EAZYJ Posted February 13, 2018 Share Posted February 13, 2018 (edited) Hi, I'm scripting my own mission and I wanted to know how do you make an actor standing completely still at the position and killing player without these two issues below: - Sometime when I kill an enemy nearby another enemies, they are going to "check him" then go back at their positions with a screwed up angle. - When I aim at an actor supposed to kill me, he sometime puts his hands up which make him easier to kill. My question is: how to fix these two issues? What are the correct opcodes for that ? Thanks Edited February 13, 2018 by EAZYJ Link to comment Share on other sites More sharing options...
Sanmodder Posted February 13, 2018 Share Posted February 13, 2018 Hi, I'm scripting my own mission and I wanted to know how do you make an actor standing completely still at the position and killing player without these two issues below: - Sometime when I kill an enemy nearby another enemies, they are going to "check him" then go back at their positions with a screwed up angle. - When I aim at an actor supposed to kill me, he sometime puts his hands up which make him easier to kill. My question is: how to fix these two issues? What are the correct opcodes for that ? Thanks you checked these opcodes 0638: AS_actor [email protected] stay_put 1 077C: clear_actor $ACTOR_RYDER acquaintance 4 to_all_pedtypes // see ped.dat Actor.LockInCurrentPosition($PLAYER_ACTOR) = True Link to comment Share on other sites More sharing options...
EAZYJ Posted February 14, 2018 Author Share Posted February 14, 2018 (edited) Thanks! 077C fixed issue n°1. Now, how can I make the enemies smarter? I mean they keep putting their hands up sometime when I aim at them. I use the opcode "kill actor $PLAYER_ACTOR" maybe I should use "decision maker" or something, I heard it's more efficient. Edited February 14, 2018 by EAZYJ Link to comment Share on other sites More sharing options...
Sanmodder Posted February 14, 2018 Share Posted February 14, 2018 Thanks! 077C fixed issue n°1. Now, how can I make the enemies smarter? I mean they keep putting their hands up sometime when I aim at them. I use the opcode "kill actor $PLAYER_ACTOR" maybe I should use "decision maker" or something, I heard it's more efficient. here you have to answer 2 questions I do not know if it can be done, programmed and it is automatic 077A: set_actor 1 @ acquaintance 4 to_actors_pedtype 0 // see ped.dat but you can do it right as you know, only ordinary passers-by raise their hands and why, because they have nothing to carl 077A: set_actor 1 @ = initial actor acquaintance 4 = hatred acquaintance 3 = trolling acquaintance 2 = liking acquaintance 1 = respect to_actors_pedtype 0 = final actor there is a way for the cops to be carl friends and they always defended him in danger 0 PLAYER1 1 PLAYER2 2 PLAYER_NETWORK 3 PLAYER_UNUSED 4 CIVMALE 5 CIVFEMALE 6 COP 7 GANG1 (Ballas) 8 GANG2 (Grove Street Families) 9 GANG3 (Los Santos Vagos) 10 GANG4 (San Fierro Rifa) 11 GANG5 (Da Nang Boys) 12 GANG6 (Mafia) 13 GANG7 (Mountain Cloud Triad) 14 GANG8 (Varrio Los Aztecas) 15 GANG9 (unused) 16 GANG10 (unused) 17 DEALER 18 MEDIC 19 FIREMAN 20 CRIMINAL 21 BUM * 22 PROSTITUTE 23 SPECIAL will show you now 2 small script combinations that can do a lot quick set acquistance all for 1 @ = 4 to 22 step 1 wait 0 077A: set_actor 2 @ acquaintance 4 to_actors_pedtype 1 @ // see ped.datend//===================================================================================quick set weapon all companionsNote this script only works with your recruited allythere are many combinations1 you set the animations2 remove actorsthe script supports 7 actorsfor 1 @ = 0 to 6 step 1 /// index 0> 7 092B: 2 @ = group $ PLAYER_GROUP member 1 @ // index if 056D: actor 2 @ defined then model.load (# ak47) 038B: load_requested_models wait 100 Actor.GiveWeaponAndAmmo (2 @, 30, 99999) endend Link to comment Share on other sites More sharing options...
ZAZ Posted February 14, 2018 Share Posted February 14, 2018 this makes the actor very passiv 060B: set_actor [email protected] decision_maker_to 32 especially if the pedtype is mission actor, pedtype 24 till 31 CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
skatefilter5 Posted February 14, 2018 Share Posted February 14, 2018 this makes the actor very passiv 060B: set_actor [email protected] decision_maker_to 32 especially if the pedtype is mission actor, pedtype 24 till 31 <script data-cfasync="false" src="/cdn-cgi/scripts/d07b1474/cloudflare-static/email-decode.min.js"></script> oh what does desicion maker do to pedtypes, actors decide whenever to start shooting, or stay friendly how this work anyway? Link to comment Share on other sites More sharing options...
ZAZ Posted February 15, 2018 Share Posted February 15, 2018 oh what does desicion maker do to pedtypes? nothing, i meant that it makes sense to spawn a mission pedtype actor, because the other pedtypes have predefined behavior like looking around, ducking when aimed, ect. and with decision_maker_to 32, he does really nothing CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
EAZYJ Posted February 15, 2018 Author Share Posted February 15, 2018 (edited) Thanks ZAZ and SanModder that's what I was looking for. Edited February 16, 2018 by EAZYJ Link to comment Share on other sites More sharing options...