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skatefilter5

How can get only mission actors not peds in the streets?

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skatefilter5

I was making create-a-actor with setting of the stats i was trying create more than one 1 actor when hit spawn but get random actor just floods between peds on streets (if im nearby) and mission actors, I cant find the opcode to mission actors only instead of every actor on the streets

 

take a look

 

find

04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
0AE1: [email protected] = random_actor_near_point [email protected] [email protected] [email protected] in_radius 50.0 find_next 1 pass_deads 1

 

random actor means peds in streets and mission actors

// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013{$CLEO .cm}//-------------MAIN---------------03A4: name_thread 'spawn' 0ACD: show_text_highpriority "Actor editor started." time [email protected] = 0jump @start:reset_jump0ACD: show_text_highpriority "Editor closed down." time 3000mission_cleanupend_thread:start0001: wait 0 ms 00D6: if 0256:   player $PLAYER_CHAR defined 004D: jump_if_false @start 00D6: if 0ADC:   test_cheat "pp"//0AB0:   key_pressed 49 //0AB0:   key_pressed 46004D: jump_if_false @start :return // Actor [email protected] = 24 //[email protected] = 30 //Weapon [email protected] = 30 //Attack [email protected] = 0 //Weapon and [email protected] = 1 //[email protected] = 1 //[email protected] = 0 //[email protected] = 0   // set_actor [email protected] maintain_position_when_attacked [email protected] = 15  //fighting [email protected] = 1  //weapon skills [email protected] = 150  //health0ADF: add_dynamic_GXT_entry "crate01" text "crate-a-Actor" 0ADF: add_dynamic_GXT_entry "crate02" text "crate-a-Ped" 0ADF: add_dynamic_GXT_entry "crate03" text "??????"  //"Lost Island" 0ADF: add_dynamic_GXT_entry "crate04" text "??????" //"Shipyard" 0ADF: add_dynamic_GXT_entry "crate05" text "??????" 0ADF: add_dynamic_GXT_entry "crate06" text "??????" 0ADF: add_dynamic_GXT_entry "crate07" text "??????" 0ADF: add_dynamic_GXT_entry "crate08" text "??????" 0ADF: add_dynamic_GXT_entry "crate09" text "??????" 0ADF: add_dynamic_GXT_entry "crate10" text "Baseket Ball Park" 0ADF: add_dynamic_GXT_entry "crate11" text "Baseket Ball Park" 0ADF: add_dynamic_GXT_entry "crate12" text "Quit Actor Spawner" //0ADF: add_dynamic_GXT_entry "crateBK" text "Return Back" //0ADF: add_dynamic_GXT_entry "crateFD" text "More crates" 0ADF: add_dynamic_GXT_entry "crate00" text "~r~crate time~w~" 0ADF: add_dynamic_GXT_entry "crateXX" text "Scroll ~u~/~d~ to select the stages" 0512: show_permanent_text_box 'HOSP_1'  // If your health reaches zero, you will pass out and you will be treated at the local medical center.08D4: [email protected] = crate_panel_with_title 'crate00' position 340.0 120.0 width 240.0 columns 1 interactive 1 background 1 alignment 0 08DB: set_panel [email protected] column 0 header 'dummy' data 'crate01' 'crate02' 'crate03' 'crate04' 'crate05' 'crate06' 'crate07' 'crate08' 'crate09' 'crate10' 'crateBK' 'crateFD' 090E: set_panel [email protected] active_row 0 01B4: set_player $PLAYER_CHAR can_move 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 :create_actor_1wait  0if0256:   player $PLAYER_CHAR definedjf @create_actor_21if00E1:   key_pressed  0  15//--- key = Enter/Exitjf @create_actor_2jump @create_actor_21//--jump to menue exit:create_actor_2if00E1:   key_pressed  0  16//--- key = Ped SPRINTjf @create_actor_103E6: remove_text_box08D7: [email protected] = panel [email protected] active_row//-- submit number of the highlighted button into variableif and0256:   player $PLAYER_CHAR defined0039:   [email protected] ==  0  // integer valuesjf @create_actor_3      :actor_list08DA: remove_panel [email protected]: remove_text_boxwait 3000ADF: add_dynamic_GXT_entry "edit01" text "Select Gang" 0ADF: add_dynamic_GXT_entry "edit02" text "Set Health" 0ADF: add_dynamic_GXT_entry "edit03" text "Set Weapon Accuracy"  //"Lost Island" 0ADF: add_dynamic_GXT_entry "edit04" text "Set Attack Rate" //"Shipyard" 0ADF: add_dynamic_GXT_entry "edit05" text "Set Walkstyles" 0ADF: add_dynamic_GXT_entry "edit06" text "Set Team" 0ADF: add_dynamic_GXT_entry "edit07" text "Set Weapon and Ammo" 0ADF: add_dynamic_GXT_entry "edit08" text "Set Headshots, Drown and Behaviour" 0ADF: add_dynamic_GXT_entry "edit09" text "Set Fighting Styles" 0ADF: add_dynamic_GXT_entry "edit10" text "Set Immunities" 0ADF: add_dynamic_GXT_entry "edit11" text "Set Weapon Skill" 0ADF: add_dynamic_GXT_entry "edit12" text "Spawn Actor" 0ADF: add_dynamic_GXT_entry "editon" text "ON"0ADF: add_dynamic_GXT_entry "editoff" text "OFF"0ADF: add_dynamic_GXT_entry "editAC1" text "ON"0ADF: add_dynamic_GXT_entry "EDITHP02" text "Baseket Ball Park" //0ADF: add_dynamic_GXT_entry "editBK" text "actor_list Back" //0ADF: add_dynamic_GXT_entry "editFD" text "More edits" 0ADF: add_dynamic_GXT_entry "edit00" text "~r~edit time~w~" 0ADF: add_dynamic_GXT_entry "editXX" text "Scroll ~u~/~d~ to select the stages" 0512: show_permanent_text_box 'HOSP_1'  // If your health reaches zero, you will pass out and you will be treated at the local medical center.08D4: [email protected] = edit_panel_with_title 'edit00' position 340.0 120.0 width 240.0 columns 1 interactive 1 background 1 alignment 0 08DB: set_panel [email protected] column 0 header 'dummy' data 'edit01' 'edit02' 'edit03' 'edit04' 'edit05' 'edit06' 'edit07' 'edit08' 'edit09' 'edit10' 'edit11' 'edit12' 090E: set_panel [email protected] active_row 0 01B4: set_player $PLAYER_CHAR can_move 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 :actor_list_1wait  0if0256:   player $PLAYER_CHAR definedjf @actor_list_21if00E1:   key_pressed  0  15//--- key = Enter/Exitjf @actor_list_2jump @actor_list_21//--jump to menue exit:actor_list_2if00E1:   key_pressed  0  16//--- key = Ped SPRINTjf @actor_list_103E6: remove_text_box08D7: [email protected] = panel [email protected] active_row//-- submit number of the highlighted button into variableif and0256:   player $PLAYER_CHAR defined0039:   [email protected] ==  0  // integer valuesjf @actor_list_3      :team08DA: remove_panel [email protected]: remove_text_boxwait 3000ADF: add_dynamic_GXT_entry "team01" text "Ballas" 0ADF: add_dynamic_GXT_entry "team02" text "Groves" 0ADF: add_dynamic_GXT_entry "team03" text "Vagos"  //"Lost Island" 0ADF: add_dynamic_GXT_entry "team04" text "Mission 4" //"Shipyard" 0ADF: add_dynamic_GXT_entry "team05" text "Mission 5" 0ADF: add_dynamic_GXT_entry "team06" text "Mission 6" 0ADF: add_dynamic_GXT_entry "team07" text "Mission 7" 0ADF: add_dynamic_GXT_entry "team08" text "Mission 8" 0ADF: add_dynamic_GXT_entry "team09" text "Speical" 0ADF: add_dynamic_GXT_entry "team10" text "Cop" 0ADF: add_dynamic_GXT_entry "team11" text "Gang 1 - Ballas" 0ADF: add_dynamic_GXT_entry "team12" text "Gang 2 - Grove" 0ADF: add_dynamic_GXT_entry "teamon" text "ON"0ADF: add_dynamic_GXT_entry "teamoff" text "OFF"0ADF: add_dynamic_GXT_entry "teamAC1" text "ON"0ADF: add_dynamic_GXT_entry "teamHP02" text "Baseket Ball Park" //0ADF: add_dynamic_GXT_entry "teamBK" text "team Back" //0ADF: add_dynamic_GXT_entry "teamFD" text "More teams" 0ADF: add_dynamic_GXT_entry "team00" text "~r~team time~w~" 0ADF: add_dynamic_GXT_entry "teamXX" text "Scroll ~u~/~d~ to select the stages" 0512: show_permanent_text_box 'HOSP_1'  // If your health reaches zero, you will pass out and you will be treated at the local medical center.08D4: [email protected] = team_panel_with_title 'team00' position 340.0 120.0 width 240.0 columns 1 interactive 1 background 1 alignment 0 08DB: set_panel [email protected] column 0 header 'dummy' data 'team01' 'team02' 'team03' 'team04' 'team05' 'team06' 'team07' 'team08' 'team09' 'team10' 'team11' 'team12' 090E: set_panel [email protected] active_row 0 01B4: set_player $PLAYER_CHAR can_move 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 :team_1wait  0if00E1:   key_pressed  0  15//--- key = Enter/Exitjf @team_2jump @team_21//--jump to menue exit:team_2if00E1:   key_pressed  0  16//--- key = Ped SPRINTjf @team_103E6: remove_text_box08D7: [email protected] = panel [email protected] active_row//-- submit number of the highlighted button into variableif and0256:   player $PLAYER_CHAR defined0039:   [email protected] ==  0  // integer valuesjf @team_3      01B4: set_player $PLAYER_CHAR can_move 108DA: remove_panel [email protected]: remove_text_boxwait 200gosub @PLACE_ACTORactor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)02A9: set_actor $PLAYER_ACTOR immune_to_nonplayer 1model.Load(#ballas1)model.Load(#ballas2) model.Load(#ballas3)038B: load_requested_models //0665: get_actor [email protected] model_to [email protected]:random_ballas_10209: [email protected] = random_int_in_ranges 0 2wait [email protected] == 0jf @random_ballas_204C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 [email protected] = actor.Create(mission1, #BALLAS1, [email protected], [email protected], [email protected])0619: enable_actor [email protected] collision_detection 0actor.LockInCurrentPosition([email protected], 1)//actor.SetImmunities([email protected], 1,1,1,1,1)//02A9: set_actor [email protected] immune_to_nonplayer [email protected] = 1jump @team_21:[email protected] == 1jf @random_ballas_304C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 [email protected] = actor.Create(mission1, #BALLAS2, [email protected], [email protected], [email protected])0619: enable_actor [email protected] collision_detection 0actor.LockInCurrentPosition([email protected], 1)//actor.SetImmunities([email protected], 1,1,1,1,1)//02A9: set_actor [email protected] immune_to_nonplayer [email protected] = 1jump @team_21:[email protected] == 2jf @[email protected] = 104C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 [email protected] = actor.Create(mission1, #BALLAS3, [email protected], [email protected], [email protected])0619: enable_actor [email protected] collision_detection 0 actor.LockInCurrentPosition([email protected], 1)//actor.SetImmunities([email protected], 1,1,1,1,1)//02A9: set_actor [email protected] immune_to_nonplayer 1jump @team_21:team_3if and0256:   player $PLAYER_CHAR defined0039:   [email protected] ==  1  // integer valuesjf @team_4jump @team_21:team_4if and0256:   player $PLAYER_CHAR defined0039:   [email protected] ==  2  // integer valuesjf @team_5jump @team_21:team_5if and0256:   player $PLAYER_CHAR defined0039:   [email protected] ==  3  // integer valuesjf @team_6jump @team_21:team_6if and0256:   player $PLAYER_CHAR defined0039:   [email protected] ==  4  // integer valuesjf @team_7jump @team_21:team_7if and0256:   player $PLAYER_CHAR defined0039:   [email protected] ==  5  // integer valuesjf @team_8jump @team_21:team_8if and0256:   player $PLAYER_CHAR defined0039:   [email protected] ==  6  // integer valuesjf @team_9jump @team_21:team_9if and0256:   player $PLAYER_CHAR defined0039:   [email protected] ==  7  // integer valuesjf @team_10jump @team_21:team_10if and0256:   player $PLAYER_CHAR defined0039:   [email protected] ==  8  // integer valuesjf @team_11jump @team_21:team_11if and0256:   player $PLAYER_CHAR defined0039:   [email protected] ==  9  // integer valuesjf @team_12jump @team_21:team_12if and0256:   player $PLAYER_CHAR defined0039:   [email protected] ==  10  // integer valuesjf @team_13jump @team_21:team_13if and0256:   player $PLAYER_CHAR defined0039:   [email protected] ==  11  // integer valuesjf @team_1          //releasejump @team_21:team_2101B4: set_player $PLAYER_CHAR can_move 103BF: set_player $PLAYER_CHAR ignored_by_everyone 008DA: remove_panel [email protected]: remove_text_boxjump @actor_list:PLACE_ACTORwait 00ADF: add_dynamic_GXT_entry "PLACE_0" text "Place the actor by pressing ~k~~CONVERSATION_YES~, press ~k~~CONVERSATION_NO~ to cancel."0512: show_permanent_text_box 'PLACE_0'  // If your health reaches zero, you will pass out and you will be treated at the local medical center.04C4: store_coords_to [email protected] 1[email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 -1.0if00E1:   player 0 pressed_key 11 jf  @CANCEL_PLACE0AE0: remove_dynamic_GXT_entry "PLACE_0"return:CANCEL_PLACEif00E1:   player 0 pressed_key 10 jf @PLACE_ACTOR0AE0: remove_dynamic_GXT_entry "PLACE_0"jump  @Actor_list:actor_list_3if [email protected] == 10256:   player $PLAYER_CHAR defined0039:   [email protected] ==  1  // integer valuesjf @actor_list_4:heal//[email protected] = 0 // Actor required08DA: remove_panel [email protected]: remove_text_boxwait 3000ADF: add_dynamic_GXT_entry "heal1" text "1" 0ADF: add_dynamic_GXT_entry "heal2" text "50"  //"Lost Island" 0ADF: add_dynamic_GXT_entry "heal3" text "200" //"Shipyard" 0ADF: add_dynamic_GXT_entry "heal4" text "500" 0ADF: add_dynamic_GXT_entry "heal5" text "1000" 0ADF: add_dynamic_GXT_entry "heal6" text "1500" 0ADF: add_dynamic_GXT_entry "heal7" text "2500" 0ADF: add_dynamic_GXT_entry "heal8" text "3500" 0ADF: add_dynamic_GXT_entry "heal9" text "5000" 0ADF: add_dynamic_GXT_entry "heal10" text "10000" 0ADF: add_dynamic_GXT_entry "heal11" text "25000" //"Shipyard" 0ADF: add_dynamic_GXT_entry "heal12" text "Unlimited" //0ADF: add_dynamic_GXT_entry "healBK" text "heal Back" //0ADF: add_dynamic_GXT_entry "healFD" text "More heals" 0ADF: add_dynamic_GXT_entry "heal00" text "~r~Actor's Health~w~" 0ADF: add_dynamic_GXT_entry "healXX" text "Set amount of Actor's Health" 0512: show_permanent_text_box 'healXX'  // If your heal reaches zero, you will pass out and you will be treated at the local medical center.08D4: [email protected] = heal_panel_with_title 'heal00' position 340.0 120.0 width 240.0 columns 1 interactive 1 background 1 alignment 0 08DB: set_panel [email protected] column 0 header 'dummy' data 'heal01' 'heal02' 'heal03' 'heal04' 'heal05' 'heal06' 'heal07' 'heal08' 'heal09' 'heal10' 'heal11' 'heal12' 090E: set_panel [email protected] active_row 0 01B4: set_player $PLAYER_CHAR can_move 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 :heal_1wait  0if00E1:   key_pressed  0  15//--- key = Enter/Exitjf @heal_2jump @heal_21//--jump to menue exit:heal_2if00E1:   key_pressed  0  16//--- key = Ped SPRINTjf @heal_103E6: remove_text_box08D7: [email protected] = panel [email protected] active_row//-- submit number of the highlighted button into variableif and0256:   player $PLAYER_CHAR defined0039:   [email protected] ==  0  // integer valuesjf @heal_3      actor.Health([email protected]) = 1jump @heal_21:heal_3if and0256:   player $PLAYER_CHAR defined0039:   [email protected] ==  1  // integer valuesjf @heal_4actor.Health([email protected]) = 50jump @heal_21:heal_4if and0256:   player $PLAYER_CHAR defined0039:   [email protected] ==  2  // integer valuesjf @heal_5actor.Health([email protected]) = 200jump @heal_21:heal_5if and0256:   player $PLAYER_CHAR defined0039:   [email protected] == 0jf @heal_6actor.Health([email protected]) = 500jump @heal_21:heal_6if and0256:   player $PLAYER_CHAR defined0039:   [email protected] ==  4  // integer valuesjf @heal_7actor.Health([email protected]) = 1000jump @heal_21:heal_7if and0256:   player $PLAYER_CHAR defined0039:   [email protected] ==  5  // integer valuesjf @heal_8actor.Health([email protected]) = 1500jump @heal_21:heal_8if and0256:   player $PLAYER_CHAR defined0039:   [email protected] ==  6  // integer valuesjf @heal_9actor.Health([email protected]) = 2500jump @heal_21:heal_9if and0256:   player $PLAYER_CHAR defined0039:   [email protected] ==  7  // integer valuesjf @heal_10actor.Health([email protected]) = 3500jump @heal_21:heal_10if and0256:   player $PLAYER_CHAR defined0039:   [email protected] ==  8  // integer valuesjf @heal_11actor.Health([email protected]) = 5000jump @heal_21:heal_11if and0256:   player $PLAYER_CHAR defined0039:   [email protected] ==  9  // integer valuesjf @heal_12actor.Health([email protected]) = 10000jump @heal_21:heal_12if and0256:   player $PLAYER_CHAR defined0039:   [email protected] ==  10  // integer valuesjf @heal_13actor.Health([email protected]) = 25000jump @heal_21:heal_13if and0256:   player $PLAYER_CHAR defined0039:   [email protected] ==  11  // integer valuesjf @heal_1          //releaseactor.Health([email protected]) = 99999999jump @heal_21:heal_2101B4: set_player $PLAYER_CHAR can_move 103BF: set_player $PLAYER_CHAR ignored_by_everyone 008DA: remove_panel [email protected]: remove_text_boxjump @actor_list:actor_list_4if [email protected] == 10256:   player $PLAYER_CHAR defined0039:   [email protected] ==  2  // integer valuesjf @actor_list_5:acc//[email protected] = 0 // Actor required08DA: remove_panel [email protected]: remove_text_boxwait 3000ADF: add_dynamic_GXT_entry "acc01" text "0" 0ADF: add_dynamic_GXT_entry "acc02" text "1"  //"Lost Island" 0ADF: add_dynamic_GXT_entry "acc03" text "5" 0ADF: add_dynamic_GXT_entry "acc04" text "10" //"Shipyard" 0ADF: add_dynamic_GXT_entry "acc05" text "25" 0ADF: add_dynamic_GXT_entry "acc06" text "30" 0ADF: add_dynamic_GXT_entry "acc07" text "45" 0ADF: add_dynamic_GXT_entry "acc08" text "50" 0ADF: add_dynamic_GXT_entry "acc09" text "60" 0ADF: add_dynamic_GXT_entry "acc10" text "75" 0ADF: add_dynamic_GXT_entry "acc11" text "90" 0ADF: add_dynamic_GXT_entry "acc12" text "100" //"Shipyard"    0ADF: add_dynamic_GXT_entry "accXX" text "Set Actor's Accuracy"0ADF: add_dynamic_GXT_entry "accHP" text "Baseket Ball Park" //0ADF: add_dynamic_GXT_entry "accBK" text "acc Back" //0ADF: add_dynamic_GXT_entry "accFD" text "More accs" 0ADF: add_dynamic_GXT_entry "accHP" text "Select the number of the actor's accuracy" 0512: show_permanent_text_box 'accHP'  // If your acc reaches zero, you will pass out and you will be treated at the local medical center.08D4: [email protected] = acc_panel_with_title 'accXX' position 340.0 120.0 width 240.0 columns 1 interactive 1 background 1 alignment 0 08DB: set_panel [email protected] column 0 header 'dummy' data 'acc01' 'acc02' 'acc03' 'acc04' 'acc05' 'acc06' 'acc07' 'acc08' 'acc09' 'acc10' 'acc11' 'acc12' 090E: set_panel [email protected] active_row 0 01B4: set_player $PLAYER_CHAR can_move 0 03BF: set_player $PLAYER_CHAR ignored_by_everyone 0 :acc_1wait  0if00E1:   key_pressed  0  15//--- key = Enter/Exitjf @acc_2jump @acc_21//--jump to menue exit:acc_2if00E1:   key_pressed  0  16//--- key = Ped SPRINTjf @acc_103E6: remove_text_box08D7: [email protected] = panel [email protected] active_row//-- submit number of the highlighted button into variableif and0256:   player $PLAYER_CHAR defined0039:   [email protected] ==  0  // integer valuesjf @acc_3      actor.weaponaccuracy([email protected]) = 0jump @acc_21:acc_3if and0256:   player $PLAYER_CHAR defined0039:   [email protected] ==  1  // integer valuesjf @acc_4actor.weaponaccuracy([email protected]) = 1jump @acc_21:acc_4if and0256:   player $PLAYER_CHAR defined0039:   [email protected] ==  2  // integer valuesjf @acc_5actor.weaponaccuracy([email protected]) = 5jump @acc_21:acc_5if and0256:   player $PLAYER_CHAR defined0039:   [email protected] == 0jf @acc_6actor.weaponaccuracy([email protected]) = 10jump @acc_21:acc_6if and0256:   player $PLAYER_CHAR defined0039:   [email protected] ==  4  // integer valuesjf @acc_7actor.weaponaccuracy([email protected]) = 25jump @acc_21:acc_7if and0256:   player $PLAYER_CHAR defined0039:   [email protected] ==  5  // integer valuesjf @acc_8actor.weaponaccuracy([email protected]) = 35jump @acc_21:acc_8if and0256:   player $PLAYER_CHAR defined0039:   [email protected] ==  6  // integer valuesjf @acc_9actor.weaponaccuracy([email protected]) = 50jump @acc_21:acc_9if and0256:   player $PLAYER_CHAR defined0039:   [email protected] ==  7  // integer valuesjf @acc_10actor.weaponaccuracy([email protected]) = 60jump @acc_21:acc_10if and0256:   player $PLAYER_CHAR defined0039:   [email protected] ==  8  // integer valuesjf @acc_11actor.weaponaccuracy([email protected]) = 75jump @acc_21:acc_11if and0256:   player $PLAYER_CHAR defined0039:   [email protected] ==  9  // integer valuesjf @acc_12actor.weaponaccuracy([email protected]) = 85jump @acc_21:acc_12if and0256:   player $PLAYER_CHAR defined0039:   [email protected] ==  10  // integer valuesjf @acc_13actor.weaponaccuracy([email protected]) = 90jump @acc_21:acc_13if and0256:   player $PLAYER_CHAR defined0039:   [email protected] ==  11  // integer valuesjf @acc_1          //releaseactor.weaponaccuracy([email protected]) = 100jump @acc_21:acc_2101B4: set_player $PLAYER_CHAR can_move 103BF: set_player $PLAYER_CHAR ignored_by_everyone 008DA: remove_panel [email protected]: remove_text_boxjump @actor_list:actor_list_5if [email protected] == 10256:   player $PLAYER_CHAR defined0039:   [email protected] ==  3  // integer valuesjf @actor_list_6jump @actor_list_21:actor_list_6if [email protected] == 10256:   player $PLAYER_CHAR defined0039:   [email protected] ==  4  // integer valuesjf @actor_list_7jump @actor_list_21:actor_list_7if and0256:   player $PLAYER_CHAR defined0039:   [email protected] ==  5  // integer valuesjf @actor_list_8jump @actor_list_21:actor_list_8if [email protected] == 10256:   player $PLAYER_CHAR defined0039:   [email protected] ==  6  // integer valuesjf @actor_list_9jump @actor_list_21:actor_list_9if [email protected] == 10256:   player $PLAYER_CHAR defined0039:   [email protected] ==  7  // integer valuesjf @actor_list_10jump @actor_list_21:actor_list_10if [email protected] == 10256:   player $PLAYER_CHAR defined0039:   [email protected] ==  8  // integer valuesjf @actor_list_11jump @actor_list_21:actor_list_11if [email protected] == 10256:   player $PLAYER_CHAR defined0039:   [email protected] ==  9  // integer valuesjf @actor_list_12jump @actor_list_21:actor_list_12if [email protected] == 10256:   player $PLAYER_CHAR defined0039:   [email protected] ==  10  // integer valuesjf @actor_list_13jump @actor_list_21:actor_list_1304C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.00AE1: [email protected] = random_actor_near_point [email protected] [email protected] [email protected] in_radius 50.0 find_next 1 pass_deads 1if [email protected] == 1056D:   actor [email protected] defined0256:   player $PLAYER_CHAR defined0039:   [email protected] ==  11  // integer valuesjf @actor_list_1          //release0619: enable_actor [email protected] collision_detection 1actor.LockInCurrentPosition([email protected], 0)//actor.SetImmunities([email protected], 0,0,0,0,0)//02A9: set_actor [email protected] immune_to_nonplayer 0jump @actor_list_21:actor_list_2101B4: set_player $PLAYER_CHAR can_move 103BF: set_player $PLAYER_CHAR ignored_by_everyone 008DA: remove_panel [email protected]: remove_text_boxjump @startjump @create_actor_21:create_actor_3if and0256:   player $PLAYER_CHAR defined0039:   [email protected] ==  1  // integer valuesjf @create_actor_4jump @create_actor_21:create_actor_4if and0256:   player $PLAYER_CHAR defined0039:   [email protected] ==  2  // integer valuesjf @create_actor_5023C: load_special_actor 'injured' as 10 // models 290-299038B: load_requested_models023D:   special_actor 1 loaded// $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0//Player.Create(1, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)// Actor.EmulateFromPlayer($PLAYER_CHAR)09C7: change_player $PLAYER_CHAR model_to #SPECIAL10Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)07FE: set_actor $PLAYER_ACTOR fighting_style_to 7 moves 6// give_player2_weapons_of_player1 02A9: set_actor $PLAYER_ACTOR immune_to_nonplayer 1// set_2_player_camera_mode_to 2 0296: unload_special_actor 1jump @create_actor_21:create_actor_5if and0256:   player $PLAYER_CHAR defined0039:   [email protected] ==  3  // integer valuesjf @create_actor_6023C: load_special_actor 'Iorveth' as 10 // models 290-299038B: load_requested_models023D:   special_actor 1 loaded// $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0//Player.Create(1, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)// Actor.EmulateFromPlayer($PLAYER_CHAR)09C7: change_player $PLAYER_CHAR model_to #SPECIAL10Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)07FE: set_actor $PLAYER_ACTOR fighting_style_to 15 moves 6// give_player2_weapons_of_player1 02A9: set_actor $PLAYER_ACTOR immune_to_nonplayer 1// set_2_player_camera_mode_to 2 0296: unload_special_actor 1jump @create_actor_21:create_actor_6if and0256:   player $PLAYER_CHAR defined0039:   [email protected] ==  4  // integer valuesjf @create_actor_7023C: load_special_actor 'Saskia' as 10 // models 290-299038B: load_requested_models023D:   special_actor 1 loaded// $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0//Player.Create(1, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)// Actor.EmulateFromPlayer($PLAYER_CHAR)09C7: change_player $PLAYER_CHAR model_to #SPECIAL10Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)07FE: set_actor $PLAYER_ACTOR fighting_style_to 5 moves 6// give_player2_weapons_of_player1 02A9: set_actor $PLAYER_ACTOR immune_to_nonplayer 1// set_2_player_camera_mode_to 2 0296: unload_special_actor 1jump @create_actor_21:create_actor_7if and0256:   player $PLAYER_CHAR defined0039:   [email protected] ==  5  // integer valuesjf @create_actor_8023C: load_special_actor 'trisshu' as 10 // models 290-299038B: load_requested_models023D:   special_actor 1 loaded// $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0//Player.Create(1, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)// Actor.EmulateFromPlayer($PLAYER_CHAR)09C7: change_player $PLAYER_CHAR model_to #SPECIAL10Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)07FE: set_actor $PLAYER_ACTOR fighting_style_to 4 moves 6// give_player2_weapons_of_player1 02A9: set_actor $PLAYER_ACTOR immune_to_nonplayer 1// set_2_player_camera_mode_to 2 0296: unload_special_actor 1jump @create_actor_21:create_actor_8if and0256:   player $PLAYER_CHAR defined0039:   [email protected] ==  6  // integer valuesjf @create_actor_9023C: load_special_actor 'TW2Phil' as 10 // models 290-299038B: load_requested_models023D:   special_actor 1 loaded// $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0//Player.Create(1, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)// Actor.EmulateFromPlayer($PLAYER_CHAR)09C7: change_player $PLAYER_CHAR model_to #SPECIAL10Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)07FE: set_actor $PLAYER_ACTOR fighting_style_to 15 moves 6// give_player2_weapons_of_player1 02A9: set_actor $PLAYER_ACTOR immune_to_nonplayer 1// set_2_player_camera_mode_to 2 0296: unload_special_actor 1jump @create_actor_21:create_actor_9if and0256:   player $PLAYER_CHAR defined0039:   [email protected] ==  7  // integer valuesjf @create_actor_10023C: load_special_actor 'TW3Ciri' as 10 // models 290-299038B: load_requested_models023D:   special_actor 1 loaded// $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0//Player.Create(1, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)// Actor.EmulateFromPlayer($PLAYER_CHAR)09C7: change_player $PLAYER_CHAR model_to #SPECIAL10Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)07FE: set_actor $PLAYER_ACTOR fighting_style_to 5 moves 6// give_player2_weapons_of_player1 02A9: set_actor $PLAYER_ACTOR immune_to_nonplayer 1// set_2_player_camera_mode_to 2 0296: unload_special_actor 1jump @create_actor_21:create_actor_10if and0256:   player $PLAYER_CHAR defined0039:   [email protected] ==  8  // integer valuesjf @create_actor_11023C: load_special_actor 'TW3Mask' as 10 // models 290-299038B: load_requested_models023D:   special_actor 1 loaded// $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0//Player.Create(1, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)// Actor.EmulateFromPlayer($PLAYER_CHAR)09C7: change_player $PLAYER_CHAR model_to #SPECIAL10Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)07FE: set_actor $PLAYER_ACTOR fighting_style_to 5 moves 6// give_player2_weapons_of_player1 02A9: set_actor $PLAYER_ACTOR immune_to_nonplayer 1// set_2_player_camera_mode_to 2 0296: unload_special_actor 1jump @create_actor_21:create_actor_11if and0256:   player $PLAYER_CHAR defined0039:   [email protected] ==  9  // integer valuesjf @create_actor_12023C: load_special_actor 'Ves' as 10 // models 290-299038B: load_requested_models023D:   special_actor 1 loaded// $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0//Player.Create(1, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)// Actor.EmulateFromPlayer($PLAYER_CHAR)09C7: change_player $PLAYER_CHAR model_to #SPECIAL10Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)07FE: set_actor $PLAYER_ACTOR fighting_style_to 5 moves 6// give_player2_weapons_of_player1 02A9: set_actor $PLAYER_ACTOR immune_to_nonplayer 1// set_2_player_camera_mode_to 2 0296: unload_special_actor 1jump @create_actor_21:create_actor_12if and0256:   player $PLAYER_CHAR defined0039:   [email protected] ==  10  // integer valuesjf @create_actor_13023C: load_special_actor 'Ves2' as 10 // models 290-299038B: load_requested_models023D:   special_actor 1 loaded// $TEMPVAR_FLOAT_1 $TEMPVAR_FLOAT_2 $TEMPVAR_FLOAT_3 from_actor $PLAYER_ACTOR with_offset 0.0 2.0 -1.0//Player.Create(1, $TEMPVAR_FLOAT_1, $TEMPVAR_FLOAT_2, $TEMPVAR_FLOAT_3)// Actor.EmulateFromPlayer($PLAYER_CHAR)09C7: change_player $PLAYER_CHAR model_to #SPECIAL10Actor.SetImmunities($PLAYER_ACTOR, 1, 1, 1, 1, 1)07FE: set_actor $PLAYER_ACTOR fighting_style_to 5 moves 6// give_player2_weapons_of_player1 02A9: set_actor $PLAYER_ACTOR immune_to_nonplayer 1// set_2_player_camera_mode_to 2 0296: unload_special_actor 10     jump @create_actor_21:create_actor_13if and0256:   player $PLAYER_CHAR defined0039:   [email protected] ==  11  // integer valuesjf @create_actor_1          //release01B4: set_player $PLAYER_CHAR can_move 103BF: set_player $PLAYER_CHAR ignored_by_everyone 008DA: remove_panel [email protected]: remove_text_boxjump @reset_jump:create_actor_2101B4: set_player $PLAYER_CHAR can_move 103BF: set_player $PLAYER_CHAR ignored_by_everyone 008DA: remove_panel [email protected]: remove_text_boxwait 300jump @start

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Sanmodder

man, this function
you must do it yourself
sitter
add something else

Actor.StorePos($PLAYER_ACTOR, [email protected], [email protected], [email protected])if     0AE1: [email protected] = random_actor_near_point [email protected] [email protected] [email protected] in_radius 2650.0 find_next 1 pass_deads 0 //IF and SET then     089F: get_actor [email protected] pedtype_to [email protected]     if or        [email protected] ==  24        [email protected] ==  25        [email protected] ==  26        [email protected] ==  27        [email protected] ==  28        [email protected] ==  29        [email protected] ==  30        [email protected] ==  31    then        endend //or //23 
Actor.StorePos($PLAYER_ACTOR, [email protected], [email protected], [email protected])if     0AE1: [email protected] = random_actor_near_point [email protected] [email protected] [email protected] in_radius 2650.0 find_next 1 pass_deads 0 //IF and SET then         if or        actor.model([email protected]) ==         actor.model([email protected]) ==         actor.model([email protected]) ==         actor.model([email protected]) ==         actor.model([email protected]) ==         actor.model([email protected]) ==         actor.model([email protected]) ==         actor.model([email protected]) ==     then        endendalbo//id special actors290, special01 291, special02 292, special03 293, special04 294, special05 295, special06296, special07297, special08 298, special09 299, special10
Edited by Sanmodder

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skatefilter5

oh thanks,

 

get pedtype should fix the problem lol

 

getting pedtype to 0 and 1 effects the players too?

Edited by skatefilter5

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Sanmodder

there is a mess in your script
-------------------------------------------------- ----
1 error this opcode should be at the beginning
0ADF: add_dynamic_GXT_entry "acc01" text "0"
-------------------------------------------------- ----
2 error you do not have to define the player so many times
-------------------------------------------------- ----
3 mistake you have not done this script on the cm directive
you could on the directive cs, it would be easy for you to have variables
now you can not use this script on the mission you know about it
-------------------------------------------------- ----
4 tip use my script to set value
//
0494: get_joystick 0 direction_offset_to 1 @ 2 @ 3 @ 4 @
f
1 @> 0 // right
then
f
5 @> = 100 // max value
then
// command
end
end
f
0> 1 @ // left
then
f
5 @> 1 // min value
then
// command
end
end
------------------------------------------------
5 tip protect the special actors

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skatefilter5

oh these special actor ones are the leftovers for gta underground for 2-player i just take it as a menu template but i deleted some of them but i was pretty lazy to delete special actor spawner for 2nd second player so yeah i just set the menu 'dummy' as incomplete

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