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 Changing #SPECIAL actor ID

 
koragg  
Posted: Friday, Mar 30 2012, 07:31
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Knight Rider Forever
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Can I change a special actor's ID from #SPECIAL01 to something else like #SPECIAL03 (for example)
Because i've got a bigfoot mod but i've also got an aliens mod and bigfoot and the alien model have the same ID so it just spawns the alien (and never bigfoot)
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MichaelKnight1  
Posted: Friday, Mar 30 2012, 10:10
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QUOTE (koragg @ Friday, Mar 30 2012, 07:31)
Can I change a special actor's ID from #SPECIAL01 to something else like #SPECIAL03 (for example)
Because i've got a bigfoot mod but i've also got an aliens mod and bigfoot and the alien model have the same ID so it just spawns the alien (and never bigfoot)

I think you want to change the player when the game starts , This is not difficult but easy, but I suppose you did not learn the scm coding !! Above all I would advise you to learn coding ok, But I advise you to start from the weakness of the hard and you will good without the speed and will become for use sanny builder . ok . so .
1- Mission Coding For beginner
2- ZAZ Tutorial
3- Mission Coding For Pro's
to load special actor you will start with this code 023C use 1 or 2 With the order
. . . .
CODE

023C: load_special_actor 'ACTOR' as 1 // models 290-299

to changer player you must use :
CODE

09C7: change_player $PLAYER_CHAR model_to #SPECIAL01

Special01 = the actor is that 'ACTOR' as 1 = 01
Special02 = as 2 . . .
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koragg  
Posted: Friday, Mar 30 2012, 17:17
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I think i found an easier way to do it.I just replace the .txd and .dff files of some other ped in the game (WMORI) with the Bigfoot .txd and .dff files.
But the problem is that I can't get the script to load the WMORI ped instead of the Special Actor.Can someone try and do it.The ped's name is WMORI and it's number 94 in the peds.ide file.

This is the cleo script :



// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007

{$VERSION 3.1.0027}
{$CLEO .cs}

//-------------MAIN---------------
0@ = -1
16@ = 0

:NONAME_14
wait 0
if and
$ONMISSION == 0
823D: not special_actor 1 loaded
else_jump @NONAME_53
023C: load_special_actor 'BIGFOOT' as 1 // models 290-299

:NONAME_53
Actor.StorePos($PLAYER_ACTOR, 1@, 2@, 3@)
if and
0@ == -1
$ONMISSION == 0
1@ > -3315.392
not 1@ >= 163.3204
2@ > -3019.81
not 2@ >= -704.2101
else_jump @NONAME_469
0087: 4@ = 1@ // (float)
0087: 5@ = 1@ // (float)
0087: 6@ = 2@ // (float)
0087: 7@ = 2@ // (float)
4@ -= 180.0
5@ += 180.0
6@ -= 180.0
7@ += 180.0
0208: 8@ = random_float_in_ranges 4@ 5@
0208: 9@ = random_float_in_ranges 6@ 7@
02CE: 10@ = ground_z_at 8@ 9@ 2000.0
03D3: get_route_nearest_for 8@ 9@ 10@ store_to 11@ 12@ 13@ Z_angle_to 14@
050A: 15@ = distance_between_XYZ 8@ 9@ 10@ and_XYZ 11@ 12@ 13@
if and
0025: 10@ > 11@ // (float)
15@ > 50.0
10@ >= 5.0
80FE: not actor $PLAYER_ACTOR sphere 0 in_sphere 8@ 9@ 10@ radius 160.0 160.0 160.0
023D: special_actor 1 loaded
else_jump @NONAME_469
0@ = Actor.Create(Player4, #SPECIAL01, 8@, 9@, 10@)
0208: 17@ = random_float_in_ranges 0.0 360.0
Actor.Angle(0@) = 17@
0446: set_actor 0@ immune_to_headshots 0
Actor.Health(0@) = 10000
07BC: set_actor 0@ decision_maker_to 32 // AS_pack_version
04D8: set_actor 0@ drowns_in_water 0
0946: set_actor 0@ actions_uninterupted_by_weapon_fire 1
07FE: set_actor 0@ fighting_style_to 5 0
03FE: set_actor 0@ money 0
0245: set_actor 0@ walk_style_to "OLDMAN"

:NONAME_469
if
Actor.Dead(0@)
else_jump @NONAME_511
Actor.RemoveReferences(0@)
0@ = -1
16@ = 0
jump @NONAME_613

:NONAME_511
if
80FE: not actor 0@ sphere 0 in_sphere 1@ 2@ 3@ radius 200.0 200.0 200.0
else_jump @NONAME_572
Actor.DestroyWithFade(0@)
0@ = -1
16@ = 0

:NONAME_572
if and
051A: actor 0@ damaged_by_actor $PLAYER_ACTOR
16@ == 0
else_jump @NONAME_613
05E2: AS_actor 0@ kill_actor $PLAYER_ACTOR
16@ = 1

:NONAME_613
jump @NONAME_14
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