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 T-Bone and Ryder

 what is the ID for those peds?
 
TLFdjobaw  
Posted: Monday, Jul 23 2012, 07:24
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Un-skilled Collisions Modders
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Joined: Jan 20, 2012

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hi guys I looking for T-Bone Mendez and Ryder ID code...
because i going to make them appears.. in cleo script...
i just got Big Smoke ID... 'Special01'
and I need T-Bone and Ryder ID too

#sorry for bad english biggrin.gif
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JACK JONES  
Posted: Monday, Jul 23 2012, 08:07
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Booom!!!
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CODE
{$CLEO .cs}
03A4: name_thread 'Jack'

:0
0001: wait 250 ms
00D6: if
0256:   player $PLAYER_CHAR defined
jf @0
023C: load_special_actor 'TBONE' as 1 // models 290-299
023C: load_special_actor 'RYDER1' as 2 // models 290-299
038B: load_requested_models

:Load
wait 0
if and
023D:   special_actor 1 loaded
023D:   special_actor 2 loaded
jf @Load
009A: 0@ = create_actor_pedtype 4 model #SPECIAL01 at 0.0 0.0 0.0
009A: 1@ = create_actor_pedtype 4 model #SPECIAL02 at 0.0 0.0 0.0
0296: unload_special_actor 1
0296: unload_special_actor 2

:1
wait 0
if and
8118:   NOT   actor 0@ dead
8118:   NOT   actor 1@ dead
jf @2
if
8256:   NOT   player $PLAYER_CHAR defined
jf @1

:2
01C2: remove_references_to_actor 0@ // Like turning an actor into a random pedestrian
01C2: remove_references_to_actor 1@ // Like turning an actor into a random pedestrian
jump @0

Choose the coordinates by yourself. SB has coordinate reader.

This post has been edited by JACK JONES on Monday, Jul 23 2012, 08:27
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TLFdjobaw  
Posted: Monday, Jul 23 2012, 08:56
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Un-skilled Collisions Modders
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QUOTE (JACK JONES @ Monday, Jul 23 2012, 08:07)
CODE
{$CLEO .cs}
03A4: name_thread 'Jack'

:0
0001: wait 250 ms
00D6: if
0256:   player $PLAYER_CHAR defined
jf @0
023C: load_special_actor 'TBONE' as 1 // models 290-299
023C: load_special_actor 'RYDER1' as 2 // models 290-299
038B: load_requested_models

:Load
wait 0
if and
023D:   special_actor 1 loaded
023D:   special_actor 2 loaded
jf @Load
009A: 0@ = create_actor_pedtype 4 model #SPECIAL01 at 0.0 0.0 0.0
009A: 1@ = create_actor_pedtype 4 model #SPECIAL02 at 0.0 0.0 0.0
0296: unload_special_actor 1
0296: unload_special_actor 2

:1
wait 0
if and
8118:   NOT   actor 0@ dead
8118:   NOT   actor 1@ dead
jf @2
if
8256:   NOT   player $PLAYER_CHAR defined
jf @1

:2
01C2: remove_references_to_actor 0@ // Like turning an actor into a random pedestrian
01C2: remove_references_to_actor 1@ // Like turning an actor into a random pedestrian
jump @0

Choose the coordinates by yourself. SB has coordinate reader.

okay... thank for that icon14.gif


but now i need jizzy, pulaski, tenpenny, and hernandez ID...
please.. I need that biggrin.gif
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Frank.s  
Posted: Monday, Jul 23 2012, 09:17
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IV Scripter, Modeler.
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QUOTE (TLFdjobaw @ Monday, Jul 23 2012, 08:56)
but now i need jizzy, pulaski, tenpenny, and hernandez ID...
please.. I need that biggrin.gif

Can you see that the non-pedestiran characters use names instead of id's? Replace the name in the script and it will load the dff+txd of that name.
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TLFdjobaw  
Posted: Monday, Jul 23 2012, 09:42
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Un-skilled Collisions Modders
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Group: Members
Joined: Jan 20, 2012

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QUOTE (Frank.s @ Monday, Jul 23 2012, 09:17)
Can you see that the non-pedestiran characters use names instead of id's? Replace the name in the script and it will load the dff+txd of that name.

okay.. I'll try
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