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007Ripper

(Help) SA Spawn Ped

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007Ripper

Yo!

I create a script to spawn bodyguard and its work perfectly she follow me everywhere and obey my order to kill people i wanted, but the problem is she is very annoying, she always talking to me like a gang when idling. Is there an oppcode to make her not talk to me ? :D

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ZAZ

060B: set_actor 1@ decision_maker_to 32

0687: clear_actor 1@ task

0792: disembark_instantly_actor 1@


if
00F2:   actor 1@ near_actor $PLAYER_ACTOR radius 6.0 6.0 sphere 0
then

05DB: AS_actor 1@ flee_from_actor $PLAYER_ACTOR from_origin_radius 50.0 timelimit 5000

05D3: AS_actor 1@ goto_point 0.0 0.0 0.0 mode 4 time 5000 ms // versionA

 

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007Ripper

Thanks zaz! 

Its works perfectly :D

im using group before to make her follow me but annoying, with this one not anymore :

05D3: AS_actor 1@ goto_point 0.0 0.0 0.0 mode 4 time 5000 ms // versionA

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007Ripper
Posted (edited)

Hey zaz, i want to make her melee attack very strong like 2 hit kills, i gave her gun cane. Is there a way to increase damage ? And how to detect if someone hit her ? 

I try this code doesnt work :

051A:   actor [email protected] damaged_by_actor $PLAYER_ACTOR

lets take a look :

 

[email protected] = Actor.Angle($PLAYER_ACTOR)
04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 1.0 -0.3 0.0
$Athena = Actor.Create(CivFemale, #SPECIAL10, [email protected], [email protected], [email protected])
Actor.SetImmunities($Athena, 1, 1, 1, 1, 1)
Actor.Angle($Athena) = [email protected]
Actor.GiveWeaponAndAmmo($Athena, Cane, 1)
01B9: set_actor $Athena armed_weapon_to 15
0619: enable_actor $Athena collision_detection 1
07FE: set_actor $Athena fighting_style_to 6 moves 6
07DD: set_actor $Athena attack_rate 100 // previously known as temper_to
060F: set_actor $Athena melee_accuracy_to 100.0
0489: set_actor $Athena muted 1
0245: set_actor $Athena walk_style_to "astraea"
0296: unload_special_actor 10
Model.Destroy(#GUN_CANE)

:EIDOLON_1051
if or
856D:   not actor [email protected] defined
Actor.Dead([email protected])
else_jump @EIDOLON_1052
04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 1.0 -0.3 0.0
05D3: AS_actor $Athena goto_point [email protected] [email protected] [email protected] mode 4 time -1 ms // versionA

:EIDOLON_1052 
gosub @target_1
gosub @COUNTERATK_1

:EIDOLON_1437
if or
wasted_or_busted
   Actor.Dead($PLAYER_ACTOR)
   Actor.Dead($Athena)
   Actor.Driving($PLAYER_ACTOR)
0965:   actor $PLAYER_ACTOR swimming
else_jump @EIDOLON_1472
jump @EIDOLON_2472

:EIDOLON_1472
if
0AB0:   key_pressed 34
else_jump @EIDOLON_1051
jump @EIDOLON_1555

 

She is very weak, i want to make her stronger. Here a vidz :

 

Edited by 007Ripper

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ZAZ

Increase weapon damage needs to edit weapon.dat
You can check if the actor recieved damaged and decrease the health
to check damage needs to restore the damage argument otherwise the actor will be damaged for ever

        


if and
    8118: not  actor 29@ dead
    8118: not  actor $Athena dead
then
    if  and
        0184:   actor 29@ health >= 6
        051A:   actor 29@ damaged_by_actor $Athena
    then
        0223: set_actor 29@ health_to 5
        054E: clear_actor 29@ damage
    end    
end

        
        
btw. don't use global vars like $Athena in cleo scripts ... or is it main.scm?

 

wasted_or_busted check only works in mission scripts

 

 

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007Ripper
9 hours ago, ZAZ said:

btw. don't use global vars like $Athena in cleo scripts ... or is it main.scm?

Nah i already used all local variable from [email protected][email protected], so im using global for the rest.

9 hours ago, ZAZ said:

wasted_or_busted check only works in mission scripts

Its working i dont know why.

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