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nrdani

[SA] Make gang members help on vigilante missions

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nrdani

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)

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Sanmodder

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

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B Dawg

^ 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.

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Sanmodder

check this script
it's so effective that even criminals can not get out of the car
and 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

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DK22Pac

 

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 by DK22Pac

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Sanmodder

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

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Sanmodder

See the movie from the mission :happy:

 

 

 

Edited by Sanmodder

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ZAZ

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

:sui:

and again a topic full of spam

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nrdani

Thanks for the replies. I'll surely try the script out. It looks funny :D

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GrudgefromSanAndreas

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?

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