17.07.2012, 01:29 
	
	
	
		Mauzen, i edited RNPC and implement new thread on function "CreateBuild" (is best  )
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	RNPC_ConcatMovement(x,y,z,speed)
| Mauzen, i edited RNPC and implement new thread on function "CreateBuild" (is best   ) | 
| you need to insert the absolute coordinates as parameters in the moving functions like pawn Код: 
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SendClientMessage(playerid, -1, "RNPC:102");
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 With my current plans I can just start creating the easier functions in version 0.4 or 0.5, till then developement is mainly stability, debugging, and performance.
 With my current plans I can just start creating the easier functions in version 0.4 or 0.5, till then developement is mainly stability, debugging, and performance.
	| @RobinOwnz: Youll need to bring some patience then   With my current plans I can just start creating the easier functions in version 0.4 or 0.5, till then developement is mainly stability, debugging, and performance. | 

RNPC_CreateBuild(npcid, PLAYER_RECRDING_TYPE_ONFOOT);
// Set angle
RNPC_SetAngleQuats(0.0, 80.0, 0.0);
// Add a short pause to apply the angle
RNPC_AddPause(100);
RNPC_FinishBuild();
// Playback sets the NPCs facing angle
RNPC_StartPlayback(npcid);

 
	new g_iTickCount = -1;
public OnGameModeInit( )
{
	g_iTickCount = GetTickCount( );
	ConnectRNPC( "Test" );
	return 1;
}
public OnPlayerConnect( playerid )
{
	printf( "Delay: %ims.", GetTickCount( ) - g_iTickCount );
	return 1;
}
A = ConnectRNPC( "Test1" ); B = ConnectRNPC( "Test2" );
static bool: g_bConnected[MAX_PLAYERS char];
stock ConnectRNPC(name[])
{
	new slotid = -1;
	for (new i = 0; i < MAX_PLAYERS; i++) {
		if (!g_bConnected{i}) {
			ConnectNPC(name, "RNPC");
			g_bConnected{i} = true;
			slotid = i;
			break;
		}
	}
	return slotid;
}
stock RNPC_OnPlayerConnect(playerid)
	g_bConnected{playerid} = true;
stock RNPC_OnPlayerDisconnect(playerid)
	g_bConnected{playerid} = false;