Army Buddy Script
This
utterly amazing script allows you switch between player and 7 different
peds. Because it is open source, you can change the peds and their
weapons and spawn coordinates. All keys can be changed in the file which
is just text. As DJT would say "It's huge".
You can place the peds wherever you want. You could be in Los Santos
and have buddies in Cayo Perico and others in Liberty City and with one
key you can immediately switch from one to the other. It's that easy,
it's like magic!
The L key for LOAD: Loads 7 peds as companions with default weapons and coords.
The I key for INTERCHANGE: Interchange allows you to switch between all 8 models. One by one.
The R key for RESET OR RESTORE: Resets the model to the orginal player and all 7 peds back to companions.
Important: the R key is only used when the active ped is NOT the player.
Credits I wrote the first version of this script about 3
years ago. This is a more polished version but I definitely have to
credit @jitnaught, wherever he might be, for the initial interchange
code and even possibly for starting my scripting journey in the first
place at a time where I couldn't get any help or find any meaningful
documentation.
Installation: Just drop the .3.cs file in your Scripts folder or scripts folder. I don't care, neither does Windows.
FAQ Can you increase number of soldiers to 1 million?
Yes, ofc you can. Just setup some relationship groups. It's opensource!
Limitations: props and outfits are set by the user, not the
script. This might be done in a future version but it is rather complex
given the number of props and the 12 component variations for the 7
models - well at least
without a shitload of duplication since each ped would be configured
differently. I had already prototyped this but it would confuse the
hell out of an average user because it would look something like this:
new CompanionData(PedHash.Blackops01SMY, PP.GetOffsetPosition(new
Vector3(1, 6, 0)), WeaponHash.SMG, new[] { 0, 0 }, new[] { new[] { 0, 0
}, new[] { 2, 1 }, new[] { 1, 1 }, new[] { 4, 0 } }),
// Set props
for (int i = 0; i < data.Props.Length; i++)
{
Function.Call(Hash.SET_PED_PROP_INDEX, companion, i, data.Props[i], 0, 2);
}
// Set component variations
for (int i = 0; i < data.Variations.Length; i++)
{
Function.Call(Hash.SET_PED_COMPONENT_VARIATION, companion, i, data.Variations[i][0], data.Variations[i][1], 2);
}
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