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gtasa batter shootout logic


Xpr_gamer

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I was watching a video about npcs wars from GTA IV, and there are no videos for GTA San Andreas, so I decided to make a video, and then I remembered that wars and artificial intelligence for the exchange of fire are very boring, as they just stand in their place, not taking cover and not moving with gunfire, so I asked Friends, is there a mod that makes the AI for crossfire smarter, where any npc can take cover, move, and shoot at the same time 

In fact, in the los desperados mission, when you move to confront Lavavos in that narrow street where one of Caesar's friends is injured, you will notice that both sides are shooting and taking cover behind buildings 

And I hope there is a mod that makes the crossfire logic of that mission appear in Gameplay

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1 hour ago, Xpr_gamer said:

is there a mod that makes the AI for crossfire smarter, where any npc can take cover, move, and shoot at the same time 

AI is actually taking cover, roll and shoot but they don't "stack up"..

 

...
0605: actor -1 perform_animation "COWER" IFP "PED" framedelta 8.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
...
...
...
0605: actor $PLAYER_ACTOR perform_animation "SWT_WLLPK_L" IFP "SWAT" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'FIN1_JL' time 3000 flag 1  // ~z~CJ, that chopper's all over us! Hit it!
Car.PutAt(40@, 2185.43, -1172.69, 37.05)
04A2: set_heli 40@ fly_to 2194.97 -1182.27 37.0 altitude_between 7.0 and 7.0 
TIMERB = 0 
171@ = 9 

:DRUGS4_30458
if 
  171@ == 9 
jf @DRUGS4_30654 
if 
  not Actor.Dead($ACTOR_SWEET)
jf @DRUGS4_30654 
if 
  Actor.Animation($PLAYER_ACTOR) == "SWT_WLLPK_L"
jf @DRUGS4_30654 
0613: 96@ = actor $PLAYER_ACTOR animation "SWT_WLLPK_L" time 
if 
  96@ == 1.0 
jf @DRUGS4_30654 
0605: actor $PLAYER_ACTOR perform_animation "SWT_WLLSHOOT_IN_L" IFP "SWAT" framedelta 8.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
if 
  not Actor.Dead(44@)
jf @DRUGS4_30647 
008B: 118@ = $ACTOR_SWEET // (int) 
0085: 119@ = 44@ // (int) 
gosub @DRUGS4_66967 

:DRUGS4_30647
171@ = 10 

:DRUGS4_30654
if 
  171@ == 10 
jf @DRUGS4_32058 
if 
  not Actor.Dead($ACTOR_SWEET)
jf @DRUGS4_32058 
if 
  Actor.Animation($PLAYER_ACTOR) == "SWT_WLLSHOOT_IN_L"
jf @DRUGS4_32058 
0613: 96@ = actor $PLAYER_ACTOR animation "SWT_WLLSHOOT_IN_L" time
...
...
...

as you aready mentioned these animations already exists but applying these to a random free roam NPCs will be bloody difficult because it is hardcoded.. 🙂

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5 hours ago, ArmanCan said:

will be bloody difficult because it is hardcoded

Well, it's not that difficult. At least at first glance. ) Detect if NPC (in radius) is attacking player and make the script take control over him. Like detect bullets flying nearby, being hit or whatever and code his reactions.

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Simple: the mods i loocking for

_ improved artificiel intelligent of exchange fire ( like the shootout in  los desperados mission) 

_ any npc can take cover behaind the walls and roll and moving and shooting 

_ gangs or the peds having guns if the npc have car and you provokid him he start blasting at you if  you run away they chase you with his car

_ remove the army from 6 stars wanted becouse the wanted person the cops and swat and fbi loock after him but if you go to army places the army going chase you down 

_ new wanted system for npc actually i looke for this mod from long time its like that: 

if cops are chasing a criminal or theft or gangs or any ped if the ped kill the cop he will got 2 stars you know what am see in like what happen with cj if he kill cop he will have to 2 stars wanted level i whant the same happend to npc like gta iv

if some one know some of this mods please mentione me please 

9 hours ago, ArmanCan said:

AI is actually taking cover, roll and shoot but they don't "stack up"..

 

...
0605: actor -1 perform_animation "COWER" IFP "PED" framedelta 8.0 loop 1 lockX 0 lockY 0 lockF 0 time -1 
...
...
...
0605: actor $PLAYER_ACTOR perform_animation "SWT_WLLPK_L" IFP "SWAT" framedelta 8.0 loop 0 lockX 0 lockY 0 lockF 1 time -1 
03D1: play_wav 2 
00BC: show_text_highpriority GXT 'FIN1_JL' time 3000 flag 1  // ~z~CJ, that chopper's all over us! Hit it!
Car.PutAt(40@, 2185.43, -1172.69, 37.05)
04A2: set_heli 40@ fly_to 2194.97 -1182.27 37.0 altitude_between 7.0 and 7.0 
TIMERB = 0 
171@ = 9 

:DRUGS4_30458
if 
  171@ == 9 
jf @DRUGS4_30654 
if 
  not Actor.Dead($ACTOR_SWEET)
jf @DRUGS4_30654 
if 
  Actor.Animation($PLAYER_ACTOR) == "SWT_WLLPK_L"
jf @DRUGS4_30654 
0613: 96@ = actor $PLAYER_ACTOR animation "SWT_WLLPK_L" time 
if 
  96@ == 1.0 
jf @DRUGS4_30654 
0605: actor $PLAYER_ACTOR perform_animation "SWT_WLLSHOOT_IN_L" IFP "SWAT" framedelta 8.0 loop 0 lockX 1 lockY 1 lockF 0 time -1 
if 
  not Actor.Dead(44@)
jf @DRUGS4_30647 
008B: 118@ = $ACTOR_SWEET // (int) 
0085: 119@ = 44@ // (int) 
gosub @DRUGS4_66967 

:DRUGS4_30647
171@ = 10 

:DRUGS4_30654
if 
  171@ == 10 
jf @DRUGS4_32058 
if 
  not Actor.Dead($ACTOR_SWEET)
jf @DRUGS4_32058 
if 
  Actor.Animation($PLAYER_ACTOR) == "SWT_WLLSHOOT_IN_L"
jf @DRUGS4_32058 
0613: 96@ = actor $PLAYER_ACTOR animation "SWT_WLLSHOOT_IN_L" time
...
...
...

as you aready mentioned these animations already exists but applying these to a random free roam NPCs will be bloody difficult because it is hardcoded.. 🙂

i know the animations already exists its no .85 and no. 84 in dyom the animations already exists but the mod is exist or not

Edited by Xpr_gamer
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