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 aggresive and recruitable

 how???
 
TLFdjobaw  
Posted: Sunday, Aug 5 2012, 06:56
Quote Post


Un-skilled Collisions Modders
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Joined: Jan 20, 2012

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hi guys... I going to make the ped aggresive and recruitable.. this is my code..
CODE
{$CLEO .cs}
thread "NULL"

:NULL_8
wait 0
if
0AB0:   key_pressed 50
else_jump @NULL_8
Model.Load(#MICRO_UZI)
Model.Load(#NULL)

:NULL_36
wait 0
if and
  Model.Available(#NULL)
  Model.Available(#MICRO_UZI)
else_jump @NULL_36
04C4: store_coords_to 4@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 0.0 3.0 -0.3
3@ = Actor.Angle($PLAYER_ACTOR)
0@ = Actor.Create(Special, #NULL, 4@, 1@, 2@)
Actor.Angle(0@) = 3@
Actor.Health(0@) = 1500
0245: set_actor 0@ walk_style_to "GANG2"
0446: set_actor 0@ immune_to_headshots 0
05DE: AS_actor 0@ walk_around_ped_path
07FE: set_actor 0@ fighting_style_to 5 6
01B2: give_actor 0@ weapon 28 ammo 199 // Load the weapon model before using this
Actor.WeaponAccuracy(0@) = 100
081A: set_actor 0@ weapon_skill_to 2
wait 500
wait 0
if
  Actor.Dead(0@)
Model.Destroy(#MICRO_UZI)
wait 50000
Actor.DestroyWithFade(0@)
jump @NULL_8


please fix my script sad.gif
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arijitsen  
Posted: Wednesday, Aug 8 2012, 16:44
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Modder,Gamer & GFX Artist
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Joined: Jun 19, 2012

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Use 009A: opcode
The ped type for recruitable ped is 8.
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ZAZ  
Posted: Wednesday, Aug 8 2012, 20:42
Quote Post


Kernlochbohrer
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Joined: Jan 10, 2005

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Member Award




CODE
{$CLEO .cs}
thread "NULL"

:NULL_8
wait 0
if
0256:   player $PLAYER_CHAR defined
jf @NULL_8
if
0AB0:   key_pressed 50//  2 key
else_jump @NULL_8
Model.Load(#MICRO_UZI)
Model.Load(#NULL)

:NULL_36
wait 0
if and
 Model.Available(#NULL)
 Model.Available(#MICRO_UZI)
else_jump @NULL_36
04C4: store_coords_to 4@ 1@ 2@ from_actor $PLAYER_ACTOR with_offset 0.0 3.0 -0.3
3@ = Actor.Angle($PLAYER_ACTOR)
0@ = Actor.Create(8, #NULL, 4@, 1@, 2@)
Actor.Angle(0@) = 3@
Actor.Health(0@) = 1500
0245: set_actor 0@ walk_style_to "GANG2"
0446: set_actor 0@ immune_to_headshots 0
05DE: AS_actor 0@ walk_around_ped_path
07FE: set_actor 0@ fighting_style_to 5 6
01B2: give_actor 0@ weapon 28 ammo 199 // Load the weapon model before using this
Actor.WeaponAccuracy(0@) = 100
081A: set_actor 0@ weapon_skill_to 2
077A: set_actor 0@ acquaintance 1 to_actors_pedtype 4 // see ped.dat
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 4 // see ped.dat
077A: set_actor 0@ acquaintance 1 to_actors_pedtype 5 // see ped.dat
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 5 // see ped.dat
077A: set_actor 0@ acquaintance 1 to_actors_pedtype 6 // see ped.dat
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 6 // see ped.dat
077A: set_actor 0@ acquaintance 1 to_actors_pedtype 17 // see ped.dat
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 17 // see ped.dat
077A: set_actor 0@ acquaintance 1 to_actors_pedtype 18 // see ped.dat
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 18 // see ped.dat
077A: set_actor 0@ acquaintance 1 to_actors_pedtype 19 // see ped.dat
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 19 // see ped.dat
077A: set_actor 0@ acquaintance 1 to_actors_pedtype 20 // see ped.dat
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 20 // see ped.dat
077A: set_actor 0@ acquaintance 1 to_actors_pedtype 22 // see ped.dat
077A: set_actor 0@ acquaintance 4 to_actors_pedtype 22 // see ped.dat
Model.Destroy(#MICRO_UZI)

:NULL_45
wait 0
if
0256:   player $PLAYER_CHAR defined
jf @NULL_59
if  or
 Actor.Dead(0@)
8104:  not actor $PLAYER_ACTOR near_actor 0@ radius 150.0 150.0 150.0 sphere 0  
jf @NULL_45


:NULL_59
Actor.DestroyWithFade(0@)
jump @NULL_8
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TLFdjobaw  
Posted: Friday, Aug 10 2012, 07:20
Quote Post


Un-skilled Collisions Modders
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Joined: Jan 20, 2012

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thanks ZAZ.. but i got a problem.. when i enter any car theres no radio sounds.. why??
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arijitsen  
Posted: Friday, Aug 10 2012, 11:13
Quote Post


Modder,Gamer & GFX Artist
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Joined: Jun 19, 2012

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Have you installed any cleo mods except it ??Check that if your radio sound is at an audible level.
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