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Author Topic: Spwaning Peds.  (Read 5593 times)

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Offline Mick3Mouse

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Re: Spwaning Peds.
« Reply #15 on: June 13, 2013, 09:58:50 AM »
All codes works.   

Offline Red Blaster

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Re: Spwaning Peds.
« Reply #16 on: June 13, 2013, 03:21:13 PM »
The spawning code example I wrote is the safest example.

But the PedAttack code, you wrote it wrong. You set for Jimmy, not the other ped.

Offline Mick3Mouse

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Re: Spwaning Peds.
« Reply #17 on: June 13, 2013, 04:53:19 PM »
Yes but i think he understands that he shall have the peds name there.

But you dont need to type 0-3)  you can just type in  PedAttack(Ped, Ped)

Both one works  :)

Offline Red Blaster

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Re: Spwaning Peds.
« Reply #18 on: June 13, 2013, 06:30:33 PM »
I know what you mean, but let me explain.

If you define the local name as nil in MissionSetup, you can then define it differently in separate functions without worrying about potential conflicts or glitches. It's the cleanest way.

As for PedAttack, I was just saying that 0-3 has an effect on their fight behavior (keep attacking until the ped is knocked out, or whether they can be distracted by another ped, etc.).

Offline Phap

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Re: Spwaning Peds.
« Reply #19 on: June 13, 2013, 07:41:42 PM »
Is there a code to have the spawned ped do normal actions like walk around or talk with other clique members?

Offline Phap

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Re: Spwaning Peds.
« Reply #20 on: June 13, 2013, 08:18:49 PM »

Offline Red Blaster

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Re: Spwaning Peds.
« Reply #21 on: June 13, 2013, 09:09:49 PM »
Is there a code to have the spawned ped do normal actions like walk around or talk with other clique members?

Yes. IIRC, PedWander makes them move around.

There is another code like PedisWantingToSocialize or something like that, which makes two peds talk to each other.

A group conversation though can only be done either through a combo of lua and trigger (easier way), or through a complex table (hard way).