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Thread: [MiniGame] Alexander Blades zombie script for mod manager [Download]
  

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  1. #131  
    HuN's Avatar
    HuN
    HuN is offline Moderator
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    thanks for the good words dudes ...

    my zombie minigame is starting to take shape , i worked on it severals hours on it last week and id say im half-way done ... however , im still in GWm 2.4 debug too and its taking more time than i first expected , but im almost done .

    also , dont worry if i dont post alot ... this dosnt means i quited doing so , it only means all my freetime goes toward making the code. if i ever quit a project ill state it .
    Colt likes this.
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  2. #132  
    JDMAlex's Avatar
    JDMAlex is offline & developer
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    Keep up the great work!
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  3. #133  
    creighton is offline OhManMyBad
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    Attempted to get the task_combat working against online players, here's what I tried:

    Code:
    for (player = 0; player <= ONLINEPLAYERS; player++){
    	DebugBreak("500");
    	if(DOES_CHAR_EXIST(zombies[i]) && DOES_CHAR_EXIST(players[player].ped)){
    		int tehzombie;
    		DebugBreak("501");GET_NETWORK_ID_FROM_PED(zombies[i], &tehzombie);
    		DebugBreak("502");SET_NETWORK_ID_CAN_MIGRATE(tehzombie, true);
    		DebugBreak("503");REQUEST_CONTROL_OF_NETWORK_ID(tehzombie);
    		while(!HAS_CONTROL_OF_NETWORK_ID(tehzombie)){
    			tick++;
    			DebugBreak("504");REQUEST_CONTROL_OF_NETWORK_ID(tehzombie);
    			if(tick >= 250){
    				//unable to communicate with zombie
    				DebugBreak("505");continue;
    			}
    			DebugBreak("506");WAIT(0);
    		}
    		DebugBreak("507");TASK_COMBAT(zombies[i], players[player].ped);
    	}
    }
    I didn't see any change.
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  4. #134  
    JDMAlex's Avatar
    JDMAlex is offline & developer
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    Quote Originally Posted by creighton View Post
    Attempted to get the task_combat working against online players, here's what I tried:

    Code:
    for (player = 0; player <= ONLINEPLAYERS; player++){
    	DebugBreak("500");
    	if(DOES_CHAR_EXIST(zombies[i]) && DOES_CHAR_EXIST(players[player].ped)){
    		int tehzombie;
    		DebugBreak("501");GET_NETWORK_ID_FROM_PED(zombies[i], &tehzombie);
    		DebugBreak("502");SET_NETWORK_ID_CAN_MIGRATE(tehzombie, true);
    		DebugBreak("503");REQUEST_CONTROL_OF_NETWORK_ID(tehzombie);
    		while(!HAS_CONTROL_OF_NETWORK_ID(tehzombie)){
    			tick++;
    			DebugBreak("504");REQUEST_CONTROL_OF_NETWORK_ID(tehzombie);
    			if(tick >= 250){
    				//unable to communicate with zombie
    				DebugBreak("505");continue;
    			}
    			DebugBreak("506");WAIT(0);
    		}
    		DebugBreak("507");TASK_COMBAT(zombies[i], players[player].ped);
    	}
    }
    I didn't see any change.

    are you trying to get net id from ped or zombie?




    I know of a way but it caused lag .. the idea: check everyone in the lobby every 20/30 sec and compare distance then when close enough "sense range" and use task combat.. I don't think its necessary to get the net ids
    but to have it check everyone in the room and then have it compare distances! seems like a good idea for pc
    Code:
    +
    
    Ped GetOnlinePed(uint pnumber){
    	Ped playerped = INVALID_HANDLE;
    	if(IS_NETWORK_PLAYER_ACTIVE(CONVERT_INT_TO_PLAYERINDEX(pnumber))){
    		if(!HAS_NETWORK_PLAYER_LEFT_GAME(CONVERT_INT_TO_PLAYERINDEX(pnumber))){
    			GET_PLAYER_CHAR(CONVERT_INT_TO_PLAYERINDEX(pnumber), &playerped);
    			if(DOES_CHAR_EXIST(playerped)){
    				return playerped;
    			}
    		}
    	}
    }
    
            if(IS_NETWORK_SESSION()){ 
    			int i;
    			for (i = 0; i < ZOMB_MAX; i++){
    				if ( DOES_CHAR_EXIST(zombies[i]) ){
    					int onlinePed;
    					float px,py,pz,zx,zy,zz,zombSence;	
    					for (onlinePed = 0; onlinePed < GET_NUMBER_OF_PLAYERS(); onlinePed++){
    						GET_CHAR_COORDINATES(GetOnlinePed(onlinePed), &px,&py,&pz);
    						GET_CHAR_COORDINATES(zombies[i], &zx,&zy,&zz);
    						GET_DISTANCE_BETWEEN_COORDS_3D(px,py,pz,zx,zy,zz, &zombSence);
    						if ((zombSence < 22.0) && (GetOnlinePed(onlinePed) != GetPlayerPed())){
    							TASK_COMBAT(zombies[i],GetOnlinePed(onlinePed));
    							continue;
    						}
    					}
    				}
    				
    			}
    			
    		}
    there was also random freezing. Im not exactly awesome at C!
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  5. #135  
    creighton is offline OhManMyBad
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    I borrowed the natives from a bodyguard script that sets them to attack another online player. That script works well so I was wondering if it could be adapted for this. It has a lot of similarities to begin with as is.

    I was also thinking about the range idea last night but definitely didn't even know where to even begin trying that. Don't even try to sell yourself short with your programming skills!

    Could it be that only one task can be set per zombie? What if you could lump the nearby online players into a Group and then apply the task to that group?

    The hardest thing I've found trying to get into coding for GTA is that I have no idea what half of the natives actually do.
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  6. #136  
    Emmanuel U's Avatar
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    Code:
     for(player = 0; player <= ONLINEPLAYERS; player++){
    	DebugBreak("500");
    	if(!DOES_CHAR_EXIST(zombies[i])) continue; 
    	if(DOES_CHAR_EXIST(players[player].ped)){
    		int tehzombie;
    		DebugBreak("501");GET_NETWORK_ID_FROM_PED(zombies[i], &tehzombie);
    		DebugBreak("502");SET_NETWORK_ID_CAN_MIGRATE(tehzombie, true);
    		DebugBreak("503");REQUEST_CONTROL_OF_NETWORK_ID(tehzombie);
    		while(!HAS_CONTROL_OF_NETWORK_ID(tehzombie)){
    			tick++;
    			DebugBreak("504");REQUEST_CONTROL_OF_NETWORK_ID(tehzombie);
    			if(tick >= 250){
    				//unable to communicate with zombie
    				//This seems too lag occasionally....maybe reduce the tick to 150?
    				//it will lag no matter what (for a tiny bit) because of the WAIT(0); but make sure this isn't called more
    				//then once or else it will surely lag a lot then if its only called once
    				DebugBreak("505");continue;
    			}
    			DebugBreak("506");WAIT(0);
    		}
    		DebugBreak("507");TASK_COMBAT(zombies[i], players[player].ped);
    	}
    }
    OpenSource likes this.
    Add me on XBL = UtomAfryus69
    Add me on Skype = Xmcwildchild22


    My Xmc Modmenu - Online Player menu, bad stuff, weapon mods, and AIO features
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  7. #137  
    alshehhi is offline Registered User
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    thanks man

    work great without lag nog

    fly kiss for you

    *_*
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  8. #138  
    nativesith's Avatar
    nativesith is offline Moderator
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    Oh yeah love the Zombies! On CFW online when I started it and tried shutting it off it will not work. OFW with GTA Ultimate enabling and disabling actually works!
    Any one with CFW ...
    If you love script mods of GTA IV/EFLC, get yo hands on a OFW and buy GTA IV Ultimate for the data transfer. This is the best way to go with no issues at all.
    I love CFW , but playing with script mods it always froze I ps3 up at some point. OFW I ave been playing all day, on / off activating / deactivating scripts all over PSN.
    This is the best sons!
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  9. #139  
    creighton is offline OhManMyBad
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    I haven't noticed any issues with scripts that differ between my CFW and OFW ps3's. I've been using my CFW to test zombies stuff out since it takes a hell of a lot less time than data transferring. I use the original GTA:IV and downloaded DLC. Strange you couldn't turn it off though. Haha zombies keep coming!
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  10. #140  
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    I tested CFW and OFW(on disc and GTA IV Ultimate). OFW with a disc caused the most problems, followed by CFW and OFW on hdd. Freezing on CFW really was not a big issue until we switched over to 4.21/4.30. When the ps3 freezes on 4.21/4.30 it will rebuild the data base. On a CFW with a ISH load of game data it takes a while son. Back on 3.55 it would freeze, but never rebuild itself.
    CFW(for I self) is like no more ZOMBIES?! How do you shut this thing off?NNNOOOO!!! lol
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