO .cs}//-------------MAIN---------------thread 'ZOMBIE'0AC6: [email protected] = label @zomb1 offset0AC6: [email protected] = label @zomb2 offsetrepeatwait 0until if 0AB0:   key_pressed 54 //60ADF: add_dynamic_GXT_entry "zomb3" text "san andreas saved congratulations"0ADF: add_dynamic_GXT_entry "zomb1" text "~1~ / ~1~"0ADF: add_dynamic_GXT_entry "zomb2" text "annihilation zombies"repeatwait 0until if Player.Defined(0)01F0: set_max_wanted_level_to 0 01EB: set_traffic_density_multiplier_to 26.0 03DE: set_pedestrians_density_multiplier_to 0.0 0A8C: write_memory 9867623 size 4 value 1 virtual_protect 1 0A8C: write_memory 9867624 size 4 value 1 virtual_protect 1 00C0: set_current_time_hours_to 23 minutes_to 0 01B5: force_weather 1 06C8: enable_riot 1 072C: generate_police_bikes 0 099E: enable_police_patrols 0 06D0: enable_emergency_traffic 0 set_weather 81 Model.Load(#KNIFECUR)Model.Load(#SHOVEL)Model.Load(#FLAME)Model.Load(#CHNSAW)038B: load_requested_models [email protected] = 0//succes - actionwait 250for [email protected] = 0 to 400 step 4wait 0     0A8E: [email protected] = [email protected] + [email protected]     0A8E: [email protected] = [email protected] + [email protected]      gosub @set     0A8C: write_memory [email protected] size 4 value [email protected] virtual_protect 0    0A8C: write_memory [email protected] size 4 value [email protected] virtual_protect 0endgoto @heck:setwait [email protected] += 1 //test0513: show_text_box_1number 'number' number [email protected]  // ~k~~VEHICLE_ENTER_EXIT~ Usar o Caśa N˘queis $~1~0208: [email protected] = random_float_in_ranges -100.0 100.0 0208: [email protected] = random_float_in_ranges 150.0 245.0  04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset [email protected] [email protected] 1.0 04D3: get_nearest_car_path_coords_from [email protected] [email protected] [email protected] type 2 store_to [email protected] [email protected] [email protected] 0376: [email protected] = create_random_actor_at [email protected] [email protected] [email protected] Actor.Angle([email protected]) = 88.36082Actor.Health([email protected]) = [email protected] = Marker.CreateAboveActor([email protected])Marker.SetIconSize([email protected], 2)Marker.SetColor([email protected], 0)//0332: set_actor [email protected] bleeding 1 //Actor.SetWalkStyle([email protected], [email protected])Actor.GiveWeaponAndAmmo([email protected], 9, 0)05E2: AS_actor [email protected] kill_actor $PLAYER_ACTORwait 10return:[email protected] = 0 ///kill zombie [email protected] = 0 //5*20*4 = 400 ---> 100 [email protected] = 101 ///kill zombiewait 0:swhile true    wait 0    [email protected] += 4    if         [email protected] > 400    then        [email protected] = 0    end    0A8E: [email protected] = [email protected] + [email protected]     0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0    0A8E: [email protected] = [email protected] + [email protected]     0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0    if         actor.Dead([email protected])    then        if             075C:   marker [email protected] enabled         then            Marker.Disable([email protected])            Actor.RemoveReferences([email protected])            [email protected] += 1        end    end    if        002D:   [email protected] >= [email protected] // (int)     then        goto @clean     end    if or        0AB0:   key_pressed 55 //7        0741:   actor $PLAYER_ACTOR busted         wasted_or_busted         Player.Wasted(0)        $onmission == 1    then         goto @clean     end    03F0: enable_text_draw 0     0340: set_text_draw_RGBA 0 252 252 255     033F: set_text_draw_letter_size 0.3 0.8     033E: set_draw_text_position 23.0 197.0 GXT "zomb2"     0340: set_text_draw_RGBA 124 252 124 255     033F: set_text_draw_letter_size 0.3 0.8     045B: draw_text_2numbers 23.0 215.0 GXT "zomb1" numbers [email protected] [email protected]    if         003B:   [email protected] == [email protected] // (int)     then         01E3: show_text_1number_styled GXT "zomb3" number 300000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~        Player.Money(0) += 300000                :clean        for [email protected] = 0 to 400 step 4             0A8E: [email protected] = [email protected] + [email protected]             0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0            Actor.RemoveReferences([email protected])        end        0AE0: remove_text_label "zomb1"        0AE0: remove_text_label "zomb2"        0AE0: remove_text_label "zomb3"        Player.ClearWantedLevel(0)        01F0: set_max_wanted_level_to 0         01EB: set_traffic_density_multiplier_to 1.0         03DE: set_pedestrians_density_multiplier_to 1.0         0A8C: write_memory 9867623 size 4 value 0 virtual_protect 1         0A8C: write_memory 9867624 size 4 value 0 virtual_protect 1         01B5: force_weather 1         set_weather 1         01B7: release_weather         072C: generate_police_bikes 1         099E: enable_police_patrols 1         06D0: enable_emergency_traffic 1         06C8: enable_riot 0        end_thread    end    Actor.Health($PLAYER_ACTOR) = 200end:zomb1hex 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00end:zomb2hex 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00end
Edited by Sanmodder

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Sanmodder

co to nie ma nikogo do pomocy
trudny skrypt czy co



what does it have nobody to help
difficult script or what

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skatefilter5

co to nie ma nikogo do pomocy

trudny skrypt czy co

 

 

what does it have nobody to help

difficult script or what

I think you have the hex in your script which means i cant compile that, when edited and sometimes it might very me unknown error

 

im not that advanced scripter with repeat, until if and while compard to if, jump if false since ZAZ give me the mission ped script as adavaned since i got stuck in the loop until i leave 100 yards away

 

ill take a look

Edited by skatefilter5

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Sanmodder

 

co to nie ma nikogo do pomocy

trudny skrypt czy co

 

 

what does it have nobody to help

difficult script or what

I think you have the hex in your script which means i cant compile that, when edited and sometimes it might very me unknown error

 

im not that advanced scripter with repeat, until if and while compard to if, jump if false since ZAZ give me the mission ped script as adavaned since i got stuck in the loop until i leave 100 yards away

 

ill take a look

 

man, I'm not blocking anything, this is memory

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skatefilter5

the game crashes, when having 101 zombies plus traffic and explosions - i have set 1000 for peds 1000 for ped intelligences it didn't work enough so i'll get rid of cars

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Sanmodder

the game crashes, when having 101 zombies plus traffic and explosions - i have set 1000 for peds 1000 for ped intelligences it didn't work enough so i'll get rid of cars

check several times

this is the problem that sometimes crash because it's probably happening for a long time

I had a problem with gosub several times

 

the game crashes, when having 101 zombies plus traffic and explosions - i have set 1000 for peds 1000 for ped intelligences it didn't work enough so i'll get rid of cars

check several times

this is the problem that sometimes crash because it's probably happening for a long time

I had a problem with gosub several times

 

I can make a movie with this script

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skatefilter5
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013{$CLEO .cs}//-------------MAIN---------------thread 'ZOMBIE'0AC6: [email protected] = label @zomb1 offset0AC6: [email protected] = label @zomb2 offset0ACD: show_text_highpriority "Press SCROLL LOCK to quit." time [email protected] = 00746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 4 0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 5 0746: set_acquaintance 4 of_actors_pedtype 8 to_actors_pedtype 4 0746: set_acquaintance 4 of_actors_pedtype 8 to_actors_pedtype 5 0746: set_acquaintance 4 of_actors_pedtype 9 to_actors_pedtype 4 0746: set_acquaintance 4 of_actors_pedtype 9 to_actors_pedtype 5 0746: set_acquaintance 4 of_actors_pedtype 10 to_actors_pedtype 4 0746: set_acquaintance 4 of_actors_pedtype 10 to_actors_pedtype 5 0746: set_acquaintance 4 of_actors_pedtype 11 to_actors_pedtype 4 0746: set_acquaintance 4 of_actors_pedtype 11 to_actors_pedtype 5 0746: set_acquaintance 4 of_actors_pedtype 12 to_actors_pedtype 4 0746: set_acquaintance 4 of_actors_pedtype 12 to_actors_pedtype 5 0746: set_acquaintance 4 of_actors_pedtype 13 to_actors_pedtype 4 0746: set_acquaintance 4 of_actors_pedtype 13 to_actors_pedtype 5 0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 4 0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 5 0746: set_acquaintance 4 of_actors_pedtype 15 to_actors_pedtype 4 0746: set_acquaintance 4 of_actors_pedtype 15 to_actors_pedtype 5 0746: set_acquaintance 4 of_actors_pedtype 16 to_actors_pedtype 4 0746: set_acquaintance 4 of_actors_pedtype 16 to_actors_pedtype 5 0746: set_acquaintance 4 of_actors_pedtype 17 to_actors_pedtype 4 0746: set_acquaintance 4 of_actors_pedtype 17 to_actors_pedtype 5 0746: set_acquaintance 4 of_actors_pedtype 20 to_actors_pedtype 4 0746: set_acquaintance 4 of_actors_pedtype 20 to_actors_pedtype 5 0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 22 0746: set_acquaintance 4 of_actors_pedtype 8 to_actors_pedtype 22 0746: set_acquaintance 4 of_actors_pedtype 9 to_actors_pedtype 22 0746: set_acquaintance 4 of_actors_pedtype 10 to_actors_pedtype 22 0746: set_acquaintance 4 of_actors_pedtype 11 to_actors_pedtype 22 0746: set_acquaintance 4 of_actors_pedtype 12 to_actors_pedtype 22 0746: set_acquaintance 4 of_actors_pedtype 13 to_actors_pedtype 22 0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 22 0746: set_acquaintance 4 of_actors_pedtype 15 to_actors_pedtype 22 0746: set_acquaintance 4 of_actors_pedtype 16 to_actors_pedtype 22 0746: set_acquaintance 4 of_actors_pedtype 17 to_actors_pedtype 22 0746: set_acquaintance 4 of_actors_pedtype 20 to_actors_pedtype 22 0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 21 0746: set_acquaintance 4 of_actors_pedtype 8 to_actors_pedtype 21 0746: set_acquaintance 4 of_actors_pedtype 9 to_actors_pedtype 21 0746: set_acquaintance 4 of_actors_pedtype 10 to_actors_pedtype 21 0746: set_acquaintance 4 of_actors_pedtype 11 to_actors_pedtype 21 0746: set_acquaintance 4 of_actors_pedtype 12 to_actors_pedtype 21 0746: set_acquaintance 4 of_actors_pedtype 13 to_actors_pedtype 21 0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 21 0746: set_acquaintance 4 of_actors_pedtype 15 to_actors_pedtype 21 0746: set_acquaintance 4 of_actors_pedtype 16 to_actors_pedtype 21 0746: set_acquaintance 4 of_actors_pedtype 17 to_actors_pedtype 21 0746: set_acquaintance 4 of_actors_pedtype 20 to_actors_pedtype 21 0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 4 0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 5 0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 21 0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 22 repeatwait 0until if 0AB0:   key_pressed 54 //60ADF: add_dynamic_GXT_entry "zomb3" text "san andreas saved congratulations"0ADF: add_dynamic_GXT_entry "zomb1" text "~1~ / ~1~"0ADF: add_dynamic_GXT_entry "zomb2" text "annihilation zombies"repeatwait 0until if Player.Defined(0)01F0: set_max_wanted_level_to 0 01EB: set_traffic_density_multiplier_to 0.0 03DE: set_pedestrians_density_multiplier_to 0.0 0A8C: write_memory 9867623 size 4 value 1 virtual_protect 1 0A8C: write_memory 9867624 size 4 value 1 virtual_protect 1 00C0: set_current_time_hours_to 23 minutes_to 0 01B5: force_weather 1 06C8: enable_riot 1 072C: generate_police_bikes 0 099E: enable_police_patrols 0 06D0: enable_emergency_traffic 0 set_weather 81 Model.Load(#KNIFECUR)Model.Load(#SHOVEL)Model.Load(#FLAME)Model.Load(#CHNSAW)038B: load_requested_models [email protected] = 0//succes - actionwait 250for [email protected] = 0 to 400 step 4wait 0     0A8E: [email protected] = [email protected] + [email protected]     0A8E: [email protected] = [email protected] + [email protected]      gosub @set     0A8C: write_memory [email protected] size 4 value [email protected] virtual_protect 0    0A8C: write_memory [email protected] size 4 value [email protected] virtual_protect 0endgoto @heck:setwait [email protected] += 1 //test0513: show_text_box_1number 'number' number [email protected]  // ~k~~VEHICLE_ENTER_EXIT~ Usar o Casa N?queis $~1~0208: [email protected] = random_float_in_ranges -100.0 100.0 0208: [email protected] = random_float_in_ranges 150.0 245.0  04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset [email protected] [email protected] 1.0 04D3: get_nearest_car_path_coords_from [email protected] [email protected] [email protected] type 2 store_to [email protected] [email protected] [email protected] 0376: [email protected] = create_random_actor_at [email protected] [email protected] [email protected] Actor.Angle([email protected]) = 88.36082Actor.Health([email protected]) = 150077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 0 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 1 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 6 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 7 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 8 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 9 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 10 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 11 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 12 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 13 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 14 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 15 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 16 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 17 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 18 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 19 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 20 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 21 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 22 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 23 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 24 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 25 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 26 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 27 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 28 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 29 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 30 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 31 // see [email protected] = Marker.CreateAboveActor([email protected])Marker.SetIconSize([email protected], 2)Marker.SetColor([email protected], 0)//0332: set_actor [email protected] bleeding 1 Actor.SetWalkStyle([email protected], "player")Actor.GiveWeaponAndAmmo([email protected], 9, 0)05E2: AS_actor [email protected] kill_actor $PLAYER_ACTORwait 10return:[email protected] = 0 ///kill zombie [email protected] = 0 //5*20*4 = 400 ---> 100 [email protected] = 101 ///kill zombiewait 0:swhile true    wait 0    [email protected] += 4    if         [email protected] > 400    then        [email protected] = 0    end    gosub @attack_now    0A8E: [email protected] = [email protected] + [email protected]     0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0    0A8E: [email protected] = [email protected] + [email protected]     0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0    if         actor.Dead([email protected])    then        if        075C:   marker [email protected] enabled         then            Marker.Disable([email protected])            Actor.RemoveReferences([email protected])            [email protected] += 1      //   [email protected] += 1        end    end    if        002D:   [email protected] >= [email protected] // (int)     then        goto @clean     end     if or        0AB0:   key_pressed 145 //scroll lock        0741:   actor $PLAYER_ACTOR busted         wasted_or_busted         Player.Wasted(0)        $onmission == 1    then         goto @clean     end    03F0: enable_text_draw 0     0340: set_text_draw_RGBA 0 252 252 255     033F: set_text_draw_letter_size 0.3 0.8     033E: set_draw_text_position 23.0 197.0 GXT "zomb2"     0340: set_text_draw_RGBA 124 252 124 255     033F: set_text_draw_letter_size 0.3 0.8     045B: draw_text_2numbers 23.0 215.0 GXT "zomb1" numbers [email protected] [email protected]    //[email protected]    if         003B:   [email protected] == [email protected] // (int)     then         01E3: show_text_1number_styled GXT "zomb3" number 300000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~        Player.Money(0) += 300000                :clean        for [email protected] = 0 to 400 step 4             0A8E: [email protected] = [email protected] + [email protected]             0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0            Actor.RemoveReferences([email protected])        end                0AE0: remove_text_label "zomb1"        0AE0: remove_text_label "zomb2"        0AE0: remove_text_label "zomb3"        Player.ClearWantedLevel(0)        01F0: set_max_wanted_level_to 0         01EB: set_traffic_density_multiplier_to 1.0         03DE: set_pedestrians_density_multiplier_to 1.0         0A8C: write_memory 9867623 size 4 value 0 virtual_protect 1         0A8C: write_memory 9867624 size 4 value 0 virtual_protect 1         01B5: force_weather 1         set_weather 1         01B7: release_weather         072C: generate_police_bikes 1         099E: enable_police_patrols 1         06D0: enable_emergency_traffic 1         06C8: enable_riot 0        0746: set_acquaintance 1 of_actors_pedtype 7 to_actors_pedtype 4 0746: set_acquaintance 1 of_actors_pedtype 7 to_actors_pedtype 5 0746: set_acquaintance 1 of_actors_pedtype 8 to_actors_pedtype 4 0746: set_acquaintance 1 of_actors_pedtype 8 to_actors_pedtype 5 0746: set_acquaintance 1 of_actors_pedtype 9 to_actors_pedtype 4 0746: set_acquaintance 1 of_actors_pedtype 9 to_actors_pedtype 5 0746: set_acquaintance 1 of_actors_pedtype 10 to_actors_pedtype 4 0746: set_acquaintance 1 of_actors_pedtype 10 to_actors_pedtype 5 0746: set_acquaintance 1 of_actors_pedtype 11 to_actors_pedtype 4 0746: set_acquaintance 1 of_actors_pedtype 11 to_actors_pedtype 5 0746: set_acquaintance 1 of_actors_pedtype 12 to_actors_pedtype 4 0746: set_acquaintance 1 of_actors_pedtype 12 to_actors_pedtype 5 0746: set_acquaintance 1 of_actors_pedtype 13 to_actors_pedtype 4 0746: set_acquaintance 1 of_actors_pedtype 13 to_actors_pedtype 5 0746: set_acquaintance 1 of_actors_pedtype 14 to_actors_pedtype 4 0746: set_acquaintance 1 of_actors_pedtype 14 to_actors_pedtype 5 0746: set_acquaintance 1 of_actors_pedtype 15 to_actors_pedtype 4 0746: set_acquaintance 1 of_actors_pedtype 15 to_actors_pedtype 5 0746: set_acquaintance 1 of_actors_pedtype 16 to_actors_pedtype 4 0746: set_acquaintance 1 of_actors_pedtype 16 to_actors_pedtype 5 0746: set_acquaintance 1 of_actors_pedtype 17 to_actors_pedtype 4 0746: set_acquaintance 1 of_actors_pedtype 17 to_actors_pedtype 5 0746: set_acquaintance 1 of_actors_pedtype 20 to_actors_pedtype 4 0746: set_acquaintance 1 of_actors_pedtype 20 to_actors_pedtype 5 0746: set_acquaintance 1 of_actors_pedtype 7 to_actors_pedtype 22 0746: set_acquaintance 1 of_actors_pedtype 8 to_actors_pedtype 22 0746: set_acquaintance 1 of_actors_pedtype 9 to_actors_pedtype 22 0746: set_acquaintance 1 of_actors_pedtype 10 to_actors_pedtype 22 0746: set_acquaintance 1 of_actors_pedtype 11 to_actors_pedtype 22 0746: set_acquaintance 1 of_actors_pedtype 12 to_actors_pedtype 22 0746: set_acquaintance 1 of_actors_pedtype 13 to_actors_pedtype 22 0746: set_acquaintance 1 of_actors_pedtype 14 to_actors_pedtype 22 0746: set_acquaintance 1 of_actors_pedtype 15 to_actors_pedtype 22 0746: set_acquaintance 1 of_actors_pedtype 16 to_actors_pedtype 22 0746: set_acquaintance 1 of_actors_pedtype 17 to_actors_pedtype 22 0746: set_acquaintance 1 of_actors_pedtype 20 to_actors_pedtype 22 0746: set_acquaintance 1 of_actors_pedtype 7 to_actors_pedtype 21 0746: set_acquaintance 1 of_actors_pedtype 8 to_actors_pedtype 21 0746: set_acquaintance 1 of_actors_pedtype 9 to_actors_pedtype 21 0746: set_acquaintance 1 of_actors_pedtype 10 to_actors_pedtype 21 0746: set_acquaintance 1 of_actors_pedtype 11 to_actors_pedtype 21 0746: set_acquaintance 1 of_actors_pedtype 12 to_actors_pedtype 21 0746: set_acquaintance 1 of_actors_pedtype 13 to_actors_pedtype 21 0746: set_acquaintance 1 of_actors_pedtype 14 to_actors_pedtype 21 0746: set_acquaintance 1 of_actors_pedtype 15 to_actors_pedtype 21 0746: set_acquaintance 1 of_actors_pedtype 16 to_actors_pedtype 21 0746: set_acquaintance 1 of_actors_pedtype 17 to_actors_pedtype 21 0746: set_acquaintance 1 of_actors_pedtype 20 to_actors_pedtype 21 0746: set_acquaintance 1 of_actors_pedtype 6 to_actors_pedtype 4 0746: set_acquaintance 1 of_actors_pedtype 6 to_actors_pedtype 5 0746: set_acquaintance 1 of_actors_pedtype 6 to_actors_pedtype 21 0746: set_acquaintance 1 of_actors_pedtype 6 to_actors_pedtype 22 0746: set_acquaintance 3 of_actors_pedtype 7 to_actors_pedtype 6 0746: set_acquaintance 3 of_actors_pedtype 8 to_actors_pedtype 6 0746: set_acquaintance 3 of_actors_pedtype 9 to_actors_pedtype 6 0746: set_acquaintance 3 of_actors_pedtype 10 to_actors_pedtype 6 0746: set_acquaintance 3 of_actors_pedtype 11 to_actors_pedtype 6 0746: set_acquaintance 3 of_actors_pedtype 12 to_actors_pedtype 6 0746: set_acquaintance 3 of_actors_pedtype 13 to_actors_pedtype 6 0746: set_acquaintance 3 of_actors_pedtype 14 to_actors_pedtype 6 0746: set_acquaintance 3 of_actors_pedtype 15 to_actors_pedtype 6 0746: set_acquaintance 3 of_actors_pedtype 16 to_actors_pedtype 6 0746: set_acquaintance 3 of_actors_pedtype 17 to_actors_pedtype 6 0746: set_acquaintance 3 of_actors_pedtype 18 to_actors_pedtype 6 0746: set_acquaintance 3 of_actors_pedtype 20 to_actors_pedtype 6 0746: set_acquaintance 3 of_actors_pedtype 21 to_actors_pedtype 6 0ACD: show_text_highpriority "Everything reverted back to normal." time 2500         end_thread    end    Actor.Health($PLAYER_ACTOR) = 500end:zomb1hex 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00end:zomb2hex 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00end:[email protected] > 5000jf @nothing05E2: AS_actor [email protected] kill_actor [email protected] = 0:nothingreturn

i dont see any missing zombies when count to 101 but got hate on all gangs against peds - bodyguards

 

edited: well i add a gosub for the zombie to keep killing me but it on works on one zombie in the variable that keep attacking me when opening mains

 

reduce some of the zombies make a wave.

-----

use these opcode to make it harder when get too close

07FE: set_actor [email protected] fighting_style_to 7 moves 6

07DD: set_actor [email protected] attack_rate 100 // previously known as temper_to
Actor.SetWalkStyle([email protected], "player")
Actor.GiveWeaponAndAmmo([email protected], unarmed, 0)
chainsaw take normal damage against the player but unable to kill bodyguards so take use bare fist with that fighting style and zombies runs like player does but they don't sprint
Edited by skatefilter5

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Sanmodder
// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013{$CLEO .cs}//-------------MAIN---------------thread 'ZOMBIE'0AC6: [email protected] = label @zomb1 offset0AC6: [email protected] = label @zomb2 offset0ACD: show_text_highpriority "Press SCROLL LOCK to quit." time 3000[email protected] = 00746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 4 0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 5 0746: set_acquaintance 4 of_actors_pedtype 8 to_actors_pedtype 4 0746: set_acquaintance 4 of_actors_pedtype 8 to_actors_pedtype 5 0746: set_acquaintance 4 of_actors_pedtype 9 to_actors_pedtype 4 0746: set_acquaintance 4 of_actors_pedtype 9 to_actors_pedtype 5 0746: set_acquaintance 4 of_actors_pedtype 10 to_actors_pedtype 4 0746: set_acquaintance 4 of_actors_pedtype 10 to_actors_pedtype 5 0746: set_acquaintance 4 of_actors_pedtype 11 to_actors_pedtype 4 0746: set_acquaintance 4 of_actors_pedtype 11 to_actors_pedtype 5 0746: set_acquaintance 4 of_actors_pedtype 12 to_actors_pedtype 4 0746: set_acquaintance 4 of_actors_pedtype 12 to_actors_pedtype 5 0746: set_acquaintance 4 of_actors_pedtype 13 to_actors_pedtype 4 0746: set_acquaintance 4 of_actors_pedtype 13 to_actors_pedtype 5 0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 4 0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 5 0746: set_acquaintance 4 of_actors_pedtype 15 to_actors_pedtype 4 0746: set_acquaintance 4 of_actors_pedtype 15 to_actors_pedtype 5 0746: set_acquaintance 4 of_actors_pedtype 16 to_actors_pedtype 4 0746: set_acquaintance 4 of_actors_pedtype 16 to_actors_pedtype 5 0746: set_acquaintance 4 of_actors_pedtype 17 to_actors_pedtype 4 0746: set_acquaintance 4 of_actors_pedtype 17 to_actors_pedtype 5 0746: set_acquaintance 4 of_actors_pedtype 20 to_actors_pedtype 4 0746: set_acquaintance 4 of_actors_pedtype 20 to_actors_pedtype 5 0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 22 0746: set_acquaintance 4 of_actors_pedtype 8 to_actors_pedtype 22 0746: set_acquaintance 4 of_actors_pedtype 9 to_actors_pedtype 22 0746: set_acquaintance 4 of_actors_pedtype 10 to_actors_pedtype 22 0746: set_acquaintance 4 of_actors_pedtype 11 to_actors_pedtype 22 0746: set_acquaintance 4 of_actors_pedtype 12 to_actors_pedtype 22 0746: set_acquaintance 4 of_actors_pedtype 13 to_actors_pedtype 22 0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 22 0746: set_acquaintance 4 of_actors_pedtype 15 to_actors_pedtype 22 0746: set_acquaintance 4 of_actors_pedtype 16 to_actors_pedtype 22 0746: set_acquaintance 4 of_actors_pedtype 17 to_actors_pedtype 22 0746: set_acquaintance 4 of_actors_pedtype 20 to_actors_pedtype 22 0746: set_acquaintance 4 of_actors_pedtype 7 to_actors_pedtype 21 0746: set_acquaintance 4 of_actors_pedtype 8 to_actors_pedtype 21 0746: set_acquaintance 4 of_actors_pedtype 9 to_actors_pedtype 21 0746: set_acquaintance 4 of_actors_pedtype 10 to_actors_pedtype 21 0746: set_acquaintance 4 of_actors_pedtype 11 to_actors_pedtype 21 0746: set_acquaintance 4 of_actors_pedtype 12 to_actors_pedtype 21 0746: set_acquaintance 4 of_actors_pedtype 13 to_actors_pedtype 21 0746: set_acquaintance 4 of_actors_pedtype 14 to_actors_pedtype 21 0746: set_acquaintance 4 of_actors_pedtype 15 to_actors_pedtype 21 0746: set_acquaintance 4 of_actors_pedtype 16 to_actors_pedtype 21 0746: set_acquaintance 4 of_actors_pedtype 17 to_actors_pedtype 21 0746: set_acquaintance 4 of_actors_pedtype 20 to_actors_pedtype 21 0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 4 0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 5 0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 21 0746: set_acquaintance 4 of_actors_pedtype 6 to_actors_pedtype 22 repeatwait 0until if 0AB0:   key_pressed 54 //60ADF: add_dynamic_GXT_entry "zomb3" text "san andreas saved congratulations"0ADF: add_dynamic_GXT_entry "zomb1" text "~1~ / ~1~"0ADF: add_dynamic_GXT_entry "zomb2" text "annihilation zombies"repeatwait 0until if Player.Defined(0)01F0: set_max_wanted_level_to 0 01EB: set_traffic_density_multiplier_to 0.0 03DE: set_pedestrians_density_multiplier_to 0.0 0A8C: write_memory 9867623 size 4 value 1 virtual_protect 1 0A8C: write_memory 9867624 size 4 value 1 virtual_protect 1 00C0: set_current_time_hours_to 23 minutes_to 0 01B5: force_weather 1 06C8: enable_riot 1 072C: generate_police_bikes 0 099E: enable_police_patrols 0 06D0: enable_emergency_traffic 0 set_weather 81 Model.Load(#KNIFECUR)Model.Load(#SHOVEL)Model.Load(#FLAME)Model.Load(#CHNSAW)038B: load_requested_models [email protected] = 0//succes - actionwait 250for [email protected] = 0 to 400 step 4wait 0     0A8E: [email protected] = [email protected] + [email protected]     0A8E: [email protected] = [email protected] + [email protected]      gosub @set     0A8C: write_memory [email protected] size 4 value [email protected] virtual_protect 0    0A8C: write_memory [email protected] size 4 value [email protected] virtual_protect 0endgoto @heck:setwait 10[email protected] += 1 //test0513: show_text_box_1number 'number' number [email protected]  // ~k~~VEHICLE_ENTER_EXIT~ Usar o Casa N?queis $~1~0208: [email protected] = random_float_in_ranges -100.0 100.0 0208: [email protected] = random_float_in_ranges 150.0 245.0  04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset [email protected] [email protected] 1.0 04D3: get_nearest_car_path_coords_from [email protected] [email protected] [email protected] type 2 store_to [email protected] [email protected] [email protected] 0376: [email protected] = create_random_actor_at [email protected] [email protected] [email protected] Actor.Angle([email protected]) = 88.36082Actor.Health([email protected]) = 150077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 0 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 1 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 6 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 7 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 8 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 9 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 10 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 11 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 12 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 13 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 14 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 15 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 16 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 17 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 18 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 19 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 20 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 21 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 22 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 23 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 24 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 25 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 26 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 27 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 28 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 29 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 30 // see ped.dat077A: set_actor [email protected] acquaintance 4 to_actors_pedtype 31 // see ped.dat[email protected] = Marker.CreateAboveActor([email protected])Marker.SetIconSize([email protected], 2)Marker.SetColor([email protected], 0)//0332: set_actor [email protected] bleeding 1 Actor.SetWalkStyle([email protected], "player")Actor.GiveWeaponAndAmmo([email protected], 9, 0)05E2: AS_actor [email protected] kill_actor $PLAYER_ACTORwait 10return:heck[email protected] = 0 ///kill zombie licznik[email protected] = 0 //5*20*4 = 400 ---> 100 zombie[email protected] = 101 ///kill zombiewait 0:swhile true    wait 0    [email protected] += 4    if         [email protected] > 400    then        [email protected] = 0    end    gosub @attack_now    0A8E: [email protected] = [email protected] + [email protected]     0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0    0A8E: [email protected] = [email protected] + [email protected]     0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0    if         actor.Dead([email protected])    then        if        075C:   marker [email protected] enabled         then            Marker.Disable([email protected])            Actor.RemoveReferences([email protected])            [email protected] += 1      //   [email protected] += 1        end    end    if        002D:   [email protected] >= [email protected] // (int)     then        goto @clean     end     if or        0AB0:   key_pressed 145 //scroll lock        0741:   actor $PLAYER_ACTOR busted         wasted_or_busted         Player.Wasted(0)        $onmission == 1    then         goto @clean     end    03F0: enable_text_draw 0     0340: set_text_draw_RGBA 0 252 252 255     033F: set_text_draw_letter_size 0.3 0.8     033E: set_draw_text_position 23.0 197.0 GXT "zomb2"     0340: set_text_draw_RGBA 124 252 124 255     033F: set_text_draw_letter_size 0.3 0.8     045B: draw_text_2numbers 23.0 215.0 GXT "zomb1" numbers [email protected] [email protected]    //[email protected]    if         003B:   [email protected] == [email protected] // (int)     then         01E3: show_text_1number_styled GXT "zomb3" number 300000 time 5000 style 1  // MISSION PASSED!~n~~w~$~1~        Player.Money(0) += 300000                :clean        for [email protected] = 0 to 400 step 4             0A8E: [email protected] = [email protected] + [email protected]             0A8D: [email protected] = read_memory [email protected] size 4 virtual_protect 0            Actor.RemoveReferences([email protected])        end                0AE0: remove_text_label "zomb1"        0AE0: remove_text_label "zomb2"        0AE0: remove_text_label "zomb3"        Player.ClearWantedLevel(0)        01F0: set_max_wanted_level_to 0         01EB: set_traffic_density_multiplier_to 1.0         03DE: set_pedestrians_density_multiplier_to 1.0         0A8C: write_memory 9867623 size 4 value 0 virtual_protect 1         0A8C: write_memory 9867624 size 4 value 0 virtual_protect 1         01B5: force_weather 1         set_weather 1         01B7: release_weather         072C: generate_police_bikes 1         099E: enable_police_patrols 1         06D0: enable_emergency_traffic 1         06C8: enable_riot 0        0746: set_acquaintance 1 of_actors_pedtype 7 to_actors_pedtype 4 0746: set_acquaintance 1 of_actors_pedtype 7 to_actors_pedtype 5 0746: set_acquaintance 1 of_actors_pedtype 8 to_actors_pedtype 4 0746: set_acquaintance 1 of_actors_pedtype 8 to_actors_pedtype 5 0746: set_acquaintance 1 of_actors_pedtype 9 to_actors_pedtype 4 0746: set_acquaintance 1 of_actors_pedtype 9 to_actors_pedtype 5 0746: set_acquaintance 1 of_actors_pedtype 10 to_actors_pedtype 4 0746: set_acquaintance 1 of_actors_pedtype 10 to_actors_pedtype 5 0746: set_acquaintance 1 of_actors_pedtype 11 to_actors_pedtype 4 0746: set_acquaintance 1 of_actors_pedtype 11 to_actors_pedtype 5 0746: set_acquaintance 1 of_actors_pedtype 12 to_actors_pedtype 4 0746: set_acquaintance 1 of_actors_pedtype 12 to_actors_pedtype 5 0746: set_acquaintance 1 of_actors_pedtype 13 to_actors_pedtype 4 0746: set_acquaintance 1 of_actors_pedtype 13 to_actors_pedtype 5 0746: set_acquaintance 1 of_actors_pedtype 14 to_actors_pedtype 4 0746: set_acquaintance 1 of_actors_pedtype 14 to_actors_pedtype 5 0746: set_acquaintance 1 of_actors_pedtype 15 to_actors_pedtype 4 0746: set_acquaintance 1 of_actors_pedtype 15 to_actors_pedtype 5 0746: set_acquaintance 1 of_actors_pedtype 16 to_actors_pedtype 4 0746: set_acquaintance 1 of_actors_pedtype 16 to_actors_pedtype 5 0746: set_acquaintance 1 of_actors_pedtype 17 to_actors_pedtype 4 0746: set_acquaintance 1 of_actors_pedtype 17 to_actors_pedtype 5 0746: set_acquaintance 1 of_actors_pedtype 20 to_actors_pedtype 4 0746: set_acquaintance 1 of_actors_pedtype 20 to_actors_pedtype 5 0746: set_acquaintance 1 of_actors_pedtype 7 to_actors_pedtype 22 0746: set_acquaintance 1 of_actors_pedtype 8 to_actors_pedtype 22 0746: set_acquaintance 1 of_actors_pedtype 9 to_actors_pedtype 22 0746: set_acquaintance 1 of_actors_pedtype 10 to_actors_pedtype 22 0746: set_acquaintance 1 of_actors_pedtype 11 to_actors_pedtype 22 0746: set_acquaintance 1 of_actors_pedtype 12 to_actors_pedtype 22 0746: set_acquaintance 1 of_actors_pedtype 13 to_actors_pedtype 22 0746: set_acquaintance 1 of_actors_pedtype 14 to_actors_pedtype 22 0746: set_acquaintance 1 of_actors_pedtype 15 to_actors_pedtype 22 0746: set_acquaintance 1 of_actors_pedtype 16 to_actors_pedtype 22 0746: set_acquaintance 1 of_actors_pedtype 17 to_actors_pedtype 22 0746: set_acquaintance 1 of_actors_pedtype 20 to_actors_pedtype 22 0746: set_acquaintance 1 of_actors_pedtype 7 to_actors_pedtype 21 0746: set_acquaintance 1 of_actors_pedtype 8 to_actors_pedtype 21 0746: set_acquaintance 1 of_actors_pedtype 9 to_actors_pedtype 21 0746: set_acquaintance 1 of_actors_pedtype 10 to_actors_pedtype 21 0746: set_acquaintance 1 of_actors_pedtype 11 to_actors_pedtype 21 0746: set_acquaintance 1 of_actors_pedtype 12 to_actors_pedtype 21 0746: set_acquaintance 1 of_actors_pedtype 13 to_actors_pedtype 21 0746: set_acquaintance 1 of_actors_pedtype 14 to_actors_pedtype 21 0746: set_acquaintance 1 of_actors_pedtype 15 to_actors_pedtype 21 0746: set_acquaintance 1 of_actors_pedtype 16 to_actors_pedtype 21 0746: set_acquaintance 1 of_actors_pedtype 17 to_actors_pedtype 21 0746: set_acquaintance 1 of_actors_pedtype 20 to_actors_pedtype 21 0746: set_acquaintance 1 of_actors_pedtype 6 to_actors_pedtype 4 0746: set_acquaintance 1 of_actors_pedtype 6 to_actors_pedtype 5 0746: set_acquaintance 1 of_actors_pedtype 6 to_actors_pedtype 21 0746: set_acquaintance 1 of_actors_pedtype 6 to_actors_pedtype 22 0746: set_acquaintance 3 of_actors_pedtype 7 to_actors_pedtype 6 0746: set_acquaintance 3 of_actors_pedtype 8 to_actors_pedtype 6 0746: set_acquaintance 3 of_actors_pedtype 9 to_actors_pedtype 6 0746: set_acquaintance 3 of_actors_pedtype 10 to_actors_pedtype 6 0746: set_acquaintance 3 of_actors_pedtype 11 to_actors_pedtype 6 0746: set_acquaintance 3 of_actors_pedtype 12 to_actors_pedtype 6 0746: set_acquaintance 3 of_actors_pedtype 13 to_actors_pedtype 6 0746: set_acquaintance 3 of_actors_pedtype 14 to_actors_pedtype 6 0746: set_acquaintance 3 of_actors_pedtype 15 to_actors_pedtype 6 0746: set_acquaintance 3 of_actors_pedtype 16 to_actors_pedtype 6 0746: set_acquaintance 3 of_actors_pedtype 17 to_actors_pedtype 6 0746: set_acquaintance 3 of_actors_pedtype 18 to_actors_pedtype 6 0746: set_acquaintance 3 of_actors_pedtype 20 to_actors_pedtype 6 0746: set_acquaintance 3 of_actors_pedtype 21 to_actors_pedtype 6 0ACD: show_text_highpriority "Everything reverted back to normal." time 2500         end_thread    end    Actor.Health($PLAYER_ACTOR) = 500end:zomb1hex 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00end:zomb2hex 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00end:attack_nowif[email protected] > 5000jf @nothing05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR[email protected] = 0:nothingreturn

i dont see any missing zombies when count to 101 but got hate on all gangs against peds - bodyguards

 

edited: well i add a gosub for the zombie to keep killing me but it on works on one zombie in the variable that keep attacking me when opening mains

 

reduce some of the zombies make a wave.

-----

use these opcode to make it harder when get too close

07FE: set_actor fighting_style_to 7 moves 6

 

//and see how this nice script works

 

{$CLEO .cs}0000: nopvar$actor: array 20 of int$marker: array 20 of intend:startrepeatwait 0until if 0AB0:   key_pressed 55 //7Model.Load(#AK47)Model.Load(#MICRO_UZI)Model.Load(#MP5LNG)038B: load_requested_models04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $player_actor with_offset 0.0 25.0 1.0for $index = 0 to 19 step 1wait 50209: [email protected] = random_int_in_ranges 102 1180209: [email protected] = random_int_in_ranges 28 30Model.Load([email protected])038B: load_requested_models0208: [email protected] = random_float_in_ranges -10.2 10.20208: [email protected] = random_float_in_ranges 40.2 47.204C4: store_coords_to [email protected] [email protected] [email protected] from_actor $player_actor with_offset [email protected] [email protected] 1.0wait 0$actor[$index] = Actor.Create(gang2, [email protected], [email protected], [email protected], [email protected])wait 0$marker[$index] = Marker.CreateAboveActor($actor[$index])wait 0Actor.GiveWeaponAndAmmo($actor[$index], [email protected], 99999)wait 005E2: AS_actor $actor[$index] kill_actor $player_actorwait [email protected] = 0//scanrepeatwait 0until if 0AB0:   key_pressed 55 //7for $index = 0 to 19 step 1    wait 50    actor.RemoveReferences($actor[$index])endjump @startend_thread
Edited by Sanmodder

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Sanmodder

Thanks to the zombies are aggressive only the second problem
You added it but you need to know that the game will be freeze as an actor will not find, always add not actor.dead

: ZOMBIE_D40
f
32 @> 5000
jf @ ZOMBIE_D62
05E2: AS_actor 3 @ kill_actor $ PLAYER_ACTOR
32 @ = 0

: ZOMBIE_D62
return

see loog


********************************************
zombie script
Local variables dump:
34330096 12 34330108 6401 34330600 34330612 6029459 12 1158238208 -993175552 0 0 0 0 1097072640 1076630368
1130978310 0 0 0 0 0 0 0 0 0 0 0 0 101 101 0
5005 542334448
********************************************

00001294 & 0: [000A] l1 (12) + = 4
00001301 & 0: [00D6] IF 0
00001305 & 0: [0019] & lt; 1 & gt; (16) & gt; 400 / FALSE
00001313 & 0: [004D] GOTO_IF_FALSE -1327
00001327 & 0: [0050] GOSUB -3392
00003392 & 0: [00D6] IF 0
00003396 & 0: [0019] l32 (5005)> 5000 // TRUE
00003404 & 1: [004D] GOTO_IF_FALSE -3426
00003411 & 1: [05E2] TASK_KILL_CHAR 6401 1

*********************************
> Logging finished: 19:03:43
Powered by SCRLog (by LINK / 2012)
*********************************

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Sanmodder

I will make a movie :colgate:

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