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007Ripper

[Help] Detect people die near me

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007Ripper

Hi, i want to attach particle above ped who die near me and play some sound for a second, but it doesnt work.. just work for first people die after that not working. I already try everything i know but doesnt work. Im veryy frustated haha. Please help me if you can solve this thanks.

 

This is my code :

Quote

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

//-------------MAIN---------------
thread 'RIP'
[email protected] = Audiostream.Load("modloader\RIP\SOUND\Rip.MP3")

:RIP_11
wait 0
if and
   Player.Defined($PLAYER_CHAR)
   not Actor.Dead($PLAYER_ACTOR)
jf @RIP_11 
                
:RIP_12
04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 0.0 0.0
0AE1: [email protected] = random_actor_near_point [email protected] [email protected] [email protected] in_radius 100.0 find_next 1 pass_deads 0
if
056D:   actor [email protected] defined
jf @RIP_11

:RIP_50
if and
0118:   actor [email protected] dead
[email protected] < 1
jf @RIP_60
066A: [email protected] = attach_particle "RIP" to_actor [email protected] with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 type 1
0883: attach_particle [email protected] to_actor [email protected] mode 5
064C: make_particle [email protected] visible
064F: remove_references_to_particle [email protected]
Audiostream.PerformAction([email protected], PLAY)
[email protected] = 1
jump @RIP_11

:RIP_60
if and
0118:   actor [email protected] dead
[email protected] > 0
[email protected] < 2
jf @RIP_11
066A: [email protected] = attach_particle "RIP" to_actor [email protected] with_offset 0.0 0.0 0.0 rotation 0.0 0.0 0.0 type 1
0883: attach_particle [email protected] to_actor [email protected] mode 5
064C: make_particle [email protected] visible
064F: remove_references_to_particle [email protected]
Audiostream.PerformAction([email protected], PLAY)
[email protected] = 2  
jump @RIP_11

 

 

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In45do

You forgot to add this :

01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian

 

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007Ripper
3 hours ago, In45do said:

You forgot to add this :

01C2: remove_references_to_actor [email protected] // Like turning an actor into a random pedestrian

 

Thanks for reply!

But this line will catch those people again too bad :/

0AE1: [email protected] = random_actor_near_point [email protected] [email protected] [email protected] in_radius 100.0 find_next 1 pass_deads 0

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ZAZ

Test the script below to see how to detect all peds around

red smoke above actor indicates each catched actor

{$CLEO .cs}
:RandomActor
thread 'RANDACT' 

:RDACT_11
wait 0 
if 
0256:   player $PLAYER_CHAR defined 
jf @RDACT_11

gosub @RDACT_Loop 
wait 0 
jump @RDACT_11 

:RDACT_Loop
31@ = 0 
27@ = 0 

:RDACT_MainLoop
0085: 30@ = 31@ 
29@ = 0 

:RDACT_innerLoop
if and
056D:   actor 30@ defined 
803C:   not  $PLAYER_ACTOR == 30@
jf @RDACT_Skip 
04C4: create_coordinate 25@ 26@ 28@ from_actor 30@ offset 0.0 0.0  1.2
095C: create_smoke_at 25@ 26@ 28@ velocity 0.0 0.0 1.0 RGBA 1.0 0.0  0.0  1.0 size 0.5 last_factor 0.1//red 
095C: create_smoke_at 25@ 26@ 28@ velocity 0.0 0.0 3.0 RGBA 1.0 0.0  0.0  1.0 size 0.5 last_factor 0.1//red 
095C: create_smoke_at 25@ 26@ 28@ velocity 0.0 0.0 5.0 RGBA 1.0 0.0  0.0  1.0 size 0.5 last_factor 0.1//red 

27@ += 1 
jump @RDACT_continue 

:RDACT_Skip
30@ += 1 
29@ += 1 
29@ > 127 
jf @RDACT_innerLoop 

:RDACT_continue
31@ += 256 
if or
27@ > 24 
31@ > 35584 
jf @RDACT_MainLoop 
return

 

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007Ripper

Thanks zaz!

Here the result :

1. Its sure catch all ped around, but make the game super laggy even if you in interior.

2. I try to use it, but still the same. Like my old script.

3. the game catch all dead people, this is the problem. The only solution i can think is to destroy actor right after they dead.

 

{$CLEO .cs}

//-------------MAIN---------------
thread 'RIP'
[email protected] = Audiostream.Load("modloader\RIP\SOUND\funeral.MP3")

:RDACT_11
wait 0
if 
0256: player $PLAYER_CHAR defined
jf @RDACT_11

gosub @RDACT_Loop
wait 0
jump @RDACT_11

:RDACT_Loop
[email protected] = 0
[email protected] = 0 

:RDACT_MainLoop
0085: [email protected] = [email protected] 
[email protected] = 0

:RDACT_innerLoop
if and
056D: actor [email protected] defined
803C: not $PLAYER_ACTOR == [email protected]
jf @RDACT_Skip
if and
0118:   actor [email protected] dead
[email protected] < 1
jf @RDACT_innerLoop2
Audiostream.PerformAction([email protected], PLAY)
04C4: create_coordinate [email protected] [email protected] [email protected] from_actor [email protected] offset 0.0 0.0 1.2
095C: create_smoke_at [email protected] [email protected] [email protected] velocity 0.0 0.0 1.0 RGBA 1.0 0.0 0.0 1.0 size 0.5 last_factor 0.1//red
095C: create_smoke_at [email protected] [email protected] [email protected] velocity 0.0 0.0 3.0 RGBA 1.0 0.0 0.0 1.0 size 0.5 last_factor 0.1//red
095C: create_smoke_at [email protected] [email protected] [email protected] velocity 0.0 0.0 5.0 RGBA 1.0 0.0 0.0 1.0 size 0.5 last_factor 0.1//red   */
[email protected] += 1 
[email protected] = 1
jump @RDACT_continue

:RDACT_innerLoop2
if and
0118:   actor [email protected] dead
[email protected] > 0
jf @RDACT_continue
Audiostream.PerformAction([email protected], PLAY)
04C4: create_coordinate [email protected] [email protected] [email protected] from_actor [email protected] offset 0.0 0.0 1.2
095C: create_smoke_at [email protected] [email protected] [email protected] velocity 0.0 0.0 1.0 RGBA 1.0 0.0 0.0 1.0 size 0.5 last_factor 0.1//red
095C: create_smoke_at [email protected] [email protected] [email protected] velocity 0.0 0.0 3.0 RGBA 1.0 0.0 0.0 1.0 size 0.5 last_factor 0.1//red
095C: create_smoke_at [email protected] [email protected] [email protected] velocity 0.0 0.0 5.0 RGBA 1.0 0.0 0.0 1.0 size 0.5 last_factor 0.1//red   */
[email protected] +=
[email protected] = 2
jump @RDACT_continue

:RDACT_Skip
[email protected] += 1
[email protected] += 1
[email protected] > 127
jf @RDACT_innerLoop

:RDACT_continue
[email protected] += 256
if or
[email protected] > 24
[email protected] > 35584
jf @RDACT_MainLoop
return

 

is there some way to store dead people, so the game wont catch him again ? 

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ZAZ

test this script, it use opcode 0AE1 to detect all peds around

{$CLEO .cs}
:RandomActor_Cleo4_OPCODE_0AE1
thread 'RANDACT'
wait 5000

while true
wait 0
    if
        0256:   player $PLAYER_CHAR defined 
    then
        gosub @restore
        gosub @RandomActor_sub
        wait 1000
    end
end

:restore
for 27@ = 0 to 20 step 1
0@(27@,32i) = -1
end
27@ = 0
0@(23@,32i) = 0
return



:RandomActor_sub
for 27@ = 0 to 20
00A0: store_actor $PLAYER_ACTOR position_to 29@ 30@ 31@
    if
        0AE1:   0@(27@,32i) = random_actor_near_point 29@ 30@ 31@ in_radius 50.0 find_next 1 pass_deads 1
    then
        04C4: create_coordinate 25@ 26@ 28@ from_actor 0@(27@,32i) offset 0.0 0.0  1.2
        095C: create_smoke_at 25@ 26@ 28@ velocity 0.0 0.0 1.0 RGBA 1.0 0.0  0.0  1.0 size 0.5 last_factor 0.1//red 
        095C: create_smoke_at 25@ 26@ 28@ velocity 0.0 0.0 3.0 RGBA 1.0 0.0  0.0  1.0 size 0.5 last_factor 0.1//red 
        095C: create_smoke_at 25@ 26@ 28@ velocity 0.0 0.0 5.0 RGBA 1.0 0.0  0.0  1.0 size 0.5 last_factor 0.1//red 

    end
end
return

 

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007Ripper
15 hours ago, ZAZ said:

test this script, it use opcode 0AE1 to detect all peds around

{$CLEO .cs}
:RandomActor_Cleo4_OPCODE_0AE1
thread 'RANDACT'
wait 5000

while true
wait 0
    if
        0256:   player $PLAYER_CHAR defined 
    then
        gosub @restore
        gosub @RandomActor_sub
        wait 1000
    end
end

:restore
for 27@ = 0 to 20 step 1
0@(27@,32i) = -1
end
27@ = 0
0@(23@,32i) = 0
return



:RandomActor_sub
for 27@ = 0 to 20
00A0: store_actor $PLAYER_ACTOR position_to 29@ 30@ 31@
    if
        0AE1:   0@(27@,32i) = random_actor_near_point 29@ 30@ 31@ in_radius 50.0 find_next 1 pass_deads 1
    then
        04C4: create_coordinate 25@ 26@ 28@ from_actor 0@(27@,32i) offset 0.0 0.0  1.2
        095C: create_smoke_at 25@ 26@ 28@ velocity 0.0 0.0 1.0 RGBA 1.0 0.0  0.0  1.0 size 0.5 last_factor 0.1//red 
        095C: create_smoke_at 25@ 26@ 28@ velocity 0.0 0.0 3.0 RGBA 1.0 0.0  0.0  1.0 size 0.5 last_factor 0.1//red 
        095C: create_smoke_at 25@ 26@ 28@ velocity 0.0 0.0 5.0 RGBA 1.0 0.0  0.0  1.0 size 0.5 last_factor 0.1//red 

    end
end
return

 

Hi thanks zaz!

I solved it by destroy actor and work like a charm, and this script if we make "pass_deads 1" then, if they die it wont detect zaz like :

If

Actor 0@(27@,32i) die

else

 

it doesnt work and not catch dead people, but if we make "pass_deads 0", all dead people got catch too. But thanks for your reply! :)

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