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Leader additional groups


ogsf4life
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   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

 

 

 

 

 

 

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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 by ZAZ
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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 by ogsf4life
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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.

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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?

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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 by ogsf4life
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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 by ZAZ
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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.

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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 :sui:

 

whats the biggest amount of gangmembers you ever had recruited?

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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 :sui:

 

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?

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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 by ogsf4life
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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 by ogsf4life
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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

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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 by ogsf4life
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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...

 

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