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ArabicGuy Zombie Mode [C][C++]

Aug 25th, 2020 (edited)
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  1. Zombie Mode used in ArabicGuy v2.5 by RF0oDxM0Dz (You need to add your own movement function to zombie).
  2.  
  3. Variables:
  4. int zombie = 0;
  5. bool ZombieMode = false;
  6.  
  7. Functions:
  8.  
  9. void ZombieDamage(int Zombie)
  10. {
  11.     _SET_PED_DECORATION(Zombie, -1719270477, -1824026490);
  12.             _SET_PED_DECORATION(Zombie, -777275782, 904519720);
  13.             _SET_PED_DECORATION(Zombie, -777275782, -607391498);
  14.             _SET_PED_DECORATION(Zombie, 484754152, -588549683);
  15.             _SET_PED_DECORATION(Zombie, 484754152, 464027076);
  16.             _SET_PED_DECORATION(Zombie, 484754152, -965491494);
  17.             _SET_PED_DECORATION(Zombie, 484754152, 939374190);
  18.             APPLY_PED_BLOOD_BY_ZONE(Zombie, 1, 0.36f, 0.71f, "ShotgunSmall");
  19.              APPLY_PED_BLOOD(Zombie, 3, 0.0f, 0.0f, 0.0f, "wound_sheet");
  20.              APPLY_PED_BLOOD(Zombie, 0, 0.0f, 0.0f, 0.0f, "wound_sheet");
  21.              APPLY_PED_BLOOD(Zombie, 1, 0.0f, 0.0f, 0.0f, "wound_sheet");
  22.              APPLY_PED_BLOOD(Zombie, 3, 0.0f, 0.0f, 0.0f, "wound_sheet");
  23.          APPLY_PED_BLOOD_SPECIFIC(Zombie, 1, 0.486f, 0.588f, 100.0f, 0.95f, 1, 0.0f, "Scripted_Ped_Splash_Back");
  24.          APPLY_PED_BLOOD_SPECIFIC(Zombie, 0, 0.828f, 0.615f, 160.0f, 1.0f, 0, 0.0f, "Scripted_Ped_Splash_Back");
  25.     APPLY_PED_BLOOD_SPECIFIC(Zombie, 0, 0.689f, 0.648f, 290.0f, 0.95f, 1, 0.0f, "Scripted_Ped_Splash_Back");
  26.     APPLY_PED_BLOOD_SPECIFIC(Zombie, 0, 0.639f, 0.607f, 30.0f, 0.9f, 2, 0.0f, "Scripted_Ped_Splash_Back");
  27.     APPLY_PED_BLOOD_SPECIFIC(Zombie, 0, 0.723f, 0.576f, 200.0f, 0.85f, 3, 0.0f, "Scripted_Ped_Splash_Back");
  28.     APPLY_PED_BLOOD_SPECIFIC(Zombie, 0, 0.712f, 0.525f, 260.0f, 1.0f, 0, 0.0f, "Scripted_Ped_Splash_Back");
  29.     APPLY_PED_BLOOD_SPECIFIC(Zombie, 0, 0.575f, 0.451f, 10.0f, 1.0f, 0, 0.0f, "Scripted_Ped_Splash_Back");
  30.     APPLY_PED_BLOOD_SPECIFIC(Zombie, 0, 0.607f, 0.361f, 109.0f, 0.95f, 1, 0.0f, "Scripted_Ped_Splash_Back");
  31.     APPLY_PED_BLOOD_SPECIFIC(Zombie, 0, 0.451f, 0.385f, 203.0f, 0.9f, 2, 0.0f, "Scripted_Ped_Splash_Back");
  32.     APPLY_PED_BLOOD_SPECIFIC(Zombie, 0, 0.754f, 0.32f, 248.0f, 0.85f, 3, 0.0f, "Scripted_Ped_Splash_Back");
  33.     APPLY_PED_BLOOD_SPECIFIC(Zombie, 0, 0.836f, 0.369f, 330.0f, 0.8f, 0, 0.0f, "Scripted_Ped_Splash_Back");
  34.     APPLY_PED_BLOOD_SPECIFIC(Zombie, 5, 0.164f, 0.762f, 18.0f, 1.0f, 1, 0.0f, "Scripted_Ped_Splash_Back");
  35.     APPLY_PED_BLOOD_SPECIFIC(Zombie, 5, 0.352f, 0.59f, 120.0f, 0.95f, 2, 0.0f, "Scripted_Ped_Splash_Back");
  36.     APPLY_PED_BLOOD_SPECIFIC(Zombie, 5, 0.492f, 0.852f, 204.0f, 0.9f, 3, 0.0f, "Scripted_Ped_Splash_Back");
  37.     APPLY_PED_BLOOD_SPECIFIC(Zombie, 5, 0.322f, 0.452f, 320.0f, 0.85f, 0, 0.0f, "Scripted_Ped_Splash_Back");
  38.     APPLY_PED_BLOOD_SPECIFIC(Zombie, 4, 0.607f, 0.852f, 10.0f, 1.0f, 0, 0.0f, "Scripted_Ped_Splash_Back");
  39.     APPLY_PED_BLOOD_SPECIFIC(Zombie, 4, 0.754f, 0.738f, 103.0f, 0.95f, 1, 0.0f, "Scripted_Ped_Splash_Back");
  40.     APPLY_PED_BLOOD_SPECIFIC(Zombie, 4, 0.697f, 0.615f, 210.0f, 0.9f, 2, 0.0f, "Scripted_Ped_Splash_Back");
  41.     APPLY_PED_BLOOD_SPECIFIC(Zombie, 4, 0.582f, 0.68f, 306.0f, 0.85f, 3, 0.0f, "Scripted_Ped_Splash_Back");
  42.     APPLY_PED_BLOOD_SPECIFIC(Zombie, 4, 0.797f, 0.299f, 50.0f, 1.0f, 0, 0.0f, "Scripted_Ped_Splash_Back");
  43.     APPLY_PED_BLOOD_SPECIFIC(Zombie, 4, 0.655f, 0.203f, 203.0f, 0.95f, 1, 0.0f, "Scripted_Ped_Splash_Back");
  44.     APPLY_PED_BLOOD_SPECIFIC(Zombie, 2, 0.701f, 0.582f, 100.0f, 1.0f, 0, 0.0f, "Scripted_Ped_Splash_Back");
  45.     APPLY_PED_BLOOD_SPECIFIC(Zombie, 2, 0.65f, 0.362f, 250.0f, 0.95f, 1, 0.0f, "Scripted_Ped_Splash_Back");
  46.     APPLY_PED_BLOOD_SPECIFIC(Zombie, 3, 0.254f, 0.514f, 30.0f, 1.0f, 0, 0.0f, "Scripted_Ped_Splash_Back");
  47.     APPLY_PED_BLOOD_SPECIFIC(Zombie, 3, 0.418f, 0.61f, 100.0f, 0.95f, 1, 0.0f, "Scripted_Ped_Splash_Back");
  48.     APPLY_PED_BLOOD_SPECIFIC(Zombie, 3, 0.441f, 0.373f, 200.0f, 0.9f, 2, 0.0f, "Scripted_Ped_Splash_Back");
  49.     APPLY_PED_BLOOD_SPECIFIC(Zombie, 0, 0.574f, 0.23f, 33.0f, 1.0f, 0, 0.0f, "Scripted_Ped_Splash_Back");
  50.     APPLY_PED_BLOOD_SPECIFIC(Zombie, 5, 0.377f, 0.985f, 212.0f, 0.95f, 0, 0.0f, "Scripted_Ped_Splash_Back");
  51.     APPLY_PED_BLOOD_SPECIFIC(Zombie, 0, 0.811f, 0.23f, 57.0f, 1.0f, 1, 0.0f, "Scripted_Ped_Splash_Back");
  52.     APPLY_PED_BLOOD_SPECIFIC(Zombie, 4, 0.713f, 0.985f, 323.0f, 0.95f, 1, 0.0f, "Scripted_Ped_Splash_Back");
  53.     APPLY_PED_BLOOD_SPECIFIC(Zombie, 1, 0.644f, 0.712f, 10.0f, 1.0f, 0, 0.0f, "Scripted_Ped_Splash_Back");
  54.     APPLY_PED_BLOOD_SPECIFIC(Zombie, 1, 0.486f, 0.588f, 100.0f, 0.95f, 1, 0.0f, "Scripted_Ped_Splash_Back");
  55.          APPLY_PED_BLOOD_SPECIFIC(Zombie, 0, 0.875f, 0.758f, 279.331f, 1.0f, 6, 0.0f, "BulletLarge");
  56.          APPLY_PED_BLOOD_SPECIFIC(Zombie, 1, 0.657f, 0.566f, 126.36f, 0.07f, 1, 0.0f, "cs_trev1_blood");
  57.          APPLY_PED_BLOOD_SPECIFIC(Zombie, 0, 0.589f, 0.266f, 0.0f, 0.01f, 2, 0.0f, "cs_trev1_blood");
  58.          APPLY_PED_BLOOD_SPECIFIC(Zombie, 0, 0.612f, 0.269f, 126.36f, 0.22f, 2, 0.0f, "cs_trev1_blood");
  59.          APPLY_PED_BLOOD_SPECIFIC(Zombie, 0, 0.709f, 0.396f, 126.36f, 0.0f, 1, 0.0f, "cs_trev1_blood");
  60.          APPLY_PED_BLOOD_SPECIFIC(Zombie, 0, 0.582f, 0.383f, 200.36f, 0.1f, 2, 0.0f, "cs_trev1_blood");
  61.          APPLY_PED_BLOOD_SPECIFIC(Zombie, 0, 0.582f, 0.383f, 111.36f, 0.05f, 2, 0.0f, "cs_trev1_blood");
  62.          APPLY_PED_BLOOD_SPECIFIC(Zombie, 0, 0.657f, 0.566f, 126.36f, 0.07f, 3, 0.0f, "cs_trev1_blood");
  63.          APPLY_PED_BLOOD_SPECIFIC(Zombie, 0, 0.589f, 0.266f, 0.0f, 0.01f, 2, 0.0f, "cs_trev1_blood");
  64.          APPLY_PED_BLOOD_SPECIFIC(Zombie, 0, 0.612f, 0.269f, 126.36f, 0.22f, 2, 0.0f, "cs_trev1_blood");
  65.          APPLY_PED_BLOOD_SPECIFIC(Zombie, 0, 0.709f, 0.396f, 126.36f, 0.0f, 1, 0.0f, "cs_trev1_blood");
  66.          APPLY_PED_BLOOD_SPECIFIC(Zombie, 0, 0.582f, 0.383f, 200.36f, 0.1f, 2, 0.0f, "cs_trev1_blood");
  67.          APPLY_PED_BLOOD_SPECIFIC(Zombie, 0, 0.582f, 0.383f, 111.36f, 0.05f, 2, 0.0f, "cs_trev1_blood");
  68.          APPLY_PED_BLOOD_SPECIFIC(Zombie, 0, 0.582f, 0.383f, 111.36f, 0.05f, 2, 0.0f, "cs_trev1_blood");
  69.          APPLY_PED_BLOOD_SPECIFIC(Zombie, 0, 0.1f, 0.383f, 111.36f, 0.05f, 2, 0.0f, "cs_trev1_blood");
  70.          APPLY_PED_BLOOD_SPECIFIC(Zombie, 0, 0.05f, 0.383f, 111.36f, 0.05f, 2, 0.0f, "cs_trev1_blood");
  71.          APPLY_PED_BLOOD_SPECIFIC(Zombie, 0, 0.657f, 0.566f, 126.36f, 0.07f, 3, 0.0f, "cs_trev1_blood");
  72.          APPLY_PED_BLOOD_SPECIFIC(Zombie, 0, 0.589f, 0.266f, 0.0f, 0.01f, 2, 0.0f, "cs_trev1_blood");
  73.          APPLY_PED_BLOOD_SPECIFIC(Zombie, 0, 0.612f, 0.269f, 126.36f, 0.22f, 2, 0.0f, "cs_trev1_blood");
  74.          APPLY_PED_BLOOD_SPECIFIC(Zombie, 0, 0.709f, 0.396f, 126.36f, 0.0f, 1, 0.0f, "cs_trev1_blood");
  75.          APPLY_PED_BLOOD_SPECIFIC(Zombie, 0, 0.582f, 0.383f, 200.36f, 0.1f, 2, 0.0f, "cs_trev1_blood");
  76.          APPLY_PED_BLOOD_SPECIFIC(Zombie, 0, 0.582f, 0.383f, 111.36f, 0.05f, 2, 0.0f, "cs_trev1_blood");
  77.          APPLY_PED_BLOOD_SPECIFIC(Zombie,  1, 0.502f, 0.73f, 0.0f, 0.7f, 0, 0.0f, "BasicSlash");
  78.          APPLY_PED_BLOOD_SPECIFIC(Zombie,  2, 0.536f, 0.601f, 93.24f, 0.695f, -1, 0.0f, "stab");
  79.          APPLY_PED_BLOOD_SPECIFIC(Zombie, 0, 0.725f, 0.434f, 302.36f, 1.0f, 0, 0.0f, "ShotgunLargeMonolithic");
  80. }
  81.  
  82.  
  83.  
  84. if(ZombieMode)
  85.     {
  86.         REQUEST_CLIP_SET("move_lester_CaneUp");
  87.         REQUEST_ANIM_SET("move_lester_CaneUp");
  88.         vector3 coordMe1 = GET_ENTITY_COORDS(PLAYER_PED_ID(), 0);
  89.         for(int i = 0; i< 18; i++)
  90.         {
  91.         vector3 coordMe2 = GET_ENTITY_COORDS(GET_PLAYER_PED(i), 0);
  92.          if(GET_DISTANCE_BETWEEN_COORDS(coordMe1.x, coordMe1.y, coordMe1.z, coordMe2.x, coordMe2.y, coordMe2.z, 1) < 15)
  93.         {
  94.         REQUEST_MODEL(GET_HASH_KEY("u_f_m_corpse_01"));
  95.         REQUEST_MODEL(GET_HASH_KEY("u_m_y_zombie_01"));
  96.         vector3 coordMe = GET_ENTITY_COORDS(GET_PLAYER_PED(i), 0);
  97.         vector3 coordZM = GET_ENTITY_COORDS(zombie, 0);
  98.         float X = GET_RANDOM_FLOAT_IN_RANGE(8, 10);
  99.         float Y = GET_RANDOM_FLOAT_IN_RANGE(8, 10);
  100.         float X1 = GET_RANDOM_FLOAT_IN_RANGE(-8, -10);
  101.         float Y1 = GET_RANDOM_FLOAT_IN_RANGE(-8, -10);
  102.         float X2 = GET_RANDOM_FLOAT_IN_RANGE(-6, 8);
  103.         float Y2 = GET_RANDOM_FLOAT_IN_RANGE(6, 8);
  104.         float X3 = GET_RANDOM_FLOAT_IN_RANGE(-8, -10);
  105.         float Y3 = GET_RANDOM_FLOAT_IN_RANGE(-8, -10);
  106.         GET_GROUND_Z_FOR_3D_COORD(coordMe.x, coordMe.y, coordMe.z, &zz, 1);
  107.         vector3 coords = GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS(GET_PLAYER_PED(i), X, Y, 0);
  108.         vector3 coords1 = GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS(GET_PLAYER_PED(i), X1, Y1, 0);
  109.         vector3 coords2 = GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS(GET_PLAYER_PED(i), X2, Y2, 0);
  110.         vector3 coords3 = GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS(GET_PLAYER_PED(i), X3, Y3, 0);
  111.         if(!DOES_ENTITY_EXIST(zombie))
  112.         {
  113.          zombie = CREATE_PED(25, GET_HASH_KEY("u_f_m_corpse_01"), coords.x, coords.y, zz, 0, 1, 1);
  114.          SET_PED_MAX_MOVE_BLEND_RATIO(zombie, 0.08);
  115.          SET_PED_MIN_MOVE_BLEND_RATIO(zombie, 0.01);
  116.          _SET_PED_ENEMY_AI_BLIP(zombie, 1);
  117.          SET_PED_AS_ENEMY(zombie, 1);
  118.          ZombieDamage(zombie);
  119.          switch(GET_RANDOM_INT_IN_RANGE(0, 7))
  120.          {
  121.              case 0: GIVE_WEAPON_TO_PED(zombie, GET_HASH_KEY("weapon_knife"), -1, 1, 1); break;
  122.              case 1: GIVE_WEAPON_TO_PED(zombie, GET_HASH_KEY("WEAPON_NIGHTSTICK"), -1, 1, 1); break;
  123.              case 2: GIVE_WEAPON_TO_PED(zombie, GET_HASH_KEY("WEAPON_BAT"), -1, 1, 1); break;
  124.              case 3: GIVE_WEAPON_TO_PED(zombie, GET_HASH_KEY("WEAPON_GOLFCLUB"), -1, 1, 1); break;
  125.              case 4: GIVE_WEAPON_TO_PED(zombie, GET_HASH_KEY("WEAPON_CROWBAR"), -1, 1, 1); break;
  126.              case 5: GIVE_WEAPON_TO_PED(zombie, GET_HASH_KEY("WEAPON_PISTOL"), -1, 1, 1); break;
  127.              case 6: GIVE_WEAPON_TO_PED(zombie, GET_HASH_KEY("WEAPON_BOTTLE"), -1, 1, 1); break;
  128.              case 7: GIVE_WEAPON_TO_PED(zombie, GET_HASH_KEY("WEAPON_DAGGER"), -1, 1, 1); break;
  129.          }
  130.          SET_PED_MOVEMENT_CLIPSET(zombie, "move_lester_CaneUp", 0.25);
  131.          TASK_SMART_FLEE_PED(zombie, GET_PLAYER_PED(i), 100.0f, -1, 0, 0);
  132.          SET_PED_PATH_CAN_USE_CLIMBOVERS(zombie, true);
  133.          SET_PED_PATH_CAN_USE_LADDERS(zombie, true);
  134.          SET_PED_PATH_CAN_DROP_FROM_HEIGHT(zombie, true);
  135.          SET_PED_CAN_SMASH_GLASS(zombie, 1, 1);
  136.          SET_PED_CAN_USE_AUTO_CONVERSATION_LOOKAT(zombie, 1);
  137.          SET_PED_KEEP_TASK(zombie, 1);
  138.          SET_ENTITY_HEALTH(zombie, 200);
  139.          SET_CURRENT_PED_WEAPON(zombie, GET_HASH_KEY("weapon_knife"), 1);
  140.          SET_PED_CAN_COWER_IN_COVER(zombie, 0);
  141.          TASK_COMBAT_PED(zombie, GET_PLAYER_PED(i), 0, 16);
  142.          TASK_COMBAT_HATED_TARGETS_AROUND_PED(GET_PLAYER_PED(i), 200, 0);
  143.          
  144.         }
  145.         if(DOES_ENTITY_EXIST(zombie) && IS_ENTITY_DEAD(zombie))
  146.         {
  147.         zombie = CREATE_PED(25, GET_HASH_KEY("u_m_y_zombie_01"), coords1.x, coords1.y, zz, 0, 1, 1);
  148.          SET_PED_MAX_MOVE_BLEND_RATIO(zombie, 0.08);
  149.          SET_PED_MIN_MOVE_BLEND_RATIO(zombie, 0.01);
  150.          _SET_PED_ENEMY_AI_BLIP(zombie, 1);
  151.          SET_PED_AS_ENEMY(zombie, 1);
  152.          ZombieDamage(zombie);
  153.         SET_PED_MOVEMENT_CLIPSET(zombie, "move_lester_CaneUp", 0.25);
  154.           switch(GET_RANDOM_INT_IN_RANGE(0, 7))
  155.          {
  156.              case 0: GIVE_WEAPON_TO_PED(zombie, GET_HASH_KEY("weapon_knife"), -1, 1, 1); break;
  157.              case 1: GIVE_WEAPON_TO_PED(zombie, GET_HASH_KEY("WEAPON_NIGHTSTICK"), -1, 1, 1); break;
  158.              case 2: GIVE_WEAPON_TO_PED(zombie, GET_HASH_KEY("WEAPON_BAT"), -1, 1, 1); break;
  159.              case 3: GIVE_WEAPON_TO_PED(zombie, GET_HASH_KEY("WEAPON_GOLFCLUB"), -1, 1, 1); break;
  160.              case 4: GIVE_WEAPON_TO_PED(zombie, GET_HASH_KEY("WEAPON_CROWBAR"), -1, 1, 1); break;
  161.              case 5: GIVE_WEAPON_TO_PED(zombie, GET_HASH_KEY("WEAPON_PISTOL"), -1, 1, 1); break;
  162.              case 6: GIVE_WEAPON_TO_PED(zombie, GET_HASH_KEY("WEAPON_BOTTLE"), -1, 1, 1); break;
  163.              case 7: GIVE_WEAPON_TO_PED(zombie, GET_HASH_KEY("WEAPON_DAGGER"), -1, 1, 1); break;
  164.          }
  165.          TASK_SMART_FLEE_PED(zombie, GET_PLAYER_PED(i), 100.0f, -1, 0, 0);
  166.          SET_PED_PATH_CAN_USE_CLIMBOVERS(zombie, true);
  167.          SET_PED_PATH_CAN_USE_LADDERS(zombie, true);
  168.          SET_PED_PATH_CAN_DROP_FROM_HEIGHT(zombie, true);
  169.          SET_PED_CAN_SMASH_GLASS(zombie, 1, 1);
  170.          SET_PED_CAN_USE_AUTO_CONVERSATION_LOOKAT(zombie, 1);
  171.          SET_PED_KEEP_TASK(zombie, 1);
  172.          SET_ENTITY_HEALTH(zombie, 200);
  173.          SET_CURRENT_PED_WEAPON(zombie, GET_HASH_KEY("weapon_knife"), 1);
  174.          SET_PED_CAN_COWER_IN_COVER(zombie, 0);
  175.          TASK_COMBAT_PED(zombie, GET_PLAYER_PED(i), 0, 16);
  176.          TASK_COMBAT_HATED_TARGETS_AROUND_PED(GET_PLAYER_PED(i), 200, 0);
  177.         }
  178.         if(DOES_ENTITY_EXIST(zombie) && IS_PED_FACING_PED(GET_PLAYER_PED(i), zombie, 0))
  179.         {
  180.             switch(GET_RANDOM_INT_IN_RANGE(0, 3))
  181.          {
  182.              case 0: _PLAY_AMBIENT_SPEECH1(zombie, "GENERIC_FUCK_YOU", "SPEECH_PARAMS_FORCE"); break;
  183.              case 1: _PLAY_AMBIENT_SPEECH2(zombie, "GENERIC_HI", "SPEECH_PARAMS_FORCE_SHOUTED_CRITICAL"); break;
  184.              case 2: _PLAY_AMBIENT_SPEECH1(zombie, "GENERIC_INSULT_HIGH", "SPEECH_PARAMS_FORCE"); break;
  185.              case 3: _PLAY_AMBIENT_SPEECH2(zombie, "GENERIC_CURSE_HIGH", "SPEECH_PARAMS_FORCE_SHOUTED_CRITICAL"); break;
  186.          }
  187.         }
  188.         if(DOES_ENTITY_EXIST(zombie) && IS_PLAYER_FREE_AIMING_AT_ENTITY(i, zombie))
  189.         {
  190.         switch(GET_RANDOM_INT_IN_RANGE(0, 3))
  191.          {
  192.              case 0: _PLAY_AMBIENT_SPEECH1(zombie, "GENERIC_FUCK_YOU", "SPEECH_PARAMS_FORCE"); break;
  193.              case 1: _PLAY_AMBIENT_SPEECH2(zombie, "GENERIC_HI", "SPEECH_PARAMS_FORCE_SHOUTED_CRITICAL"); break;
  194.              case 2: _PLAY_AMBIENT_SPEECH1(zombie, "GENERIC_INSULT_HIGH", "SPEECH_PARAMS_FORCE"); break;
  195.              case 3: _PLAY_AMBIENT_SPEECH2(zombie, "GENERIC_CURSE_HIGH", "SPEECH_PARAMS_FORCE_SHOUTED_CRITICAL"); break;
  196.          }
  197.         zombie = CREATE_PED(25, GET_HASH_KEY("u_f_m_corpse_01"), coords2.x, coords2.y, zz, 0, 1, 1);
  198.         _SET_PED_ENEMY_AI_BLIP(zombie, 1);
  199.          SET_PED_AS_ENEMY(zombie, 1);
  200.          ZombieDamage(zombie);
  201.           SET_PED_MAX_MOVE_BLEND_RATIO(zombie, 0.08);
  202.          SET_PED_MIN_MOVE_BLEND_RATIO(zombie, 0.01);
  203.          _SET_PED_ENEMY_AI_BLIP(zombie, 1);
  204.          SET_PED_AS_ENEMY(zombie, 1);
  205.          ZombieDamage(zombie);
  206.         SET_PED_MOVEMENT_CLIPSET(zombie, "move_lester_CaneUp", 0.25);
  207.         SET_PED_PATH_CAN_USE_CLIMBOVERS(zombie, true);
  208.          SET_PED_PATH_CAN_USE_LADDERS(zombie, true);
  209.          SET_PED_PATH_CAN_DROP_FROM_HEIGHT(zombie, true);
  210.          SET_PED_CAN_SMASH_GLASS(zombie, 1, 1);
  211.          SET_PED_CAN_USE_AUTO_CONVERSATION_LOOKAT(zombie, 1);
  212.           switch(GET_RANDOM_INT_IN_RANGE(0, 7))
  213.          {
  214.              case 0: GIVE_WEAPON_TO_PED(zombie, GET_HASH_KEY("weapon_knife"), -1, 1, 1); break;
  215.              case 1: GIVE_WEAPON_TO_PED(zombie, GET_HASH_KEY("WEAPON_NIGHTSTICK"), -1, 1, 1); break;
  216.              case 2: GIVE_WEAPON_TO_PED(zombie, GET_HASH_KEY("WEAPON_BAT"), -1, 1, 1); break;
  217.              case 3: GIVE_WEAPON_TO_PED(zombie, GET_HASH_KEY("WEAPON_GOLFCLUB"), -1, 1, 1); break;
  218.              case 4: GIVE_WEAPON_TO_PED(zombie, GET_HASH_KEY("WEAPON_CROWBAR"), -1, 1, 1); break;
  219.              case 5: GIVE_WEAPON_TO_PED(zombie, GET_HASH_KEY("WEAPON_PISTOL"), -1, 1, 1); break;
  220.              case 6: GIVE_WEAPON_TO_PED(zombie, GET_HASH_KEY("WEAPON_BOTTLE"), -1, 1, 1); break;
  221.              case 7: GIVE_WEAPON_TO_PED(zombie, GET_HASH_KEY("WEAPON_DAGGER"), -1, 1, 1); break;
  222.          }
  223.          TASK_SMART_FLEE_PED(zombie, GET_PLAYER_PED(i), 100.0f, -1, 0, 0);
  224.          SET_PED_KEEP_TASK(zombie, 1);
  225.          SET_ENTITY_HEALTH(zombie, 200);
  226.          SET_CURRENT_PED_WEAPON(zombie, GET_HASH_KEY("weapon_knife"), 1);
  227.          SET_PED_CAN_COWER_IN_COVER(zombie, 0);
  228.          TASK_COMBAT_PED(zombie, GET_PLAYER_PED(i), 0, 16);
  229.          TASK_COMBAT_HATED_TARGETS_AROUND_PED(GET_PLAYER_PED(i), 200, 0);
  230.         }
  231.         if(DOES_ENTITY_EXIST(zombie) && IS_PED_IN_MELEE_COMBAT(zombie))
  232.         {
  233.         switch(GET_RANDOM_INT_IN_RANGE(0, 3))
  234.          {
  235.              case 0: _PLAY_AMBIENT_SPEECH1(zombie, "GENERIC_FUCK_YOU", "SPEECH_PARAMS_FORCE"); break;
  236.              case 1: _PLAY_AMBIENT_SPEECH2(zombie, "GENERIC_HI", "SPEECH_PARAMS_FORCE_SHOUTED_CRITICAL"); break;
  237.              case 2: _PLAY_AMBIENT_SPEECH1(zombie, "GENERIC_INSULT_HIGH", "SPEECH_PARAMS_FORCE"); break;
  238.              case 3: _PLAY_AMBIENT_SPEECH2(zombie, "GENERIC_CURSE_HIGH", "SPEECH_PARAMS_FORCE_SHOUTED_CRITICAL"); break;
  239.          }
  240.         }
  241.         if(DOES_ENTITY_EXIST(zombie) && HAS_ENTITY_BEEN_DAMAGED_BY_ENTITY(zombie, GET_PLAYER_PED(i), 1))
  242.         {
  243.         switch(GET_RANDOM_INT_IN_RANGE(0, 3))
  244.          {
  245.              case 0: _PLAY_AMBIENT_SPEECH1(zombie, "GENERIC_FUCK_YOU", "SPEECH_PARAMS_FORCE"); break;
  246.              case 1: _PLAY_AMBIENT_SPEECH2(zombie, "GENERIC_HI", "SPEECH_PARAMS_FORCE_SHOUTED_CRITICAL"); break;
  247.              case 2: _PLAY_AMBIENT_SPEECH1(zombie, "GENERIC_INSULT_HIGH", "SPEECH_PARAMS_FORCE"); break;
  248.              case 3: _PLAY_AMBIENT_SPEECH2(zombie, "GENERIC_CURSE_HIGH", "SPEECH_PARAMS_FORCE_SHOUTED_CRITICAL"); break;
  249.          }
  250.         zombie = CREATE_PED(25, GET_HASH_KEY("u_m_y_zombie_01"), coords3.x, coords3.y, zz, 0, 1, 1);
  251.         _SET_PED_ENEMY_AI_BLIP(zombie, 1);
  252.          SET_PED_AS_ENEMY(zombie, 1);
  253.          ZombieDamage(zombie);
  254.          SET_PED_MAX_MOVE_BLEND_RATIO(zombie, 0.08);
  255.          SET_PED_MIN_MOVE_BLEND_RATIO(zombie, 0.01);
  256.         SET_PED_MOVEMENT_CLIPSET(zombie, "move_lester_CaneUp", 0.25);
  257.         SET_PED_PATH_CAN_USE_CLIMBOVERS(zombie, true);
  258.          SET_PED_PATH_CAN_USE_LADDERS(zombie, true);
  259.          SET_PED_PATH_CAN_DROP_FROM_HEIGHT(zombie, true);
  260.          SET_PED_CAN_SMASH_GLASS(zombie, 1, 1);
  261.          SET_PED_CAN_USE_AUTO_CONVERSATION_LOOKAT(zombie, 1);
  262.           switch(GET_RANDOM_INT_IN_RANGE(0, 7))
  263.          {
  264.              case 0: GIVE_WEAPON_TO_PED(zombie, GET_HASH_KEY("weapon_knife"), -1, 1, 1); break;
  265.              case 1: GIVE_WEAPON_TO_PED(zombie, GET_HASH_KEY("WEAPON_NIGHTSTICK"), -1, 1, 1); break;
  266.              case 2: GIVE_WEAPON_TO_PED(zombie, GET_HASH_KEY("WEAPON_BAT"), -1, 1, 1); break;
  267.              case 3: GIVE_WEAPON_TO_PED(zombie, GET_HASH_KEY("WEAPON_GOLFCLUB"), -1, 1, 1); break;
  268.              case 4: GIVE_WEAPON_TO_PED(zombie, GET_HASH_KEY("WEAPON_CROWBAR"), -1, 1, 1); break;
  269.              case 5: GIVE_WEAPON_TO_PED(zombie, GET_HASH_KEY("WEAPON_PISTOL"), -1, 1, 1); break;
  270.              case 6: GIVE_WEAPON_TO_PED(zombie, GET_HASH_KEY("WEAPON_BOTTLE"), -1, 1, 1); break;
  271.              case 7: GIVE_WEAPON_TO_PED(zombie, GET_HASH_KEY("WEAPON_DAGGER"), -1, 1, 1); break;
  272.          }
  273.          TASK_SMART_FLEE_PED(zombie, GET_PLAYER_PED(i), 100.0f, -1, 0, 0);
  274.          SET_PED_KEEP_TASK(zombie, 1);
  275.          SET_ENTITY_HEALTH(zombie, 200);
  276.          SET_CURRENT_PED_WEAPON(zombie, GET_HASH_KEY("weapon_knife"), 1);
  277.          SET_PED_CAN_COWER_IN_COVER(zombie, 0);
  278.          TASK_COMBAT_PED(zombie, GET_PLAYER_PED(i), 0, 16);
  279.          TASK_COMBAT_HATED_TARGETS_AROUND_PED(GET_PLAYER_PED(i), 200, 0);
  280.          switch(GET_RANDOM_INT_IN_RANGE(0, 3))
  281.          {
  282.              case 0: _PLAY_AMBIENT_SPEECH1(zombie, "GENERIC_FUCK_YOU", "SPEECH_PARAMS_FORCE"); break;
  283.              case 1: _PLAY_AMBIENT_SPEECH2(zombie, "GENERIC_HI", "SPEECH_PARAMS_FORCE_SHOUTED_CRITICAL"); break;
  284.              case 2: _PLAY_AMBIENT_SPEECH1(zombie, "GENERIC_INSULT_HIGH", "SPEECH_PARAMS_FORCE"); break;
  285.              case 3: _PLAY_AMBIENT_SPEECH2(zombie, "GENERIC_CURSE_HIGH", "SPEECH_PARAMS_FORCE_SHOUTED_CRITICAL"); break;
  286.          }
  287.         }
  288.         }
  289.        
  290.         }
  291.     }
  292.  
  293.  
  294.  
  295. Usage:
  296. ZombieMode =! ZombieMode;
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