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Is there a way to have a CLEO ped have a random spawn point?


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My new Werewolf mod has the Myth Hunter become the hunted as the second they step into the forests a Werewolf will spawn and hunt them down, is there a way to make the Werewolf spawn in a random spot in Back o' Beyond and Shady Creeks so it's impossible to tell where the Werewolf truly is?

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Just randomize the coords...

 

0208: x = random_float_in_ranges min max
For example:

 

0208: [email protected] = random_float_in_ranges 1000.0 1100.00208: [email protected] = random_float_in_ranges -500.0 -400.0009A: [email protected] = create_actor_pedtype 23 model #MALE01 at [email protected] [email protected] -100.0
The -100.0 at z will make the actor spawn in ground automatically.

 

I'm glad the spawn will be random, we need more like this. I hate mods like this that always spawn at same place..

Edited by Junior_Djjr
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Yeah out of all the creatures in my CLEO Myths pack I wanted the Werewolf to stand out, and because it appears in the forest I didn't just want it to be a Bigfoot clone, what better way to do that than have the hunter become the hunted?

Edited by SpicyDragon
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However when the Werewolf spawns it flickers in and out of existence in the Blueberry Acres (I have proved this with the help of a marker) how do I fix this?

 

023C: load_special_actor 'wolf' as 1 // models 290-299
0098: [email protected] = random_float_in_ranges_ -1671.2164_to_-1931.3894
0098: [email protected] = random_float_in_ranges_ -928.0009_to_-2520.6741
:WOLF_THREAD_118
wait 0
if
023D: special_actor 1 loaded
jf @WOLF_THREAD_118
[email protected] = Actor.Create(Mission1, #SPECIAL01, [email protected], [email protected], 118.5525)
Actor.Angle([email protected]) = 276.8935
Actor.Health([email protected]) = 15000
[email protected] = Marker.CreateAboveActor([email protected])
07E0: set_marker [email protected] type_to 2
0446: set_actor [email protected] dismemberment_possible 0
04D8: set_actor [email protected] drowns_in_water 0
07A1: set_walk_speed 0
0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 1
060B: set_actor [email protected] decision_maker_to 32
Actor.SetWalkStyle([email protected], "PLAYER")
03FE: set_actor [email protected] money 0
Actor.SetImmunities([email protected], 0, 0, 0, 0, 0)
0850: AS_actor [email protected] follow_actor $PLAYER_ACTOR
05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR
Model.Destroy(#SPECIAL01)
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However when the Werewolf spawns it flickers in and out of existence in the Blueberry Acres (I have proved this with the help of a marker) how do I fix this?

 

023C: load_special_actor 'wolf' as 1 // models 290-299
0098: [email protected] = random_float_in_ranges_ -1671.2164_to_-1931.3894
0098: [email protected] = random_float_in_ranges_ -928.0009_to_-2520.6741
:WOLF_THREAD_118
wait 0
if
023D: special_actor 1 loaded
jf @WOLF_THREAD_118
[email protected] = Actor.Create(Mission1, #SPECIAL01, [email protected], [email protected], 118.5525)
Actor.Angle([email protected]) = 276.8935
Actor.Health([email protected]) = 15000
[email protected] = Marker.CreateAboveActor([email protected])
07E0: set_marker [email protected] type_to 2
0446: set_actor [email protected] dismemberment_possible 0
04D8: set_actor [email protected] drowns_in_water 0
07A1: set_walk_speed 0
0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 1
060B: set_actor [email protected] decision_maker_to 32
Actor.SetWalkStyle([email protected], "PLAYER")
03FE: set_actor [email protected] money 0
Actor.SetImmunities([email protected], 0, 0, 0, 0, 0)
0850: AS_actor [email protected] follow_actor $PLAYER_ACTOR
05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR
Model.Destroy(#SPECIAL01)

 

//not the opcode0099: 1 @ = random_int_in_ranges_0_to_32767//change to this one0208: 17 @ = random_float_in_ranges -0.2 0.2//see examples0208: 21 @ = random_float_in_ranges -6.2 6.20208: 22 @ = random_float_in_ranges -6.2 6.204C4: store_coords_to 18 @ 19 @ 20 @ from_actor $ PLAYER_ACTOR with_offset 21 @ 22 @ 0.027 @ = Actor.Create (Cop, 25 @, 18 @, 19 @, 20 @)0208: 1 @ = random_float_in_ranges -100.0 100.00208: 2 @ = random_float_in_ranges 100.0 150.004C4: store_coords_to 3 @ 4 @ 5 @ from_actor $ PLAYER_ACTOR with_offset 1 @ 2 @ 1.004D3: get_nearest_car_path_coords_from 3 @ 4 @ 5 @ type 2 store_to 27 @ 28 @ 29 @wait 5006 @ = Actor.Create (Gang1, 0 @, 27 @, 28 @, 29 @)
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However when the Werewolf spawns it flickers in and out of existence in the Blueberry Acres (I have proved this with the help of a marker) how do I fix this?

 

023C: load_special_actor 'wolf' as 1 // models 290-299
0098: [email protected] = random_float_in_ranges_ -1671.2164_to_-1931.3894
0098: [email protected] = random_float_in_ranges_ -928.0009_to_-2520.6741
:WOLF_THREAD_118
wait 0
if
023D: special_actor 1 loaded
jf @WOLF_THREAD_118
[email protected] = Actor.Create(Mission1, #SPECIAL01, [email protected], [email protected], 118.5525)
Actor.Angle([email protected]) = 276.8935
Actor.Health([email protected]) = 15000
[email protected] = Marker.CreateAboveActor([email protected])
07E0: set_marker [email protected] type_to 2
0446: set_actor [email protected] dismemberment_possible 0
04D8: set_actor [email protected] drowns_in_water 0
07A1: set_walk_speed 0
0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 1
060B: set_actor [email protected] decision_maker_to 32
Actor.SetWalkStyle([email protected], "PLAYER")
03FE: set_actor [email protected] money 0
Actor.SetImmunities([email protected], 0, 0, 0, 0, 0)
0850: AS_actor [email protected] follow_actor $PLAYER_ACTOR
05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR
Model.Destroy(#SPECIAL01)

 

//not the opcode0099: 1 @ = random_int_in_ranges_0_to_32767//change to this one0208: 17 @ = random_float_in_ranges -0.2 0.2//see examples0208: 21 @ = random_float_in_ranges -6.2 6.20208: 22 @ = random_float_in_ranges -6.2 6.204C4: store_coords_to 18 @ 19 @ 20 @ from_actor $ PLAYER_ACTOR with_offset 21 @ 22 @ 0.027 @ = Actor.Create (Cop, 25 @, 18 @, 19 @, 20 @)0208: 1 @ = random_float_in_ranges -100.0 100.00208: 2 @ = random_float_in_ranges 100.0 150.004C4: store_coords_to 3 @ 4 @ 5 @ from_actor $ PLAYER_ACTOR with_offset 1 @ 2 @ 1.004D3: get_nearest_car_path_coords_from 3 @ 4 @ 5 @ type 2 store_to 27 @ 28 @ 29 @wait 5006 @ = Actor.Create (Gang1, 0 @, 27 @, 28 @, 29 @)

Thank you, the Werewolf actually appeared physically this time. However he still flickered in and out of reality and sometimes it would appear like he duplicated on the minimap as multiple icons would appear at once before swiftly disappearing until I get to Shady Creeks Cabin where he would stop teleporting and attack, I ran multiple tests and he always appears near the cabin, whats the point of a randomly spawning creature if it's cross-dimensional jumping stops at the same area. Theres some pictures below and a YouTube link showing off the errors. The first picture shows multiple icons on the minimap, the second confirms a single Werewolf spawns in the exact area like I said he would. The video shows this happening in well, video form.

 

https://i.imgur.com/N0UAj7Z.png

https://i.imgur.com/ZeMpU8N.jpg

 

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// This file was decompiled using SASCM.ini published by GTAG (http://gtag.gtagaming.com/opcode-database) on 14.6.2013

{$CLEO .cs}


//-------------MAIN---------------

thread 'WOLF'


:WOLF_THREAD_19

wait 0

if

Player.Defined($PLAYER_CHAR)

jf @WOLF_THREAD_19

if

$ONMISSION == 0

jf @WOLF_THREAD_19

if

00FE: actor $PLAYER_ACTOR sphere 1 in_sphere -1185.0000 -2175.0000 -8.9375 radius 600.0 600.0 600.0

jf @WOLF_THREAD_19

023C: load_special_actor 'wolf' as 1 // models 290-299

0208: [email protected] = random_float_in_ranges -1671.2164 -1931.3894

0208: [email protected] = random_float_in_ranges -928.0009 -2520.6741



:WOLF_THREAD_118

wait 0

if

023D: special_actor 1 loaded

jf @WOLF_THREAD_118

[email protected] = Actor.Create(Mission1, #SPECIAL01, [email protected], [email protected], -100.0)

Actor.Angle([email protected]) = 276.8935

Actor.Health([email protected]) = 15000

[email protected] = Marker.CreateAboveActor([email protected])

07E0: set_marker [email protected] type_to 2

0446: set_actor [email protected] dismemberment_possible 0

04D8: set_actor [email protected] drowns_in_water 0

07A1: set_walk_speed 0

0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 1

060B: set_actor [email protected] decision_maker_to 32

Actor.SetWalkStyle([email protected], "PLAYER")

03FE: set_actor [email protected] money 0

Actor.SetImmunities([email protected], 0, 0, 0, 0, 0)

0850: AS_actor [email protected] follow_actor $PLAYER_ACTOR

05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR

Model.Destroy(#SPECIAL01)


:WOLF_THREAD_264

wait 0

if

Player.Defined($PLAYER_CHAR)

jf @WOLF_THREAD_338

if

not Actor.Dead([email protected])

jf @WOLF_THREAD_350

if

00F2: actor $PLAYER_ACTOR near_actor [email protected] radius 180.0 180.0 0

jf @WOLF_THREAD_338

jump @WOLF_THREAD_264


:WOLF_THREAD_338

Actor.RemoveReferences([email protected])

jump @WOLF_THREAD_19


:WOLF_THREAD_350

0A93: end_custom_thread
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:start

while true

repeat

wait 0

until if Player.Defined(0)

if $ONMISSION == 0

then

if 00FE: actor $PLAYER_ACTOR sphere 1 in_sphere -1185.0000 -2175.0000 -8.9375 radius 600.0 600.0 600.0

then

023C: load_special_actor 'wolf' as 1 // models 290-299

0208: [email protected] = random_float_in_ranges -1671.2164 -1931.3894

0208: [email protected] = random_float_in_ranges -928.0009 -2520.6741

while if 823D: not special_actor 1 loaded

wait 0

end

wait 50

[email protected] = Actor.Create(Mission1, #SPECIAL01, [email protected], [email protected], -100.0)

Actor.Angle([email protected]) = 276.8935

Actor.Health([email protected]) = 15000

[email protected] = Marker.CreateAboveActor([email protected])

07E0: set_marker [email protected] type_to 2

0446: set_actor [email protected] dismemberment_possible 0

04D8: set_actor [email protected] drowns_in_water 0

07A1: set_walk_speed 0

0946: set_actor [email protected] actions_uninterupted_by_weapon_fire 1

060B: set_actor [email protected] decision_maker_to 32

Actor.SetWalkStyle([email protected], "PLAYER")

03FE: set_actor [email protected] money 0

Actor.SetImmunities([email protected], 0, 0, 0, 0, 0)

0850: AS_actor [email protected] follow_actor $PLAYER_ACTOR

05E2: AS_actor [email protected] kill_actor $PLAYER_ACTOR

Model.Destroy(#SPECIAL01)

 

while true

repeat

wait 0

until if Player.Defined(0)

if or

$ONMISSION == 1

player.Wasted(0)

Actor.Dead([email protected])

80F2: not actor $PLAYER_ACTOR near_actor [email protected] radius 600.0 600.0 0

then

wait 0

Actor.RemoveReferences([email protected])

goto @start

end

end

 

end

end

end

end_thread

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Sanny cannot compile the file because "end" is an unknown directive, but despite that I wanted to know what causes the loop, not have my entire script redone

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Sanny cannot compile the file because "end" is an unknown directive, but despite that I wanted to know what causes the loop, not have my entire script redone

impossible

I am compiling for myself the first time

change settings

something like a sanny builder

or download the latest sanny builder

what are your cleo versions

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Actually I got it working, but I found him in Angel Pine, where he's definitely not supposed to be

 

XkZyDIE.jpg

Edited by SpicyDragon
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Right, I tried to make him run with immense speed before but nothing would make him fast enough

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Right, I tried to make him run with immense speed before but nothing would make him fast enough

you have a nice script here

 

this is the super homies script

 

if you have 1 member, the grove gets superpowers

 

here is his super powers

 

throwing cars

throwing fireballs

jumping in the sky

flying in the sky

great running

super shooting

and auto tracking of enemies

 

I want I can make you so that the werewolf has such a great power

{$CLEO .cS} [email protected] = 2.0  thread 'MY_SCRIPT' :MY_SCRIPT_2Bwait 0 if    Player.Defined(0)jf @MY_SCRIPT_2B 092B: [email protected] = group $PLAYER_GROUP member 0 if 056D:   actor [email protected] defined jf @MY_SCRIPT_AEE Actor.SetImmunities([email protected], 1, 1, 1, 1, 1)06F0: set_group $PLAYER_GROUP distance_limit_to 1E10 0470: $8172 = actor [email protected] current_weapon if    not $8172 == 0 jf @MY_SCRIPT_90 048F: actor [email protected] remove_weapons :MY_SCRIPT_90Actor.StorePos([email protected], [email protected], [email protected], [email protected])0AE1: [email protected] = random_actor_near_point [email protected] [email protected] [email protected] in_radius 40.0 find_next 1 pass_deads 0 //IF and SET if    not [email protected] == -1 jf @MY_SCRIPT_7A9 089F: get_actor [email protected] pedtype_to [email protected] if or  [email protected] == 7   [email protected] == 9   [email protected] == 10   [email protected] == 11   [email protected] == 12   [email protected] == 13   [email protected] == 14   [email protected] == 6 jf @MY_SCRIPT_7A9 if    not Actor.Dead([email protected])jf @MY_SCRIPT_7A9 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor [email protected] with_offset 0.0 0.0 0.0 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor [email protected] with_offset 0.0 15.0 0.0 0063: [email protected] -= [email protected] // (float) 0063: [email protected] -= [email protected] // (float) if   [email protected] > 10.0 jf @MY_SCRIPT_1AF [email protected] -= 1.0 083C: set_actor [email protected] velocity_in_direction_XYZ [email protected] [email protected] [email protected] 0092: $8173 = float [email protected] to_integer 0513: show_text_box_1number 'NUMBER' number $8173  // ~1~:MY_SCRIPT_1AFif    not [email protected] >= 10.0 jf @MY_SCRIPT_1F2 [email protected] += 0.1 083C: set_actor [email protected] velocity_in_direction_XYZ [email protected] [email protected] [email protected] 0092: $8173 = float [email protected] to_integer 0513: show_text_box_1number 'NUMBER' number $8173  // ~1~:MY_SCRIPT_1F204C4: store_coords_to [email protected] [email protected] [email protected] from_actor [email protected] with_offset 0.0 0.0 0.0 Actor.StorePos([email protected], [email protected], [email protected], [email protected])0089: [email protected] = [email protected] // (float) 0063: [email protected] -= [email protected] // (float) 0089: [email protected] = [email protected] // (float) 0063: [email protected] -= [email protected] // (float) 0604: get_Z_angle_for_point [email protected] [email protected] store_to [email protected] Actor.Angle([email protected]) = [email protected]: $8174 = random_float_in_ranges -0.6 0.6 0208: $8175 = random_float_in_ranges -0.6 0.6 04C4: store_coords_to $8176 $8177 $8178 from_actor [email protected] with_offset $8174 $8175 0.0 06BC: create_M4_shoot_from [email protected] [email protected] [email protected] target $8176 $8177 $8178 energy 7 04ED: load_animation "PARACHUTE" 0812: AS_actor [email protected] perform_animation "FALL_SKYDIVE_ACCEL" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time 500 // versionB wait 70 jump @MY_SCRIPT_2E9 :MY_SCRIPT_2E9if    not Actor.Dead([email protected])jf @MY_SCRIPT_526 if 00F2:   actor [email protected] near_actor [email protected] radius 10.0 10.0 0 jf @MY_SCRIPT_526 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor [email protected] with_offset 0.0 2.0 0.5 wait 100 [email protected] = Object.Init(1598, [email protected], [email protected], [email protected])Object.ToggleInMovingList(2[email protected]) = True08D2: object [email protected] scale_model 0.1 04D9: object [email protected] set_scripted_collision_check 1 Object.CollisionDetection([email protected]) = TrueObject.Indestructibility([email protected]) = True0906: set_object [email protected] mass_to 10000.0 // float [email protected] = Actor.Angle([email protected])0819: [email protected] = actor [email protected] distance_from_ground [email protected] = 140.1 02F6: [email protected] = sine [email protected] // (float) 02F7: [email protected] = cosine [email protected] // (float) 006B: [email protected] *= [email protected] // (float) 006B: [email protected] *= [email protected] // (float) [email protected] *= -1.0 [email protected] -= 2.0 04ED: load_animation "GRENADE" 0812: AS_actor [email protected] perform_animation "WEAPON_THROW" IFP "GRENADE" framedelta 10.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB Object.Throw([email protected], [email protected], [email protected], [email protected])Camera.Shake(100)wait 29 jump @MY_SCRIPT_41B :MY_SCRIPT_41B0400: store_coords_to [email protected] [email protected] [email protected] from_object [email protected] with_offset 0.0 0.0 0.0 04D5: create_corona_at [email protected] [email protected] [email protected] radius 8.5 type 1 flare 1 RGB 200 50 50 095C: create_smoke_at [email protected] [email protected] [email protected] velocity 0.0 0.0 0.0 RGBA 1.0 0.0 1.0 1.0 size 1.1 last_factor 0.1 09E5: create_flash_light_at [email protected] [email protected] [email protected] RGB_mask 200 50 50 radius 200.0 jump @MY_SCRIPT_4A9 :MY_SCRIPT_4A9wait 0 if or8474:   not actor [email protected] near_object_in_cube [email protected] radius 80.0 80.0 80.0 sphere 0 04E7:   object [email protected] in_water 04DA:   has_object [email protected] collided jf @MY_SCRIPT_41B 0400: store_coords_to [email protected] [email protected] [email protected] from_object [email protected] with_offset 0.0 0.0 0.0 0948: create_explosion_at [email protected] [email protected] [email protected] type 10 camera_shake 0.2 Object.Destroy([email protected])04EF: release_animation "GRENADE" Model.Destroy(1598)jump @MY_SCRIPT_526 :MY_SCRIPT_526if    not Actor.Dead([email protected])jf @MY_SCRIPT_7A9 if 00F2:   actor [email protected] near_actor [email protected] radius 25.0 25.0 0 jf @MY_SCRIPT_7A9 if    not Actor.Dead([email protected])jf @MY_SCRIPT_7A9 wait 90 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor [email protected] with_offset -10.0 -10.0 0.0 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor [email protected] with_offset 10.0 -10.0 0.0 09C0: [email protected] = get_random_car_in_area [email protected] [email protected] [email protected] [email protected] 30.0 with_actors -1 if 056E:   car [email protected] defined jf @MY_SCRIPT_7A9 if    not Car.Wrecked([email protected])jf @MY_SCRIPT_7A9 046C: [email protected] = car [email protected] driver if 056D:   actor [email protected] defined jf @MY_SCRIPT_5F8 Actor.DestroyInstantly([email protected]):MY_SCRIPT_5F8Model.Load(#CELLPHONE)04ED: load_animation "GRENADE" Car.StorePos([email protected], [email protected], [email protected], [email protected])[email protected] = Object.Create(#CELLPHONE, [email protected], [email protected], [email protected])0750: set_object [email protected] visibility 0 08E9: set_object [email protected] liftable 1 0939: attach_car [email protected] to_object [email protected] with_offset 0.0 1.5 2.5 rotation 0.0 0.0 0.0 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor [email protected] with_offset 0.0 1.5 2.5 0684: detach_car [email protected] 10.0 10.0 0.0 collision_detection 1 wait 48 if    not Car.Wrecked([email protected])jf @MY_SCRIPT_7A9 088C: put_car [email protected] at [email protected] [email protected] [email protected] // versionB 0684: detach_car [email protected] 10.0 10.0 0.0 collision_detection 1 099A: set_car [email protected] collision_detection 1 0812: AS_actor [email protected] perform_animation "WEAPON_THROW" IFP "GRENADE" framedelta 10.0 loopA 0 lockX 0 lockY 0 lockF 0 time -1 // versionB wait 48 Camera.Shake(100)04C4: store_coords_to [email protected] [email protected] [email protected] from_actor [email protected] with_offset 0.0 1.5 2.5 04C4: store_coords_to [email protected] [email protected] $TEMPVAR_FLOAT_1 from_actor [email protected] with_offset 0.0 0.0 0.0 0063: [email protected] -= [email protected] // (float) 0063: [email protected] -= [email protected] // (float) [email protected] *= 150.5 [email protected] *= 150.5 if 056E:   car [email protected] defined jf @MY_SCRIPT_7A9 07D5: set_car [email protected] velocity_in_direction_XYZ [email protected] [email protected] 0.0 rotation_velocitiesXY 0.0 0.0 unk 0.0 if 03CA:   object [email protected] exists jf @MY_SCRIPT_7A2 Object.Destroy([email protected]):MY_SCRIPT_7A2jump @MY_SCRIPT_7A9 :MY_SCRIPT_7A9if    not Actor.Dead([email protected])jf @MY_SCRIPT_952 if 80F2:   not actor $PLAYER_ACTOR near_actor [email protected] radius 100.0 100.0 0 jf @MY_SCRIPT_952 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor [email protected] with_offset 0.0 0.0 0.0 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor [email protected] with_offset 0.0 15.0 0.0 0063: [email protected] -= [email protected] // (float) 0063: [email protected] -= [email protected] // (float) if   [email protected] > 1.0 jf @MY_SCRIPT_865 [email protected] -= 0.1 083C: set_actor [email protected] velocity_in_direction_XYZ [email protected] [email protected] [email protected] 0092: $8173 = float [email protected] to_integer 0513: show_text_box_1number 'NUMBER' number $8173  // ~1~:MY_SCRIPT_865if    not [email protected] >= 6.0 jf @MY_SCRIPT_8A8 [email protected] += 0.1 083C: set_actor [email protected] velocity_in_direction_XYZ [email protected] [email protected] [email protected] 0092: $8173 = float [email protected] to_integer 0513: show_text_box_1number 'NUMBER' number $8173  // ~1~:MY_SCRIPT_8A804C4: store_coords_to [email protected] [email protected] [email protected] from_actor [email protected] with_offset 0.0 0.0 0.0 Actor.StorePos($PLAYER_ACTOR, [email protected], [email protected], [email protected])0089: [email protected] = [email protected] // (float) 0063: [email protected] -= [email protected] // (float) 0089: [email protected] = [email protected] // (float) 0063: [email protected] -= [email protected] // (float) 0604: get_Z_angle_for_point [email protected] [email protected] store_to [email protected] Actor.Angle([email protected]) = [email protected]: load_animation "PARACHUTE" 0812: AS_actor [email protected] perform_animation "FALL_SKYDIVE_ACCEL" IFP "PARACHUTE" framedelta 1.0 loopA 1 lockX 0 lockY 0 lockF 0 time 500 // versionB wait 70 jump @MY_SCRIPT_952 :MY_SCRIPT_952if    not Actor.Dead([email protected])jf @MY_SCRIPT_AEE if    Actor.Animation([email protected]) == "RUN_GANG1"jf @MY_SCRIPT_992 0393: actor [email protected] perform_animation "RUN_GANG1" at 14.0 times_normal_rate :MY_SCRIPT_992if    Actor.Animation([email protected]) == "WALK_GANG2"jf @MY_SCRIPT_9C4 0393: actor [email protected] perform_animation "WALK_GANG2" at 14.0 times_normal_rate :MY_SCRIPT_9C4if    Actor.Animation([email protected]) == "WALK_GANG1"jf @MY_SCRIPT_9F6 0393: actor [email protected] perform_animation "WALK_GANG1" at 14.0 times_normal_rate :MY_SCRIPT_9F6if    Actor.Animation([email protected]) == "SPRINT_PANIC"jf @MY_SCRIPT_A2C 0393: actor [email protected] perform_animation "SPRINT_PANIC" at 14.0 times_normal_rate :MY_SCRIPT_A2Cif    Actor.Animation([email protected]) == "RUN_CIVI"jf @MY_SCRIPT_A5A 0393: actor [email protected] perform_animation "RUN_CIVI" at 14.0 times_normal_rate :MY_SCRIPT_A5Aif    Actor.Animation([email protected]) == "RIFLE_FIRE"jf @MY_SCRIPT_A8C 0393: actor [email protected] perform_animation "RIFLE_FIRE" at 14.0 times_normal_rate :MY_SCRIPT_A8Cif    Actor.Animation([email protected]) == "UZI_FIRE"jf @MY_SCRIPT_ABA 0393: actor [email protected] perform_animation "UZI_FIRE" at 14.0 times_normal_rate :MY_SCRIPT_ABAif    Actor.Animation([email protected]) == "COLT45_FIRE"jf @MY_SCRIPT_AEE 0393: actor [email protected] perform_animation "COLT45_FIRE" at 14.0 times_normal_rate :MY_SCRIPT_AEEjump @MY_SCRIPT_2B 
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  • 1 year later...
On 2/25/2018 at 10:15 PM, Junior_Djjr said:

Just randomize the coords...

 

0208: x = random_float_in_ranges min max

For example:

 

0208: 1@ = random_float_in_ranges 1000.0 1100.00208: 2@ = random_float_in_ranges -500.0 -400.0009A: 0@ = create_actor_pedtype 23 model #MALE01 at [email protected] [email protected] -100.0

The -100.0 at z will make the actor spawn in ground automatically.

 

I'm glad the spawn will be random, we need more like this. I hate mods like this that always spawn at same place..

nossa cara era isso que eu precisava para fazer uma chuva de peds kkkkkkk valeu

Edited by CleanMent1
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thalilmythos

Okay i think you are coming at this a little messy, that Sanmodder guy knows his stuff but he allways wants do do sh*t instead of helping and answering questions, anyway i have a few scripts myself spawning actors randomly, look

 

:NONAME_162
wait 0
0208: [email protected] = random_float_in_ranges -750.0 750.0 This three vars are the distance that i want the actor to appear in.
0208: [email protected] = random_float_in_ranges -750.0 750.0
0208: [email protected] = random_float_in_ranges -750.0 750.0
04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset [email protected] [email protected] [email protected] so i store the coordinates in that distance.
if and
80EC:   NOT actor $PLAYER_ACTOR sphere 0 near_point [email protected] [email protected] radius 500.0 500.0 And then i loop it tocreate the actor inside 500.0 or 800,0 meters.
00EC:   actor $PLAYER_ACTOR sphere 0 near_point [email protected] [email protected] radius 800.0 800.0
JF @NONAME_162

This is usefull to prevent the actor from disappearing like it's happening to you.


:NONAME_464
wait 0 
wait 100 
0376: [email protected] = create_random_actor_at [email protected] [email protected] [email protected] 
wait 100 

 

Here mi example ends.

This here below, is from your script, you are creating the wolf at approximately 1671 meters away, then telling the script, that if it's 600.0 meters away from you it should dissappear, and that's why it happens, reduce that number to 300 or 200.0 i'd say 200.0 is perfect for a mod of this sort, and you should be fine and dandy.

Change this:

 

0208: [email protected] = random_float_in_ranges -1671.2164 -1931.3894

 

0208: [email protected] = random_float_in_ranges -928.0009 -2520.6741


To this:

0208: [email protected] = random_float_in_ranges -200.0 200.0

 

0208: [email protected] = random_float_in_ranges -200.0 200.0
Edited by thalilmythos
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