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NarUllaqua

VC coding help

Recommended Posts

NarUllaqua
Hello again friends. I am really a begginer in this. My question is: How can I do to the actor attack tommy with only see him, with no necessy of provoke the actor. thanks



{$CLEO .cs}


0000: NOP


:LOAD

0001: wait 0 ms

0247: request_model #PGB

0247: request_model #MINIGUN

0002: jump @AVAILABLE


:AVAILABLE

0001: wait 0 ms

if and

0248: model #PGB available

0248: model #MINIGUN available

004D: jump_if_false @LOAD

0002: jump @XD


:XD

0001: wait 0 ms

009A: [email protected] = create_actor_pedtype 4 model 96 at 260.959 -1286.2788 11.0712

0223: set_actor [email protected] health_to 5000

0291: set_actor [email protected] attack_when_provoked 1

01B2: give_actor [email protected] weapon 33 ammo 99999

02E2: set_actor [email protected] weapon_accuracy_to 100

03FE: set_actor [email protected] money 100000000000000000


004E: end_thread

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ogsf4life
check the pedtype of actor than you want than attack tommy.


077A: set_actor PEDTYPE YOUR ACTOR HERE acquaintance 4 to_actors_pedtype 0 // see ped.dat


put this too


05E2: AS_actor YOUR ACTOR here kill_actor &PLAY_ACTOR


and this


07DD: set_actor YOUR ACTOR here temper_to 100 // see pedstats.dat




i dont tenho gta VC installed here,else i try make a script to you.

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NarUllaqua

thanks bro

 


 

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tastyBlackTiles
Posted (edited)
Quote
check the pedtype of actor than you want than attack tommy.

 

 

 

077A: set_actor PEDTYPE YOUR ACTOR HERE acquaintance 4 to_actors_pedtype 0 // see ped.dat

 

 

 

put this too

 

 

 

05E2: AS_actor YOUR ACTOR here kill_actor &PLAY_ACTOR

 

 

 

and this

 

 

 

07DD: set_actor YOUR ACTOR here temper_to 100 // see pedstats.dat

 

 

 

 

 

 

 

i dont tenho gta VC installed here,else i try make a script to you.

These opcodes are for SA, not VC. XD

{$CLEO .cs}

thread 'KILLACT'
 
Model.Load(#PGB)
Model.Load(#MINIGUN)
038B: load_requested_models 

:ModelsCheckLoop
if or
   not Model.Available(#PGB)
   not Model.Available(#MINIGUN)
jf @Creation 
wait 0 
jump @ModelsCheckLoop 

:Creation
[email protected] = Actor.Create(CivMale, #PGB, 260.959, -1286.279, 11.0712)
Actor.Health([email protected]) = 5000
03FE: set_actor [email protected] money 50000
01ED: clear_actor [email protected] threat_search 
01B2: give_actor [email protected] weapon 33 ammo 99999 // Load the weapon model before using this 
02E2: set_actor [email protected] weapon_accuracy_to 100 
// 0291: set_actor [email protected] attack_when_provoked 1 // actor attacks you when you fight him
0319: set_actor [email protected] can_run 1 
0162: tie_marker [email protected] to_actor [email protected] color 4 display 3 
0168: set_blip [email protected] size 3 

:Spotted
wait 0 
if 
0123:   actor [email protected] spotted_player $PLAYER_CHAR
jf @Spotted 
01CC: actor [email protected] kill_player $PLAYER_CHAR 

:CheckActor_FarAway
wait 0 
if 
   not Actor.Dead([email protected])
jf @CheckActor_Alive 
if 
80F2:   not actor $PLAYER_ACTOR near_actor [email protected] radius 200.0 200.0 enable_sphere 0 // checks if the player is too far away from actor 
jf @CheckActor_Alive 
Model.Destroy(#PGB)
Model.Destroy(#MINIGUN)
Actor.RemoveReferences([email protected])
Marker.Disable([email protected])
jump @End_Thread 

:CheckActor_Alive
if 
   Actor.Dead([email protected])
jf @Loop 
Model.Destroy(#PGB)
Model.Destroy(#MINIGUN)
Actor.RemoveReferences([email protected])
Marker.Disable([email protected])
jump @End_Thread 

:Loop
jump @CheckActor_FarAway 

:End_Thread
end_thread

Here is the example... :D

 

It may be hard to understand but for me! :)

Edited by tastyBlackTiles

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