ogsf4life Posted March 27, 2021 Share Posted March 27, 2021 for INDEX = 0 to 6 062F: GROUPS = create_group_type 0 0630: put_actor MYACTOR in_group additional_group as_leader end 0631: put_actor MYACTOR in_group $PLAYER_GROUP this not work How can I set the first member that I take, as the leader of all the other additional groups created, and while he is the leader of these additional groups and they lead them, I make this leader belong to PLAYER_GROUP, for when I give a command for that leader, for example, a command for that leader to attack, all other members of the additional groups attack as well, that is, they do what the leader is doing, if CJ give command to the leader to attack, all members of the additional groups also attack Link to comment Share on other sites More sharing options...
ZAZ Posted March 27, 2021 Share Posted March 27, 2021 (edited) 062F: 18@ = create_group_type 0 for INDEX = 0 to 5 wait 0 0631: put_actor 0@(INDEX,16i) in_group 18@// 6 members of first gang end INDEX = 6 0630: put_actor 0@(INDEX,16i) in_group 18@ as_leader// 7th member as leader of first gang 062F: 19@ = create_group_type 0 for INDEX = 7 to 12 wait 0 0631: put_actor 0@(INDEX,16i) in_group 19@// 6 members of second gang end INDEX = 13 0630: put_actor 0@(INDEX,16i) in_group 19@ as_leader// 7th member as leader of second gang 07AF: 20@ = player $PLAYER_CHAR group 0631: put_actor 0@(INDEX,16i) in_group 20@//leader of second gang as member of 3th group (player_group) INDEX = 6 0631: put_actor 0@(INDEX,16i) in_group 20@//leader of first gang as member of 3th group (player_group) Edited March 27, 2021 by ZAZ CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
ogsf4life Posted March 27, 2021 Author Share Posted March 27, 2021 (edited) 2 hours ago, ZAZ said: 062F: 18@ = create_group_type 0 for INDEX = 0 to 5 wait 0 0631: put_actor 0@(INDEX,16i) in_group 18@// 6 members of first gang end INDEX = 6 0630: put_actor 0@(INDEX,16i) in_group 18@ as_leader// 7th member as leader of first gang 062F: 19@ = create_group_type 0 for INDEX = 7 to 12 wait 0 0631: put_actor 0@(INDEX,16i) in_group 19@// 6 members of second gang end INDEX = 13 0630: put_actor 0@(INDEX,16i) in_group 19@ as_leader// 7th member as leader of second gang 07AF: 20@ = player $PLAYER_CHAR group 0631: put_actor 0@(INDEX,16i) in_group 20@//leader of second gang as member of 3th group (player_group) INDEX = 6 0631: put_actor 0@(INDEX,16i) in_group 20@//leader of first gang as member of 3th group (player_group) good ZAZ , but how it would in this script ? {$CLEO .cs} 0000: const MAX_GROUPS = 7 MAX_INDEX = 6 MAX_MEMBERS = 7 ACTOR = [email protected] INDEX = [email protected] GROUP_LEADERS = [email protected] GROUP_MEMBERS = [email protected] V_GROUP = [email protected](INDEX,MAX_GROUPSi) end var $PLAYER_CHAR : int [email protected] : int [email protected] : int [email protected] : int [email protected] : int [email protected] : int end while true repeat wait 0 until 0256: player $PLAYER_CHAR defined for INDEX = 0 to MAX_INDEX 062F: V_GROUP = create_group_type 0 0630: put_actor $PLAYER_ACTOR in_group V_GROUP as_leader end while true wait 100 if 8256: not player $PLAYER_CHAR defined then repeat wait 0 until 0256: player $PLAYER_CHAR defined for INDEX = 0 to MAX_INDEX 0632: release_group V_GROUP end break end 07F6: get_group $PLAYER_GROUP number_of_leaders_to GROUP_LEADERS number_of_members_to GROUP_MEMBERS [email protected] = 0 while [email protected] < GROUP_MEMBERS 092B: ACTOR = group $PLAYER_GROUP member [email protected] [email protected] = -1 [email protected] = False if and $PLAYER_CHAR <> ACTOR 056D: actor ACTOR defined then for INDEX = 0 to MAX_INDEX if [email protected] == -1 then 07F6: get_group V_GROUP number_of_leaders_to GROUP_LEADERS number_of_members_to [email protected] if [email protected] < GROUP_MEMBERS then [email protected] = V_GROUP end [email protected] = False end if 06EE: actor ACTOR in_group V_GROUP then [email protected] = True break end end if and [email protected] == False [email protected] <> -1 $ONMISSION==0 then // Remove of player group and put in the groups additional 06C9: remove_actor ACTOR from_group 0631: put_actor ACTOR in_group [email protected] 081A: set_actor ACTOR weapon_skill_to 2 07DD: set_actor ACTOR attack_rate 200 // previously known as temper_to 02E2: set_actor ACTOR weapon_accuracy_to 200 07CB: set_actor ACTOR supporting_fire 0 if 010F: player $PLAYER_CHAR wanted_level > 0 then 077A: set_actor ACTOR acquaintance 4 to_actors_pedtype 6 // see ped.dat end end end [email protected]++ end end end Edited March 27, 2021 by ogsf4life Link to comment Share on other sites More sharing options...
ZAZ Posted March 27, 2021 Share Posted March 27, 2021 Nice that you post your script. Why didn't you do that earlier? CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
ogsf4life Posted March 27, 2021 Author Share Posted March 27, 2021 9 minutes ago, ZAZ said: Nice that you post your script. Why didn't you do that earlier? I thought that the solution to do what I want would be easier. Link to comment Share on other sites More sharing options...
ZAZ Posted March 27, 2021 Share Posted March 27, 2021 Well, it's not easy to understand your plan. You want to deal out members of an existing group to new created groups? If yes, the existing group is the Player_Char_Group which is created by default gangmember recruit method? If yes, so you wanna remove the members of the Player_Char_Group and put them into new groups, while CJ recruit new members? CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
ogsf4life Posted March 27, 2021 Author Share Posted March 27, 2021 (edited) Example: Additional group 0: Recruited the first member: this member joins as leader of this additional group 0 and at the same time joins the player group, the other 6 recruited members will join this additional group 0, and will follow this leader and also automatically follow CJ, since this leader is in the player group, and they will follow the leader. I want this when I give the command to this leader member to attack, all the other 6 members of that additional group 1 attack as well. As soon as that additional group 0 is full ... We started to fill in additional group 1, and this is the logic, for all other additional groups ... Basically, 7 additional groups are created, totaling 7 x 7 members = 49. of these 49, 7 will be leaders, each 1 of these 7 leaders will be leaders of each 1 of these 7 additional groups. More within the PLAYER GROUP, I want only these 7 leaders, But you cannot see the player group with the first 7 recruited, because the script takes the actors in the standard way of the game, and if the player group is full, there would be no way to recruit more. he would have to take the first recruit and set him up as leader of that additional group, and play him in the player group, and the other 6 recruits, be placed in the additional group. and repeat this, or first recruit 6 members, and when you call the seventh, set him as the leader of that additional group and put him in the player group. So, every time 1 group of these 7 groups see, the leader of that group enters PLAYER GROUP. 7 recruited members, leader of additional group 0 joins PLAYER GROUP, PLAYER GROUP now has 1 member 14 members recruited, leader of additional group 1 joins PLAYER GROUP, PLAYER GROUP now has 2 members 21 members recruited, the leader of additional group 2 joins PLAYER GROUP, PLAYER GROUP now has 3 members 28 recruited members, the leader of additional group 3 joins PLAYER GROUP, PLAYER GROUP now has 4 members and so it goes.. it is similar to your gangspawn big mod, that you put emet and sweet as leaders of 2 groups and put 2 of them in the player group .. and when you command them to attack or return, all other members attack as well. Edited March 27, 2021 by ogsf4life Link to comment Share on other sites More sharing options...
ZAZ Posted March 28, 2021 Share Posted March 28, 2021 (edited) Strange like your plan, but running your script cause that not any homie appear on the street. I don't know if you usually do that i recommand to insert text codes to see what happens 03F0: and 045A: inside loops to check values Spoiler 03F0: enable_text_draw 1 045A: text_draw_1number 50.0 200.0 'NUMBER' 0@(30@,7i) 045A: text_draw_1number 50.0 210.0 'NUMBER' 30@ 045A: text_draw_1number 50.0 220.0 'NUMBER' 31@ 045A: text_draw_1number 50.0 230.0 'NUMBER' 29@ 045A: text_draw_1number 50.0 240.0 'NUMBER' 28@ 00BA: to see if the code has passed a specified position Spoiler 00BA: text_styled 'fem_ok' 1000 ms 4 That's the way i started, i added messages to your script to see what happens As well as a code that shows which member was transfered Spoiler 0245: set_actor ACTOR walk_style_to "SEXYWOMAN" And i added wait 0 to the loops to make shure that it can't crash because of missing wait code Spoiler {$CLEO .cs} 0000: const MAX_GROUPS = 7 MAX_INDEX = 6 MAX_MEMBERS = 7 ACTOR = 31@ INDEX = 30@ GROUP_LEADERS = 29@ GROUP_MEMBERS = 28@ V_GROUP = 0@(INDEX,MAX_GROUPSi) end var $PLAYER_CHAR : int 25@ : int 26@ : int 27@ : int 28@ : int 31@ : int end while true repeat wait 0 until 0256: player $PLAYER_CHAR defined for INDEX = 0 to MAX_INDEX 062F: V_GROUP = create_group_type 0 0630: put_actor $PLAYER_ACTOR in_group V_GROUP as_leader end while true wait 100 if 8256: not player $PLAYER_CHAR defined then repeat wait 0 until 0256: player $PLAYER_CHAR defined for INDEX = 0 to MAX_INDEX 0632: release_group V_GROUP end break end wait 2000 00BA: text_styled 'fem_ok' 1000 ms 4 07AF: 13@ = player $PLAYER_CHAR group 07F6: get_group 13@ number_of_leaders_to GROUP_LEADERS number_of_members_to GROUP_MEMBERS //07F6: get_group $PLAYER_GROUP number_of_leaders_to GROUP_LEADERS number_of_members_to GROUP_MEMBERS 27@ = 0 while 27@ < GROUP_MEMBERS wait 0 092B: ACTOR = group $PLAYER_GROUP member 27@ 03F0: enable_text_draw 1 045A: text_draw_1number 50.0 200.0 'NUMBER' 0@(30@,7i) 045A: text_draw_1number 50.0 210.0 'NUMBER' 30@ 045A: text_draw_1number 50.0 220.0 'NUMBER' 31@ 045A: text_draw_1number 50.0 230.0 'NUMBER' 29@ 045A: text_draw_1number 50.0 240.0 'NUMBER' 28@ 25@ = -1 26@ = False if and $PLAYER_CHAR <> ACTOR 056D: actor ACTOR defined then for INDEX = 0 to MAX_INDEX wait 0 if 25@ == -1 then 07F6: get_group V_GROUP number_of_leaders_to GROUP_LEADERS number_of_members_to 26@ if 26@ < GROUP_MEMBERS then 25@ = V_GROUP end 26@ = False end if 06EE: actor ACTOR in_group V_GROUP then 26@ = True break end end if and 26@ == False 25@ <> -1 $ONMISSION==0 then // Remove of player group and put in the groups additional 06C9: remove_actor ACTOR from_group 0631: put_actor ACTOR in_group 25@ 081A: set_actor ACTOR weapon_skill_to 2 07DD: set_actor ACTOR attack_rate 200 // previously known as temper_to 02E2: set_actor ACTOR weapon_accuracy_to 200 07CB: set_actor ACTOR supporting_fire 0 0245: set_actor ACTOR walk_style_to "SEXYWOMAN" if 010F: player $PLAYER_CHAR wanted_level > 0 then 077A: set_actor ACTOR acquaintance 4 to_actors_pedtype 6 // see ped.dat end end end 27@++ end end end The result: Running the script returns the message "fem_ok" every two seconds, that means the main script blocks will be skiped. Yes, of course, because CJ don't have any group member. But i couldn't recruit any member because there didn't appear any Why didn't there appear any? The reason must be found here: while true repeat wait 0 until 0256: player $PLAYER_CHAR defined for INDEX = 0 to MAX_INDEX 062F: V_GROUP = create_group_type 0 0630: put_actor $PLAYER_ACTOR in_group V_GROUP as_leader end while true wait 100 if 8256: not player $PLAYER_CHAR defined then repeat wait 0 until 0256: player $PLAYER_CHAR defined for INDEX = 0 to MAX_INDEX 0632: release_group V_GROUP end break end ______________ edit Meanwhile i could recruit some members that appeared in cars and basicly it works to transfer a member to another group, so they walk like a woman I removed this code 0630: put_actor $PLAYER_ACTOR in_group 0@(30@,7i) as_leader now the homies appear also as footped but i don't know at all to which group they will be added Btw. I'm really shure that it needs to campare $PLAYER_ACTOR with ACTOR, instead $PLAYER_CHAR But it wasn't possible to compile, so i changed this $PLAYER_CHAR <> ACTOR with this 803C: not $PLAYER_ACTOR == 31@ Well, i would do everything in a totally other way Why do you need opcode 07F6: if you don't check for leaders? If a member is available can you do in this way: 092B: 31@ = group 0@ member 0 if 8039: not 31@ == -1 then <31@ = handle of gangmember> end Edited March 28, 2021 by ZAZ CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
ogsf4life Posted March 28, 2021 Author Share Posted March 28, 2021 6 hours ago, ZAZ said: Strange like your plan, but running your script cause that not any homie appear on the street. I don't know if you usually do that i recommand to insert text codes to see what happens 03F0: and 045A: inside loops to check values Reveal hidden contents 03F0: enable_text_draw 1 045A: text_draw_1number 50.0 200.0 'NUMBER' 0@(30@,7i) 045A: text_draw_1number 50.0 210.0 'NUMBER' 30@ 045A: text_draw_1number 50.0 220.0 'NUMBER' 31@ 045A: text_draw_1number 50.0 230.0 'NUMBER' 29@ 045A: text_draw_1number 50.0 240.0 'NUMBER' 28@ 00BA: to see if the code has passed a specified position Reveal hidden contents 00BA: text_styled 'fem_ok' 1000 ms 4 That's the way i started, i added messages to your script to see what happens As well as a code that shows which member was transfered Reveal hidden contents 0245: set_actor ACTOR walk_style_to "SEXYWOMAN" And i added wait 0 to the loops to make shure that it can't crash because of missing wait code Reveal hidden contents {$CLEO .cs} 0000: const MAX_GROUPS = 7 MAX_INDEX = 6 MAX_MEMBERS = 7 ACTOR = 31@ INDEX = 30@ GROUP_LEADERS = 29@ GROUP_MEMBERS = 28@ V_GROUP = 0@(INDEX,MAX_GROUPSi) end var $PLAYER_CHAR : int 25@ : int 26@ : int 27@ : int 28@ : int 31@ : int end while true repeat wait 0 until 0256: player $PLAYER_CHAR defined for INDEX = 0 to MAX_INDEX 062F: V_GROUP = create_group_type 0 0630: put_actor $PLAYER_ACTOR in_group V_GROUP as_leader end while true wait 100 if 8256: not player $PLAYER_CHAR defined then repeat wait 0 until 0256: player $PLAYER_CHAR defined for INDEX = 0 to MAX_INDEX 0632: release_group V_GROUP end break end wait 2000 00BA: text_styled 'fem_ok' 1000 ms 4 07AF: 13@ = player $PLAYER_CHAR group 07F6: get_group 13@ number_of_leaders_to GROUP_LEADERS number_of_members_to GROUP_MEMBERS //07F6: get_group $PLAYER_GROUP number_of_leaders_to GROUP_LEADERS number_of_members_to GROUP_MEMBERS 27@ = 0 while 27@ < GROUP_MEMBERS wait 0 092B: ACTOR = group $PLAYER_GROUP member 27@ 03F0: enable_text_draw 1 045A: text_draw_1number 50.0 200.0 'NUMBER' 0@(30@,7i) 045A: text_draw_1number 50.0 210.0 'NUMBER' 30@ 045A: text_draw_1number 50.0 220.0 'NUMBER' 31@ 045A: text_draw_1number 50.0 230.0 'NUMBER' 29@ 045A: text_draw_1number 50.0 240.0 'NUMBER' 28@ 25@ = -1 26@ = False if and $PLAYER_CHAR <> ACTOR 056D: actor ACTOR defined then for INDEX = 0 to MAX_INDEX wait 0 if 25@ == -1 then 07F6: get_group V_GROUP number_of_leaders_to GROUP_LEADERS number_of_members_to 26@ if 26@ < GROUP_MEMBERS then 25@ = V_GROUP end 26@ = False end if 06EE: actor ACTOR in_group V_GROUP then 26@ = True break end end if and 26@ == False 25@ <> -1 $ONMISSION==0 then // Remove of player group and put in the groups additional 06C9: remove_actor ACTOR from_group 0631: put_actor ACTOR in_group 25@ 081A: set_actor ACTOR weapon_skill_to 2 07DD: set_actor ACTOR attack_rate 200 // previously known as temper_to 02E2: set_actor ACTOR weapon_accuracy_to 200 07CB: set_actor ACTOR supporting_fire 0 0245: set_actor ACTOR walk_style_to "SEXYWOMAN" if 010F: player $PLAYER_CHAR wanted_level > 0 then 077A: set_actor ACTOR acquaintance 4 to_actors_pedtype 6 // see ped.dat end end end 27@++ end end end The result: Running the script returns the message "fem_ok" every two seconds, that means the main script blocks will be skiped. Yes, of course, because CJ don't have any group member. But i couldn't recruit any member because there didn't appear any Why didn't there appear any? The reason must be found here: while true repeat wait 0 until 0256: player $PLAYER_CHAR defined for INDEX = 0 to MAX_INDEX 062F: V_GROUP = create_group_type 0 0630: put_actor $PLAYER_ACTOR in_group V_GROUP as_leader end while true wait 100 if 8256: not player $PLAYER_CHAR defined then repeat wait 0 until 0256: player $PLAYER_CHAR defined for INDEX = 0 to MAX_INDEX 0632: release_group V_GROUP end break end ______________ edit Meanwhile i could recruit some members that appeared in cars and basicly it works to transfer a member to another group, so they walk like a woman I removed this code 0630: put_actor $PLAYER_ACTOR in_group 0@(30@,7i) as_leader now the homies appear also as footped but i don't know at all to which group they will be added Btw. I'm really shure that it needs to campare $PLAYER_ACTOR with ACTOR, instead $PLAYER_CHAR But it wasn't possible to compile, so i changed this $PLAYER_CHAR <> ACTOR with this 803C: not $PLAYER_ACTOR == 31@ Well, i would do everything in a totally other way Why do you need opcode 07F6: if you don't check for leaders? If a member is available can you do in this way: 092B: 31@ = group 0@ member 0 if 8039: not 31@ == -1 then <31@ = handle of gangmember> end I believe that homies do not appear on foot because the maximum number of additional groups is being created, so it must be overriding on top of the group of members that are randomly generated. its difficult to know after having recruited many the order of entry of the members of the group and who is in which group. If remove this, 0630: put_actor $ PLAYER_ACTOR in_group 0 @ (30 @, 7i) as_leader, the members will not follow me. it may be better, instead of creating several additional groups at once, to create according to the existing existing group, if that group is full, another group is created. Link to comment Share on other sites More sharing options...
ZAZ Posted March 28, 2021 Share Posted March 28, 2021 This cause a bug 0630: put_actor $ PLAYER_ACTOR in_group 0 @ (30 @, 7i) as_leader maybe only in this construct at scriptbeginn for INDEX = 0 to MAX_INDEX 062F: V_GROUP = create_group_type 0 0630: put_actor $PLAYER_ACTOR in_group V_GROUP as_leader end it needs to find another way Quote the members will not follow me. try first if it's possible to build more than 2 or 3 groupes by recruiting testing a script that builds 7 groupes needs at the end to recruit 45 homies whats the biggest amount of gangmembers you ever had recruited? CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
ogsf4life Posted March 28, 2021 Author Share Posted March 28, 2021 22 minutes ago, ZAZ said: This cause a bug 0630: put_actor $ PLAYER_ACTOR in_group 0 @ (30 @, 7i) as_leader maybe only in this construct at scriptbeginn for INDEX = 0 to MAX_INDEX 062F: V_GROUP = create_group_type 0 0630: put_actor $PLAYER_ACTOR in_group V_GROUP as_leader end it needs to find another way try first if it's possible to build more than 2 or 3 groupes by recruiting testing a script that builds 7 groupes needs at the end to recruit 45 homies whats the biggest amount of gangmembers you ever had recruited? The number max i recruited i think 56 members, if recruit until all groups be full, but is use other script to get actors and make they only follow , then i got + 60 members walking with me in the streets ,AS_Actor follow , this in theory dont has limit , but i remember in a moment the game crash , i think the problem was with the limit the task , and IA of peds.. Dont there some way of change behavior this groups additionals? With decision maker or set group give command? Link to comment Share on other sites More sharing options...
ZAZ Posted March 28, 2021 Share Posted March 28, 2021 Quote The number max i recruited i think 56 members, if recruit until all groups be full how much time did you spend therefor? CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
ogsf4life Posted March 28, 2021 Author Share Posted March 28, 2021 (edited) 40 minutes or more, it takes time because like you said, they only appear in cars, and sometimes they get hit by other npcs Edited March 28, 2021 by ogsf4life Link to comment Share on other sites More sharing options...
ogsf4life Posted April 2, 2021 Author Share Posted April 2, 2021 (edited) ZAZ , I am testing an additional group separately, the first member generated is the leader of that group, even placing him in the $PLAYER_GROUP and he leading the additional group, when I aim at another npc and shoot, only the leader attack.. what is missing for them attack too ? The Leader be with AK47 {$CLEO .cs} 0000: NOP while true repeat wait 0 until Player.Defined($PLAYER_CHAR) if [email protected] == 0 then if and 03EE: player $PLAYER_CHAR controllable 00E1: player 0 pressed_key 13 // change camera then [email protected]+=1 for [email protected] = 0 to 7 if [email protected]([email protected],1i)==0 then 0247: load_model #FAM1 038B: load_requested_models 04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset 0.0 3.0 0.0 009A: [email protected]([email protected],1i) = create_actor_pedtype 8 model #FAM1 at [email protected] [email protected] [email protected] if [email protected] == 0 then 0247: load_model #AK47 038B: load_requested_models 01B2: give_actor [email protected]([email protected],1i) weapon 30 ammo 9999 // Load the weapon model before using this 062F: [email protected] = create_group_type 0 0630: put_actor [email protected]([email protected],1i) in_group [email protected] as_leader end 0631: put_actor [email protected]([email protected],1i) in_group [email protected] if 06EF: actor [email protected]([email protected],1i) leading_group [email protected] then 0631: put_actor [email protected]([email protected],1i) in_$PLAYER_GROUP end end end end end end Edited April 3, 2021 by ogsf4life Link to comment Share on other sites More sharing options...
ZAZ Posted April 8, 2021 Share Posted April 8, 2021 On 4/2/2021 at 7:16 PM, ogsf4life said: when I aim at another npc and shoot, only the leader attack.. what is missing for them attack too ? i don't know any solution. It remembers me that gangmembers don't attack mission actors when playing vigilante. But i think it's not important that they don't attack peds. important is that they attack cops and enemy gangs CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
ogsf4life Posted April 9, 2021 Author Share Posted April 9, 2021 (edited) 5 hours ago, ZAZ said: i don't know any solution. It remembers me that gangmembers don't attack mission actors when playing vigilante. But i think it's not important that they don't attack peds. important is that they attack cops and enemy gangs in this last script ,I made the members of group work to attack a ped that CJ aims and attacks like this: if 0256: player $PLAYER_CHAR defined then if and 03EE: player $PLAYER_CHAR controllable 00E1: player 0 pressed_key 6 00E1: player 0 pressed_key 17 then Actor.StorePos($PLAYER_ACTOR, [email protected], [email protected], [email protected]) 073F: get_actor_in_sphere [email protected] [email protected] [email protected] radius 10.0 with_pedtype_civilian 1 gang 1 criminal/prostitute 1 handle_as [email protected] if not [email protected] == -1 then 00F3: actor $PLAYER_ACTOR near_actor [email protected] radius 1.0 1.0 1.0 on_foot for [email protected] = 0 to 6 05E2: AS_actor [email protected]([email protected],1i) kill_actor [email protected] end end end end now in the first script , i still dont found an way Edited April 9, 2021 by ogsf4life Link to comment Share on other sites More sharing options...
ZAZ Posted April 11, 2021 Share Posted April 11, 2021 Yes of course, you can search for random actors You can also spawn a lot of actors that follows CJ by opcode 0850: and let them do what you want, by building tricky conditons like check for ped model, if ped attacks CJ, etc... CLEO MODS CLEO Script Tutorial Link to comment Share on other sites More sharing options...
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