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Old 01/05/2018, 04:18 PM   #3561
Sasino97
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Thumbs up Re: FCNPC - Fully Controllable NPC

Quote:
Originally Posted by Freaksken View Post
Line 960 fixed.
I checked line 1231, but the supposedly missionid parameter was already mission.
Thanks
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Old 01/05/2018, 04:21 PM   #3562
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Exclamation Re: FCNPC - Fully Controllable NPC

Hi,
There is another problem:
When I use FCNPC_AimAt with shoot on another FCNPC, the bullet, no matter what is in between, it will reach the target.
When I use it on a normal player instead it is working fine.



In this test I placed a few NPCs in East Beach, some were shooting at me, and some were shooting at the NPC in the screenshot.
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Old 01/05/2018, 07:35 PM   #3563
Freaksken
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Default Re: FCNPC - Fully Controllable NPC

See my latest reply on that GitHub issue. Short answer: we can't fix that without ColAndreas, so you'll have to wait until FCNPC 2.0 is released.
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[Include] FCNPC A.I. - [Tutorial] Speedometer - [WIP] Single-player-like co-op mission - [Other] List of all my work
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Old 01/05/2018, 07:44 PM   #3564
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Default Re: FCNPC - Fully Controllable NPC

Quote:
Originally Posted by Sasino97 View Post
Hi,
There is another problem:
When I use FCNPC_AimAt with shoot on another FCNPC, the bullet, no matter what is in between, it will reach the target.
When I use it on a normal player instead it is working fine.



In this test I placed a few NPCs in East Beach, some were shooting at me, and some were shooting at the NPC in the screenshot.
You have to make your own deductions here.

Check distances between players and deny weapon shots if the p dis is higher than the weapon ranges.

Also this can be fixed using map andreas using basic elevation comparisons.. but obviously ColAndreas will be way faster and better.
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Old 01/05/2018, 07:48 PM   #3565
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Default Re: FCNPC - Fully Controllable NPC

That being said, it will never be perfect, since GTA SA actually has bullet physics. So unless SA-MP adds some better NPC support (which is not likely to happen), an NPC shooting at another NPC will never be the same as an NPC shooting at a player.
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[Include] FCNPC A.I. - [Tutorial] Speedometer - [WIP] Single-player-like co-op mission - [Other] List of all my work
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Old 16/05/2018, 09:29 PM   #3566
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Default Re: FCNPC - Fully Controllable NPC

How do I implement ColAndreas in FCNPC? I have searched ****** and never be able to found any tutorials or examples.
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Old 16/05/2018, 10:28 PM   #3567
Freaksken
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Default Re: FCNPC - Fully Controllable NPC

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How do I implement ColAndreas in FCNPC? I have searched ****** and never be able to found any tutorials or examples.
That's an FCNPC v2.0 feature.
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[Include] FCNPC A.I. - [Tutorial] Speedometer - [WIP] Single-player-like co-op mission - [Other] List of all my work
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Old 17/05/2018, 12:57 AM   #3568
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Default Re: FCNPC - Fully Controllable NPC

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Originally Posted by Freaksken View Post
That's an FCNPC v2.0 feature.
Is there any way I can get it? I don't have a compiler for C or C++
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Old 17/05/2018, 04:23 AM   #3569
MandaleMecha
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Default Re: FCNPC - Fully Controllable NPC

How can I install it?
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Old 17/05/2018, 07:22 AM   #3570
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Default Re: FCNPC - Fully Controllable NPC

Quote:
Originally Posted by Freaksken View Post
That being said, it will never be perfect, since GTA SA actually has bullet physics. So unless SA-MP adds some better NPC support (which is not likely to happen), an NPC shooting at another NPC will never be the same as an NPC shooting at a player.
Thats true
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