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SzbZsmbr

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  1. Like
    SzbZsmbr got a reaction from Captain Victory in Create Callout dialogue?   
    In the process you can make an IF with a boolean, like if(Game.LocalPlayer.Character.Position.DistanceTo(Ped)<=2f && onlyonce==false){.....(dialogue)....... and you will make the bool true in the end so the dialogue will not be restarted.}
    If you know what i mean. If you are 2 meters from the Ped you want to speak with, then the program will allow you to speak.
     
  2. Like
    SzbZsmbr got a reaction from einfachmanu in Create Callout dialogue?   
    Hi, i am just making one but the dialogue is done, i made in the simplest way i could make myself. The negativeness of it how i made is that you can only make one type of dialogue, but you can play with it, like you can make a lot more types of it and you put it in an IF with a number like if(number== 1){*dialogue*] and you can make a number randomizer from 1 to 5, and if the random number is 1 then the dialogue with the IF with the number one gonna show up. Sorry for my bad english xd, hope i helped.
     
  3. Like
    SzbZsmbr reacted to SuperPyroManiac in SOLVED Ped set as cop problem HELP   
    I had some similar issues while working on my new swat callout pack, what I did was add the bad guys to a new relationship group, then made both the cop and new one (mafia) hate each other, then they are relentless and will fight to the death.
     
    Game.SetRelationshipBetweenRelationshipGroups("MAFIA", "COP", Relationship.Hate); Game.SetRelationshipBetweenRelationshipGroups("COP", "MAFIA", Relationship.Hate); Now I have it as soon as the callout ends or the bad guys die, the relationship group is just made to dislike. Then the cops will insult them, but not try to kill them non stop after the shootout and you have EMS on scene.
     
    Game.SetRelationshipBetweenRelationshipGroups("COP", "MAFIA", Relationship.Dislike);  
  4. Like
    SzbZsmbr reacted to epicmrjuan in Custom Random Spawnpoints.   
    Random rand = new Random(); Vector3[] spawnpoints = new Vector3[] { new Vector3(0,0,0), new Vector3(0,1,0), new Vector3(1,0,1) }; Vector3 spawnpoint = spawnpoints[rand.Next(0, spawnpoints.Length)]; Where spawnpoint becomes a random vecter3 from the array.

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