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workingrecruit

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Nov 23rd, 2017
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  1. //////////////////// RECRUIT SQUADS
  2.  
  3. void RecruitSquad1()
  4. {
  5. pedsGroup = World.GetNearbyPeds(player.Character, 5f);
  6. Squad1Leader = pedsGroup[0];
  7. Squad1Group = Function.Call<int>(Hash.CREATE_GROUP);
  8.  
  9. Function.Call(GTA.Native.Hash.SET_GROUP_FORMATION, Squad1Group, 1);
  10. Function.Call(GTA.Native.Hash.SET_GROUP_FORMATION_SPACING, Squad1Group, 1.0f, 1.0f, 1.0f);
  11. if (Squad1Followplayer.Checked) { Squad1Followplayer.Checked = false; }
  12. Squad1.Add(Squad1Leader);
  13. Squad1GroupFix();
  14.  
  15. foreach (Ped recruit in Squad1)
  16. {
  17. recruit.RelationshipGroup = Squad1RelationshipGroup;
  18. Function.Call(Hash.SET_PED_SHOOT_RATE, recruit, 1000);
  19. Function.Call(Hash.SET_PED_COMBAT_ABILITY, recruit, 100);
  20.  
  21. if (recruit.CurrentBlip.Color != BlipColor.Blue)
  22. {
  23. recruit.AddBlip();
  24. recruit.CurrentBlip.Color = BlipColor.Blue;
  25. recruit.CurrentBlip.Scale = 0.7f;
  26. SetBlipName(recruit.CurrentBlip, "Squad Member");
  27. PreparePed(recruit, MainWeaponSquad1, SecondaryWeaponSquad1);
  28. recruit.Task.ClearAll();
  29. recruit.Task.StandStill(-1);
  30. recruit.AlwaysKeepTask = true;
  31. recruit.IsPersistent = true;
  32. }
  33. }
  34. }
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