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GTA SA Zombie script


CJmodder
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Hi everyone,

 

I was playing around with a zombie script i found for SA, it works very well at spawning random (peds) as zombies, but i want to be able to choose which peds spawn. Does anybody know how to change the opcodes in a way so i can say choose 2 or 3 peds of choice to spawn? I would appreciate all the help!

 

Here is the zombie script:

 

//-------------MAIN---------------
0000: NOP 
060A: create_decision_maker_type 5 store_to [email protected] // decision\allowed\m_.ped files 
0708: reset_decision_maker [email protected] event 31 
0708: reset_decision_maker [email protected] event 36 
0708: reset_decision_maker [email protected] event 9 
0709: set_decision_maker [email protected] on_event 36 taskID 1000 respect 0.0 hate 100.0 like 0.0 dislike 0.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker [email protected] on_event 9 taskID 1000 respect 0.0 hate 100.0 like 0.0 dislike 100.0 in_car 1 on_foot 1 // see *.ped files 
0709: set_decision_maker [email protected] on_event 31 taskID 200 respect 100.0 hate 100.0 like 100.0 dislike 100.0 in_car 1 on_foot 1 // see *.ped files 

:NONAME_132
wait 0 
01F0: set_max_wanted_level_to 0 
01EB: set_traffic_density_multiplier_to 0.0 
03DE: set_pedestrians_density_multiplier_to 0.0 
0923: enable_air_traffic 0 
06D7: enable_train_traffic 0 
06D0: enable_emergency_traffic 0 
if 
   Player.Defined(0)
else_jump @NONAME_545 
[email protected] = 0 

:NONAME_188
if 
  [email protected]([email protected],12i) == 1 
else_jump @NONAME_286 
if or
   Actor.Dead([email protected]([email protected],12i))
8104:   not actor $PLAYER_ACTOR near_actor [email protected]([email protected],12i) radius 150.0 150.0 150.0 sphere 0 
else_jump @NONAME_279 
Actor.RemoveReferences([email protected]([email protected],12i))
[email protected]([email protected],12i) = 0 

:NONAME_279
jump @NONAME_524 

:NONAME_286
wait 0 
0208: [email protected] = random_float_in_ranges -60.0 60.0 
0208: [email protected] = random_float_in_ranges -60.0 60.0 
04C4: store_coords_to [email protected] [email protected] [email protected] from_actor $PLAYER_ACTOR with_offset [email protected] [email protected] 0.0 
092E: get_water_height_at [email protected] [email protected] ignore_waves 0 store_to [email protected] 
if and
80FE:   not actor $PLAYER_ACTOR sphere 0 in_sphere [email protected] [email protected] [email protected] radius 10.0 10.0 10.0 
80C2:   not sphere_onscreen [email protected] [email protected] [email protected] radius 5.0 
   not [email protected] >= 0.0 
else_jump @NONAME_433 
jump @NONAME_440 

:NONAME_433
jump @NONAME_286 

:NONAME_440
0376: [email protected]([email protected],12i) = create_random_actor_at [email protected] [email protected] -100.0 
gosub @NONAME_552 
0489: set_actor [email protected]([email protected],12i) muted 1  
060B: set_actor [email protected]([email protected],12i) decision_maker_to [email protected] 
05E2: AS_actor [email protected]([email protected],12i) kill_actor $PLAYER_ACTOR 
[email protected]([email protected],12i) = 1 

:NONAME_524
[email protected] += 1 
  [email protected] > 11 
else_jump @NONAME_188 

:NONAME_545
jump @NONAME_132 

:NONAME_552
0209: [email protected] = random_int_in_ranges 0 3 
if 
  [email protected] == 0 
else_jump @NONAME_603 
Actor.SetWalkStyle([email protected]([email protected],12i), "OLDMAN")
jump @NONAME_688 

:NONAME_603
if 
  [email protected] == 1 
else_jump @NONAME_648 
Actor.SetWalkStyle([email protected]([email protected],12i), "OLDFATMAN")
jump @NONAME_688 

:NONAME_648
if 
  [email protected] == 2 
else_jump @NONAME_688 
Actor.SetWalkStyle([email protected]([email protected],12i), "OLDFATWOMAN")

:NONAME_688
return 
 

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this script creates random actors by this opcode

0376: 1@(0@,12i) = create_random_actor_at 27@ 28@ -100.0

 

to determine ped models needs other codes, especially it needs to load model(s)

 

Therefore you have to learn coding

 

 

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30 minutes ago, ZAZ said:

 

this script creates random actors by this opcode

0376: 1@(0@,12i) = create_random_actor_at 27@ 28@ -100.0

 

to determine ped models needs other codes, especially it needs to load model(s)

 

Therefore you have to learn coding

 

 

 

You put me on the right track, i looked into it and saw that i had to replace the opcodes you highlighted with '009A: [email protected]([email protected],12i) = create_actor_pedtype 4 model 195 at [email protected] [email protected] -100.0'

and put Model.Load(195) at the top.

 

It works perfectly now, thanks a lot Zaz!

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23 hours ago, ZAZ said:

 

this script creates random actors by this opcode

0376: 1@(0@,12i) = create_random_actor_at 27@ 28@ -100.0

 

to determine ped models needs other codes, especially it needs to load model(s)

 

Therefore you have to learn coding

 

 

Hello Zaz,

 

I'm sorry for bothering you, but i have a question. I am able to choose which ped spawns and attacks the player, i figured out how to load them, all no problem. But what if i wanted to spawn 2

peds to attack the player. Is there a way to make the script pick two or more peds to spawn? I tried all kinds of things, but i can't figure it out. 

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Hello Zaz Sir i face one problem Sir can you suggest me how to solve ...Sir in 3ds max i was apply vent smoke but its flow wrong side i wanna rotate  smoke flow...while apply in 3ds max sir how i fix this please Suggest.

Hello Zaz Sir i face one problem Sir can you suggest me how to solve ...Sir in 3ds max i was apply vent smoke but its flow wrong side i wanna rotate  smoke flow...while apply in 3ds max sir how i fix this please Suggest.

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  • 7 months later...

I'm also modifying a zombie mod made by someone and see these numbers. What do these numbers mean?

Spoiler

05E2: AS_actor [email protected]([email protected],16i) kill_actor $PLAYER_ACTOR 

 

(the [email protected] [email protected] and 16i)

 

I mean how do you set this to all peds? I want to make every peds attack me because some of the peds doesn't seem to attack me while using this mod

 

 

Edited by SmolDawn571
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