deleted account Posted February 26, 2018 Share Posted February 26, 2018 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? Link to comment Share on other sites More sharing options...
Junior_Djjr Posted February 26, 2018 Share Posted February 26, 2018 (edited) Just randomize the coords... 0208: x = random_float_in_ranges min maxFor 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] -100.0The -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 February 26, 2018 by Junior_Djjr CleanMent1 and deleted account 2 Link to comment Share on other sites More sharing options...
deleted account Posted February 26, 2018 Author Share Posted February 26, 2018 (edited) 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 February 26, 2018 by SpicyDragon Link to comment Share on other sites More sharing options...
deleted account Posted February 26, 2018 Author Share Posted February 26, 2018 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) Nesthor 1 Link to comment Share on other sites More sharing options...
Sanmodder Posted February 26, 2018 Share Posted February 26, 2018 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 @) Link to comment Share on other sites More sharing options...
deleted account Posted February 26, 2018 Author Share Posted February 26, 2018 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 Link to comment Share on other sites More sharing options...
Sanmodder Posted February 26, 2018 Share Posted February 26, 2018 YOUR SCRIPT IS A LOOPSHOW ME THIS SCRIPT THIS REPAIR Link to comment Share on other sites More sharing options...
deleted account Posted February 26, 2018 Author Share Posted February 26, 2018 // 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 Link to comment Share on other sites More sharing options...
Sanmodder Posted February 26, 2018 Share Posted February 26, 2018 :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 Link to comment Share on other sites More sharing options...
deleted account Posted February 26, 2018 Author Share Posted February 26, 2018 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 Link to comment Share on other sites More sharing options...
Sanmodder Posted February 26, 2018 Share Posted February 26, 2018 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 Link to comment Share on other sites More sharing options...
deleted account Posted February 26, 2018 Author Share Posted February 26, 2018 (edited) Actually I got it working, but I found him in Angel Pine, where he's definitely not supposed to be Edited February 26, 2018 by SpicyDragon Link to comment Share on other sites More sharing options...
Sanmodder Posted February 26, 2018 Share Posted February 26, 2018 now, some superpowers would be useful to him Link to comment Share on other sites More sharing options...
deleted account Posted February 27, 2018 Author Share Posted February 27, 2018 Right, I tried to make him run with immense speed before but nothing would make him fast enough Link to comment Share on other sites More sharing options...
Sanmodder Posted February 27, 2018 Share Posted February 27, 2018 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 Link to comment Share on other sites More sharing options...
CleanMent1 Posted August 14, 2019 Share Posted August 14, 2019 (edited) 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 August 14, 2019 by CleanMent1 Link to comment Share on other sites More sharing options...
thalilmythos Posted August 15, 2019 Share Posted August 15, 2019 (edited) 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 August 15, 2019 by thalilmythos Link to comment Share on other sites More sharing options...