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![]() Ameteur Member Posts: 42 From: Guatemala Joined: 22-December 09 ![]() | Hi! I did this script, and it's working nice, but I need some help in the part when the object is colliding lol I want that when the object colliding with a ped, the ped dies.. or maybe when the object colliding with him/her the ped makes an animation like when the knife cuts their throat. But there is the problem xD I don't know which is the best way to "catch" the peds nearest to the object. SANNY {$CLEO} 0000: NOP :Noname_2 wait 0 if Player.Defined($PLAYER_CHAR) else_jump @Noname_2 if 0AB0: key_pressed 8 /// backspace else_jump @Noname_2 Model.Load(#KNIFECUR) Model.Load(3065) :Noname_47 if and not Model.Available(#KNIFECUR) not Model.Available(3065) else_jump @Noname_79 wait 0 jump @Noname_47 :Noname_79 04C4: store_coords_to 10@ 11@ 12@ from_actor $PLAYER_ACTOR with_offset 0.0 2.0 0.5 1@ = Object.Create(3065, 10@, 11@, 12@) 0750: set_object 1@ visibility 0 04D9: object 1@ set_scripted_collision_check 1 Object.CollisionDetection(1@) = True 0906: set_object 1@ mass_to 3000.0 // float 0908: set_object 1@ turn_mass_to 3000.0 // float 2@ = Object.Create(#KNIFECUR, 0.0, 1.0, 500.0) 0750: set_object 2@ visibility 1 04D9: object 2@ set_scripted_collision_check 1 Object.CollisionDetection(2@) = True 0906: set_object 2@ mass_to 30000.0 // float 0908: set_object 2@ turn_mass_to 30000.0 // float 08D2: object 2@ scale_model 2.0 069A: attach_object 2@ to_object 1@ with_offset 0.0 0.0 0.0 rotation -90.0 0.0 0.0 5@ = Actor.Angle($PLAYER_ACTOR) 29@ = 51.1 02F6: 7@ = sine 5@ // (float) 02F7: 8@ = cosine 5@ // (float) 006B: 7@ *= 29@ // (float) 006B: 8@ *= 29@ // (float) 7@ *= -1.0 Object.ToggleInMovingList(1@) = True Object.Throw(1@, 7@, 8@, 1.0) wait 0 32@ = 0 Model.Destroy(#KNIFECUR) Model.Destroy(3065) :Noname_545 Object.StorePos(1@, 10@, 11@, 12@) 02CE: 27@ = ground_z_at 10@ 11@ 12@ 0063: 12@ -= 27@ // (float) if 12@ > 1.1 else_jump @Noname_629 28@ = -2.0 jump @Noname_677 :Noname_629 if 0.9 > 12@ else_jump @Noname_667 28@ = 2.0 jump @Noname_677 :Noname_667 28@ = 1.0 :Noname_677 Object.Throw(1@, 7@, 8@, 28@) 5@ = Actor.Angle($PLAYER_ACTOR) 005B: 6@ += 5@ // (float) 0453: set_object 1@ XY_rotation 0.0 0.0 angle 6@ if 6@ > 360.0 else_jump @Noname_792 6@ -= 360.0 :Noname_792 wait 0 if or 32@ > 1100 04DA: has_object 1@ collided else_jump @Noname_545 :Noname_828 Object.StorePos(1@, 10@, 11@, 12@) 0208: 18@ = random_float_in_ranges -3.0 3.0 0208: 19@ = random_float_in_ranges -3.0 3.0 0208: 20@ = random_float_in_ranges -3.0 3.0 08EB: create_sparks_at 10@ 11@ 12@ velocity_direction 18@ 19@ 20@ density 30 Object.Destroy(2@) Object.Destroy(1@) jump @Noname_2 thanks for help! ![]() This post has been edited by jayd00: Jan 5 2011, 03:07 AM -------------------- |
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The New Guy! Posts: 9 From: Bangladesh Joined: 4-December 10 ![]() | Just a quick though, maybe attach a object to all the peds and then if the knife collides with that object, attach the knife to the ped by calculating the offset (PedPos - KnifePos) and then make blooooooooooooooooooooooooooooooooooooooooooooooooood. |
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![]() Ameteur Member Posts: 42 From: Guatemala Joined: 22-December 09 ![]() | Just a quick though, maybe attach a object to all the peds and then if the knife collides with that object, attach the knife to the ped by calculating the offset (PedPos - KnifePos) and then make blooooooooooooooooooooooooooooooooooooooooooooooooood. yes, I already thought in that, but there still the problem of how to define the peds? I did this for what are you talking about; SANNY :start Object.StorePos(1@, 10@, 11@, 12@) Actor.StorePos(30@, 13@, 14@, 15@) 050A: 17@ = distance_between_XYZ 10@ 11@ 12@ and_XYZ 13@ 14@ 15@ while 2.0 > 17@ end //continue but how to define the actor 30@ ?? I tried to use memory for catch all the peds but isn't working as I want xD -------------------- |
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![]() Coding like a Rockstar! ![]() Posts: 1,468 From: ??? Joined: 28-May 09 ![]() | CLEO 4 has this opcode: SANNY 0AE1: $actor = random_actor_near_point 0@ 1@ 2@ in_radius 10.0 find_next 1 pass_deads 1 -------------------- | CLEO 4.3.22 | A?i?a?o?3D | UI SDK | Black Market Mod 1.0.1 | GInput 0.3 | Cheat Keyboard | Tactile Cheat Activation | Stream Ini Extender 0.7 | SuperVars | ScrDebug | Vigilante Justice: San Andreas | |
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![]() Ameteur Member Posts: 42 From: Guatemala Joined: 22-December 09 ![]() | CLEO 4 has this opcode: SANNY 0AE1: $actor = random_actor_near_point 0@ 1@ 2@ in_radius 10.0 find_next 1 pass_deads 1 thanks! -------------------- |
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