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thalilmythos

Storing an actor task in a variable

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thalilmythos
Posted (edited)

How do i check if an actor is trying to kill the player?

for example:

 

:start

wait 0

store all actors around the player

if

actor around the player defined

jf @start

store actor task

If and

actor cant see player

actor task kill player

jf @start

go to player's right/left

look at player only with head

 

:ifseen

wait 0

if and

actor can see player

jf @ifseen

as actor kill the player.

jump @start

 

YES I KNOW THIS AREN'T REAL OPCODES BUT IT'S MY WAY OF EXPLAINING WHAT I WANT TO DO.

 

i want to teach the actors who try to kill the player, to flank him, so that whenever you are taking cover behind something they don't walk in front of you and stand there doing nothing

 

I want to do this by checking any actor around the player, if that actor is trying to kill him but can't see him, then they will move to the sides while turning their necks towards the player (so that despite running to the side, their field of view is still on the player), and when finally seeing him opening fire.

Edited by thalilmythos

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Mysterdogg

An idea like that one would require a more complex code. Check this one

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In45do
9 hours ago, thalilmythos said:

How do i check if an actor is trying to kill the player?

There is an opcode to store actor's task:

062E: get_actor [email protected] task 1560 status_store_to [email protected] // ret 7 if not found

Here is the list of task ID in GTA SA

 

9 hours ago, thalilmythos said:

I want to do this by checking any actor around the player, if that actor is trying to kill him but can't see him, then they will move to the sides while turning their necks towards the player (so that despite running to the side, their field of view is still on the player), and when finally seeing him opening fire.

Checking actor field of view:

09ED:   actor [email protected] is_within_field_of_view_actor $PLAYER_ACTOR


In a full script, it may look like this:

{$CLEO .cs}
:Task
03A4: name_thread "test_task"

:T_1
wait 0
0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to [email protected] closest_ped_to [email protected]
if
056D:   actor [email protected] defined
jf @T_1
062E: get_actor [email protected] task 1000 status_store_to [email protected] // task 1000 = kill ped on foot
if and
09ED:   actor $PLAYER_ACTOR is_within_field_of_view_actor [email protected]
8039:   not [email protected] == 7
jf @Remove         
{do something here}


:Remove
01C2: remove_references_to_actor [email protected]
jump @T_1

 

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thalilmythos
Posted (edited)
16 hours ago, Mysterdogg said:

An idea like that one would require a more complex code. Check this one

iI'll check it out, and of course it would be more complex, they allways are, but in substance, that was a summary of what i wanted to do, if this works, gameplay in shootouts would improve greatly.

Spoiler

 

13 hours ago, In45do said:

There is an opcode to store actor's task:


062E: get_actor [email protected] task 1560 status_store_to [email protected] // ret 7 if not found

Here is the list of task ID in GTA SA

 

Checking actor field of view:


09ED:   actor [email protected] is_within_field_of_view_actor $PLAYER_ACTOR


In a full script, it may look like this:


{$CLEO .cs}
:Task
03A4: name_thread "test_task"

:T_1
wait 0
0AB5: store_actor $PLAYER_ACTOR closest_vehicle_to [email protected] closest_ped_to [email protected]
if
056D:   actor [email protected] defined
jf @T_1
062E: get_actor [email protected] task 1000 status_store_to [email protected] // task 1000 = kill ped on foot
if and
09ED:   actor $PLAYER_ACTOR is_within_field_of_view_actor [email protected]
8039:   not [email protected] == 7
jf @Remove         
{do something here}


:Remove
01C2: remove_references_to_actor [email protected]
jump @T_1

 

 

 

 


I'm going to test it, but i wonder did you tried to do something with it? 

 

I was aware of 0AB5 But before trying anything i wanted to see how to properly use it and i think you pointed me in the right direction

EDIT: This doesn't seem to work, tried with every task of killing there is.

And i'm just trying to make the game show a text when the actor is doing the task, but nothing.

Edited by thalilmythos

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In45do

You're right. I've tried every task and the results always 7. Maybe it only work for actors using AS pack.

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