I do alot of mayhem with the guys and have 2-players to control them, and have similar multiplayer styled. I love making some fun stuff similar to other games.Herkunft: Canada Alter: 26
@fan scripti mostly know id 32 which its no act aka mission scripted version which you customize AI or use it for cutscene, one problem is punching is only broken. I prety much check it in task, event id and decision id some of them do samething. I tried panic version for the peds in car but they don't even react at all when i shoot
i use copy decision maker as 2 for tough
060A: create_decision_maker_type 2 store_to 25@ // decision\allowed\m_.ped files
I use this mostly for tough enemies
I learn along time ago just to get rid of cowers and hangups
@fan scripti know cuz all the 0@ to 31@ local vars are all used up cleo scripts are all used up execpt for bulit timers as 32@ 33@.
I was planning to start this car spawning script as in cleo mission "the cities of war" but original was "insane city" with hostile people and gangs killing each other just as saints row IV as prototype. I start off with peds, then cars since spawning gangs and fighting near traffic. I plan to convert this cars only spawnings cause of using this for any mission relates to wars or zombies. Peds on foot couldnt even fit cuz i have no room for local variables so they were cut into another script so i have no plans yet for them unless ghost town will
the mod is good except spawning to clip any car over, even overheated other cars insanely to crash (oh that's why it re-explode so many times cuz its accelerating when they die from car crash) , I can't enable to find any check for this.
I need example to make car spawn-smart with out cliiping anothers cars or driving to wall cuz angle, but AI really want to drive any routes they wanted
Global vars on paths don't any thing specially at least 1 global var like $VAR to  still treat this as another var in a local script.