28.07.2012, 18:34
OR. just assign the id under OnPlayerConnect.......?? thats what I do.
already a solution for this problem http://i.imm.io/yAht.png ?
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I just want to point out, that the ConnectRNPC function inside the include its bugged and I guess that that's the problem that affect most of users who use this... For example the ID 0 connects then the ID 1 will be skipped if its trying to connect any NPC, then the ID 2 will be connected, 4, 6 and such like that... I tried many methods to solve it but I'm afraid its a plugin-trouble. I have my own include, whoever want to try it just ask me :3 (ConnectRNPC still bugged on it)
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Hm I gave the current include a quick look, but cant find anything that could cause skipping of IDs. However theres that problem with NPCs having the same ID, when connecting multiple npcs without any pause, but this is already fixed in the 0.4 include, if i should ever finish it for release
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I hope you gonna release it ASAP
Edit & P.S I think you gonna screw up if SA-MP 0.3x will improve NPCs such as nodes, walk/run/spring NPC support, fully vehicles support >.< |
First, sorry fore my bad english
Iґm from Germany.if I user the MapAndreas Plugin the NPCґs donґt jump 20 metres without synchronisation ? and can i User MoveRNPC in a vehicle ? |
If i got that right, the first answer is no. NPCs cant jump by themselves, they can just play the jump animation, but without actually moving. You have to sync that movement manually. Automatically synced jumps might be another thing to add in the future, but theyre also hard to realize as you need to consider obstacles, climbing, etc.
The second is yes, MoveRNPC works both on foot and in vehicles. Some new update: KingJtold me how to compile a release version of the dll properly. That version shouldnt need the mscv dlls, and should also run quite a bit faster. Its now available in the first post. About 0.4: progress still is slow, sorry, im barely scripting at all these days. Trust me that I also hate letting this project sleep for so long |
@leong124 I don't think the problem is on the loop and I'm sure that it won't fix just because you re-define MAX_PLAYERS.
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Yeah I have to admit that. It's my fault that I always want to correct the other people who doesn't script that efficiently lol.
Still, I am waiting for his explanation about the problem. I still can't understand what does he mean by "disappear and move on". If it's not a scripting problem, then it's weird for them to disappear with only MoveRNPC. The only possibility I can think of is that they disconnected or they are teleported. |