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Make an actor killing player while stay put


EAZYJ
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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 by EAZYJ
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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

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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 by EAZYJ
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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, :r*: 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
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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?

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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

 

 

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