Quote:
Originally Posted by kaisersouse
Just wanted to leave a note that I'm using this on my 0.3.7 server and its working 100%. Its splendid and I love it!! Since a few players have gone on NPC murdering sprees (entire highway in LV strewn with corpses) I'm setting up some code to respawn the NPCs on death and start them on their pattern again.
I tested w/ 883 simultaneous bots and they worked, albeit kinda skippy/lurchy. I've dialed it back to 500 NPCs and its much smoother.
I'm about to embark on some behavior edits tho...please let me know if these are even possible so I dont beat myself against something that isn't going to work anyways I eventually want:
A certain percentage of 'asshole' drivers (drive fast, knock things down, etc).
I'd like some of the vehicles to have armed passengers
I'd like some of those armed passengers to randomly attack human players they encounter
**I'm trying to find the code that prevents the drivers from spawning tanks and riding around in those. I really want random tanks, so I can make them randomly fire and blow stuff up. Can you tell me where the code is that determines which vehicle models are spawned by non-taxi drivers?
Basically I'm trying to set up some hint of an AI system that may mimic single-player pedestrian behavior, if only just a little bit.
This script is awesome on its own though, without edits. Good job!!!!!
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Thanks, nice to hear you like it. I made another update to the drivers for better start & end paths (copy the gps.dat from github too, many fixed nodes).
With JIT Pre-Compiler 999 NPCs are not a problem on a homeserver btw.
The array VehicleZOffsets determines which cars can be driven (-1000.0 for unusable).
Change
to
to enable the Rhino
About the ped AI, I wrote a plugin for an AI library which works almost exactly like the GTA SA one for Peds. I managed to load the original SP ped files & config already (Ped types, relations (like/hate etc)).
It works pretty well, but pretty resource intense and limited to about 200 Peds. And Paths are a problem yet.
If you want to see it PM me, I can show you some cool things.
The armed passengers are definitely possible and could be added on top of something we have already planned.
Our goal is to make them stop if a player is in front of them (atm they just brake when another driver is in front of them) and they would perfectly produce a traffic jam. Aggressive drivers would just not give a damn about anything then or just kill the barricade with his passenger. However I don't see anything to "knock down" except players.
And for the deaths - I will add code for the respawning later, totally forgot that yet.
About the Drivers Update:
- Updated GPS.dat (for RouteConnector) with many fixed nodes and a lot
more parking lots
- Random Drivers & Cops drive from parking lot to parking lot now with a
little break -> More realistic paths
- Better and more efficient movement streaming - FCNPC 1.0.5 required
Make sure to get the newest GPS.dat from GitHub.