Police, NPCFollow follow
#1

I want to make a PoliceNPC to follow players on the server

https://sampforum.blast.hk/showthread.php?tid=344747

http://forum.sa-mp.com/showthread.ph...highlight=knpc
I've tried to understand this thread

and from what I understood I should use this.
But I get an error, which says I should undefine BuildRecording, let's say I have made an NPC from KNPC, should that work? A Car following players.


BuildRecording(tmps,npx,npy,npz,px,py,pz, 0.006);


pawn Код:
#define FILTERSCRIPT
#include <a_samp>
#include <FileManager>
new NPCTarget[MAX_PLAYERS];
public OnFilterScriptInit()
{
    SetTimer("NPCFollow",1000,1);
    return 1;
}
public OnPlayerConnect(playerid)
{
    if(IsPlayerNPC(playerid))
    {
        NPCTarget[playerid]=INVALID_PLAYER_ID; //Reset NPCs target
        return 1;
    }
    return 1;
}
public OnPlayerStateChange(playerid, newstate, oldstate)
{
    if(newstate==PLAYER_STATE_SPAWNED) //Reset NPCs target when player dies
        for(new npc;npc<MAX_PLAYERS;npc++)if(NPCTarget[npc]==playerid)NPCTarget[npc]=INVALID_PLAYER_ID;
    return 1;
}
public OnPlayerText(playerid, text[])
{
    if(IsPlayerNPC(playerid))
    {
        if(!strcmp(text,"Command Accepted: npc",false,21)) //Only method I could think of to communicate between NPC Mode and Filterscript
        {
            new tmps[48];
            format(tmps,48,"npcmodes\\recordings\\npc%03d.rec",strval(text[21]));
            file_delete(tmps);
            return 0;
        }
    }
    return 1;
}
forward NPCFollow();
public NPCFollow()
{
    new Float:npx,Float:npy,Float:npz;
    new Float:px,Float:py,Float:pz;
    new tmps[48];
    new tmps2[48];
    for(new npc=0;npc<MAX_PLAYERS;npc++)
    {
        if(!IsPlayerNPC(npc)||!IsPlayerConnected(npc))continue;
        GetPlayerPos(npc,npx,npy,npz);
        if(NPCTarget[npc]==INVALID_PLAYER_ID) //Has no Target
        {
            for(new playerid=0;playerid<MAX_PLAYERS;playerid++) //Search for targets
            {
                if(IsPlayerNPC(playerid)||!IsPlayerConnected(playerid)||(npc==playerid))continue;
                if(IsPlayerInRangeOfPoint(playerid,30,npx,npy,npz))
                {
                    NPCTarget[npc]=playerid;
                    printf("NPC[%d]: Target Player %d",npc,playerid);
                }
            }
        }else{ //Has Target
            GetPlayerPos(NPCTarget[npc],px,py,pz);
            if(IsPlayerInRangeOfPoint(npc,0.5,px,py,pz))continue; //Poor attempt at preventing lock up
            format(tmps2,48,"npcmodes\\recordings\\npc%03d.rec",npc);
            if(!file_exists(tmps2))
            {
                format(tmps,48,"npc%03d.rec",npc);
                BuildRecording(tmps,npx,npy,npz,px,py,pz, 0.006);
                format(tmps,48,"scriptfiles\\npc%03d.rec",npc);
                format(tmps2,48,"npcmodes\\recordings\\npc%03d.rec",npc);
                file_move(tmps,tmps2);
                SendClientMessage(npc,0,"GO TO FUNCTION CALLED"); //Communicate to NPC
            }
        }
    }
}
Reply


Messages In This Thread
Police, NPCFollow follow - by Julius95 - 17.02.2014, 13:37
Re: Police, NPCFollow follow - by amirab - 17.02.2014, 14:13
Re: Police, NPCFollow follow - by Julius95 - 17.02.2014, 15:36
Re: Police, NPCFollow follow - by Julius95 - 18.02.2014, 06:29
Re: Police, NPCFollow follow - by Julius95 - 22.02.2014, 21:21

Forum Jump:


Users browsing this thread: 2 Guest(s)