nrdani Posted February 22, 2018 Share Posted February 22, 2018 Hello everyone, I recently fired up GTA:SA again and wanted to do the vigilante missions today, recruited 3 gang members but they aren't helping me, even when the criminals shoot at my car. However i clearly remember last time i played SA grove street members also shot criminals during vigilante if they fired at my car. Now they only shoot police and hostile gangs. So my question is, is it possible to force the recruited members to help on vigilante with CLEO? (since they aren't helping by default as they should) Link to comment Share on other sites More sharing options...
Sanmodder Posted February 23, 2018 Share Posted February 23, 2018 Hello everyone, I recently fired up GTA:SA again and wanted to do the vigilante missions today, recruited 3 gang members but they aren't helping me, even when the criminals shoot at my car. However i clearly remember last time i played SA grove street members also shot criminals during vigilante if they fired at my car. Now they only shoot police and hostile gangs. So my question is, is it possible to force the recruited members to help on vigilante with CLEO? (since they aren't helping by default as they should) you will not succeed for several reasons gang members gang they have little health they have weak weapons they have poor weapon accuracy and yet their police helicopter is haunting and the mission is programmed so that only the criminals' player will eliminate them but there is a second exit stop the mission counter or attach a few homies with rockets to the car you want such a script Link to comment Share on other sites More sharing options...
B Dawg Posted February 23, 2018 Share Posted February 23, 2018 ^ There's a mod to fix the gang members low health/inaccuracy issues. The real problem is that nobody but the player can deal any damage to Vigilante targets (not even Player 2) if they manage to escape from the burning car. Link to comment Share on other sites More sharing options...
Sanmodder Posted February 23, 2018 Share Posted February 23, 2018 check this scriptit's so effective that even criminals can not get out of the carand the car is already burnt {$CLEO .cs}0000: nop:STARTWHILE TRUE REPEAT WAIT 0 UNTIL IF PLAYER.Defined(0) if Actor.Driving($PLAYER_ACTOR) THEN IF 847A: not actor $PLAYER_ACTOR driving_bike THEN [email protected] = 0 0209: [email protected] = random_int_in_ranges 105 107 Model.Load([email protected]) Model.Load(#rocketla) Model.Load(#minigun) 038B: load_requested_models :loop wait 0 if and Model.Available([email protected]) Model.Available(#rocketla) Model.Available(#minigun) then else goto @loop end [email protected] = Actor.CurrentCar($PLAYER_ACTOR) car.SetImmunities([email protected], 1, 1, 1, 1, 1) [email protected] = Actor.Create(8, [email protected], 0.0, 0.0, 0.0) [email protected] = Actor.Create(8, [email protected], 0.0, 0.0, 0.0) [email protected] = Actor.Create(8, [email protected], 0.0, 0.0, 0.0) [email protected] = Actor.Create(8, [email protected], 0.0, 0.0, 0.0) 07DD: set_actor [email protected] attack_rate 100 // previously known as temper_to 07DD: set_actor [email protected] attack_rate 100 // previously known as temper_to 07DD: set_actor [email protected] attack_rate 100 // previously known as temper_to 07DD: set_actor [email protected] attack_rate 100 // previously known as temper_to Actor.WeaponAccuracy([email protected]) = 95 Actor.WeaponAccuracy([email protected]) = 95 Actor.WeaponAccuracy([email protected]) = 95 Actor.WeaponAccuracy([email protected]) = 95 Actor.SetImmunities([email protected], 1, 1, 1, 1, 1) Actor.SetImmunities([email protected], 1, 1, 1, 1, 1) Actor.SetImmunities([email protected], 1, 1, 1, 1, 1) Actor.SetImmunities([email protected], 1, 1, 1, 1, 1) wait 50 06A7: put_actor [email protected] into_turret_on_car [email protected] at_car_offset 1.0 -2.0 1.0 position 1 shooting_angle 360.0 360.0 with_weapon 38 06A7: put_actor [email protected] into_turret_on_car [email protected] at_car_offset -1.0 -2.0 1.0 position 1 shooting_angle 360.0 360.0 with_weapon 38 06A7: put_actor [email protected] into_turret_on_car [email protected] at_car_offset 1.0 -1.0 1.0 position 1 shooting_angle 360.0 360.0 with_weapon 35 06A7: put_actor [email protected] into_turret_on_car [email protected] at_car_offset -1.0 -1.0 1.0 position 1 shooting_angle 360.0 360.0 with_weapon 35 0638: AS_actor [email protected] stay_put 1 0638: AS_actor [email protected] stay_put 1 0638: AS_actor [email protected] stay_put 1 0638: AS_actor [email protected] stay_put 1 0337: set_actor [email protected] visibility 1 0337: set_actor [email protected] visibility 1 0337: set_actor [email protected] visibility 1 0337: set_actor [email protected] visibility 1 FOR [email protected] = 17 TO 30 STEP 1 077A: set_actor [email protected] acquaintance 4 to_actors_pedtype [email protected] // see ped.dat 077A: set_actor [email protected] acquaintance 4 to_actors_pedtype [email protected] // see ped.dat 077A: set_actor [email protected] acquaintance 4 to_actors_pedtype [email protected] // see ped.dat 077A: set_actor [email protected] acquaintance 4 to_actors_pedtype [email protected] // see ped.dat [email protected] += 1 if [email protected] > 6 then [email protected] = 0 end 092B: [email protected] = group $PLAYER_GROUP member [email protected] if 056D: actor [email protected] defined then wait 10 [email protected] += 1 if [email protected] > 30 then [email protected] = 17 end 077A: set_actor [email protected] acquaintance 4 to_actors_pedtype [email protected] // see ped.dat Actor.SetImmunities([email protected], 1, 1, 1, 1, 1) Actor.WeaponAccuracy([email protected]) = 95 07DD: set_actor [email protected] attack_rate 100 // previously known as temper_to Actor.GiveWeaponAndAmmo([email protected], 38, 99999) end end REPEAT WAIT 0 UNTIL IF not Actor.Driving($PLAYER_ACTOR) if and 056D: actor [email protected] defined 056D: actor [email protected] defined 056D: actor [email protected] defined 056D: actor [email protected] defined THEN Actor.RemoveReferences([email protected]) Actor.DestroyInstantly([email protected]) Actor.RemoveReferences([email protected]) Actor.DestroyInstantly([email protected]) Actor.RemoveReferences([email protected]) Actor.DestroyInstantly([email protected]) Actor.RemoveReferences([email protected]) Actor.DestroyInstantly([email protected]) END goto @start END END END Link to comment Share on other sites More sharing options...
DK22Pac Posted February 23, 2018 Share Posted February 23, 2018 (edited) check this script it's so effective that even criminals can not get out of the car and the car is already burnt *Piece of ** ARRAYS, ever heard about them? Edited February 23, 2018 by DK22Pac Link to comment Share on other sites More sharing options...
Sanmodder Posted February 23, 2018 Share Posted February 23, 2018 I know the arraybutI use it badlybecause they cause errorssanny builder even has a guideregarding arraythey are used as you want to index somethingfor example,stringsintegerfloat-------------------------------------------------- --------------------var$ gxt_set_: array 28 of LongString$ index_1: LongStringend$ index_1 = 105a9: $ gxt_set _ [$ index_1] = "1001"033E: set_draw_text_position 465.0 152.0 GXT $ gxt_set _ [$ index_1]-------------------------------------------------- --------------------var$ gxt_set_: array 28 of shortstring$ index_1: shortstringendvar1 @: array 5 of int2 @: intend2 @ = 00376: 1 @ (2 @, 5i) = create_random_actor_at 2505.6489 -1664.1635 13.3972 @ + = 1var1 @: array 28 of float2 @: floatend Link to comment Share on other sites More sharing options...
Sanmodder Posted February 23, 2018 Share Posted February 23, 2018 (edited) See the movie from the mission Edited February 23, 2018 by Sanmodder Link to comment Share on other sites More sharing options...
ZAZ Posted February 24, 2018 Share Posted February 24, 2018 I know the array but I use it badly because they cause errors sanny builder even has a guide regarding array they are used as you want to index something for example, strings integer float -------------------------------------------------- -------------------- var $ gxt_set_: array 28 of LongString $ index_1: LongString end $ index_1 = 1 05a9: $ gxt_set _ [$ index_1] = "1001" 033E: set_draw_text_position 465.0 152.0 GXT $ gxt_set _ [$ index_1] -------------------------------------------------- -------------------- var $ gxt_set_: array 28 of shortstring $ index_1: shortstring end var 1 @: array 5 of int 2 @: int end 2 @ = 0 0376: 1 @ (2 @, 5i) = create_random_actor_at 2505.6489 -1664.1635 13.397 2 @ + = 1 var 1 @: array 28 of float 2 @: float end and again a topic full of spam CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
nrdani Posted February 24, 2018 Author Share Posted February 24, 2018 Thanks for the replies. I'll surely try the script out. It looks funny Link to comment Share on other sites More sharing options...
GrudgefromSanAndreas Posted November 14, 2019 Share Posted November 14, 2019 I remember way back when i played, i had 3 gsf members in a cop car then i activated vigilante and all 3 members jumped out of the car. Is that some kind of bug? Link to comment Share on other sites More sharing options...