30.06.2013, 13:07
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Last edited by 6Dragon6; 30/06/2013 at 01:58 PM.
)
Hi, I am a newbie when it comes to Pawn Scripting, nice to meet you all.
I am developing, from scratch, a gamemode that will mimic the Assassins Creed Brotherhood Multiplayer "Wanted" mode. I already got to somehow create a map similar to that of Limassol in Assassins Creed Bloodlines for PSP and it works perfectly.
After that I started coding the NPCs. So I recorded their walking path and saved it in the corresponding folder. I made the npcmode and all that. Everything works like a charm.
The problem is that, while there are NPCs logged in the server (I have a total of 6), no matter if they do nothing apart from walking, I can connect perfectly but once a third player logs in the server both of my friends get automatically kicked from the server with no further information given by the server. (I can play with just 1 friend though).
To make it short and understandable:
-NPCs works perfectly, I even coded them so they are killable, and no problems were found.
-If there is any NPC logged to the server, my friends will get kicked shortly after a second one joins (won't happen to me).
More data:
-maxplayers 50
-maxnpc 14 (the actual goal is to add 14)
-filterscripts: the ones by default in a vanilla samp server plus "register" and "fly" (I tried disabling them both and it wont fix a thing).
-Tested it with a total of 4 friends (2 of them live in Canary Islands as I do, one of them somewhere else in Spain and the other one in Argentina). They are not related at all and they don't have the same game client or mods.
-They can play normally on other servers with no problem.
Some code, I don't think its actually needed but there you go:
NPC Modes:
npc001.pwn (the other 5 are exactly the same and only their corresponding rec file and pos changes.)
Related code OnGameModeInit():
Not much more to show really... once I removed the code above (ConnectNPCs) the problem stopped and we could play normally on the server but, of couse, I need the NPCs to work properly.
Server Log: No information given at all, doesn't even look like a "kick", it just logs the connection and disconnection as if they did it on purpose.
Pics: (Not needed but... wont hurt neither)
(Working NPCs)
My guess? Its a samp-npc.exe problem. But I am the newbie to I will wait for a proper answer, thanks so much to whoever even tries to read it all hehe.
Greetings from Canary Islands.
I am developing, from scratch, a gamemode that will mimic the Assassins Creed Brotherhood Multiplayer "Wanted" mode. I already got to somehow create a map similar to that of Limassol in Assassins Creed Bloodlines for PSP and it works perfectly.
After that I started coding the NPCs. So I recorded their walking path and saved it in the corresponding folder. I made the npcmode and all that. Everything works like a charm.
The problem is that, while there are NPCs logged in the server (I have a total of 6), no matter if they do nothing apart from walking, I can connect perfectly but once a third player logs in the server both of my friends get automatically kicked from the server with no further information given by the server. (I can play with just 1 friend though).
To make it short and understandable:
-NPCs works perfectly, I even coded them so they are killable, and no problems were found.
-If there is any NPC logged to the server, my friends will get kicked shortly after a second one joins (won't happen to me).
More data:
-maxplayers 50
-maxnpc 14 (the actual goal is to add 14)
-filterscripts: the ones by default in a vanilla samp server plus "register" and "fly" (I tried disabling them both and it wont fix a thing).
-Tested it with a total of 4 friends (2 of them live in Canary Islands as I do, one of them somewhere else in Spain and the other one in Argentina). They are not related at all and they don't have the same game client or mods.
-They can play normally on other servers with no problem.
Some code, I don't think its actually needed but there you go:
NPC Modes:
npc001.pwn (the other 5 are exactly the same and only their corresponding rec file and pos changes.)
Code:
#include <a_npc> #define rec "npc001" #define onfoot 2 //1 for vehicle main(){} public OnRecordingPlaybackEnd() { StartRecordingPlayback(onfoot,rec); } public OnNPCSpawn() { SetMyPos(626.4643,1950.7151,405.3034); StartRecordingPlayback(onfoot,rec); }
Code:
//NPCs 6Dragon6 ConnectNPC("Civilian1","npc001"); ConnectNPC("Civilian2","npc002"); ConnectNPC("Civilian3","npc003"); ConnectNPC("Civilian4","npc004"); ConnectNPC("Civilian5","npc005"); ConnectNPC("Civilian6","npc006"); //End NPCs 6Dragon6
Server Log: No information given at all, doesn't even look like a "kick", it just logs the connection and disconnection as if they did it on purpose.
Pics: (Not needed but... wont hurt neither)
(Working NPCs)
My guess? Its a samp-npc.exe problem. But I am the newbie to I will wait for a proper answer, thanks so much to whoever even tries to read it all hehe.
Greetings from Canary Islands.