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Old 28/06/2018, 07:33 AM   #3601
Sasino97
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Default Re: FCNPC - Fully Controllable NPC

Hello, I wanted to ask what is the difference between these three:
Code:
FCNPC_ApplyAnimation
FCNPC_SetAnimation
FCNPC_SetAnimationByName
And the difference between these:
Code:
FCNPC_ResetAnimation
FCNPC_ClearAnimations
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Old 28/06/2018, 06:48 PM   #3602
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Default Re: FCNPC - Fully Controllable NPC

Quote:
Originally Posted by Sasino97 View Post
Hello, I wanted to ask what is the difference between these three:
Code:
FCNPC_ApplyAnimation
FCNPC_SetAnimation
FCNPC_SetAnimationByName
And the difference between these:
Code:
FCNPC_ResetAnimation
FCNPC_ClearAnimations
https://github.com/ziggi/FCNPC/wiki/Natives#animations
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Old 29/06/2018, 07:41 AM   #3603
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Default Re: FCNPC - Fully Controllable NPC

Quote:
Originally Posted by ZiGGi View Post
Thank you.
Basically some use sync data and some use remote procedure calling.
I also wanted to know which are the scenarios for using the ones or the others.
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Old 01/07/2018, 05:13 AM   #3604
ZiGGi
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Default Re: FCNPC - Fully Controllable NPC

Quote:
Originally Posted by Sasino97 View Post
Thank you.
Basically some use sync data and some use remote procedure calling.
I also wanted to know which are the scenarios for using the ones or the others.
I think that FCNPC_SetAnimation[ByName] is better because we don't need to update animation after entering in player stream.
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Old 02/07/2018, 09:39 AM   #3605
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Default Re: FCNPC - Fully Controllable NPC

ZiGGi, how's that 2.0 branch going? Any upcoming updates regards integration with paths and rays from ColAndreas/MapAndreas ?
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Old 10/07/2018, 08:48 PM   #3606
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Default Re: FCNPC - Fully Controllable NPC

Is it possible to attach an object at npc ?
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Old 10/07/2018, 08:58 PM   #3607
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Default Re: FCNPC - Fully Controllable NPC

Quote:
Originally Posted by Riddick94 View Post
ZiGGi, how's that 2.0 branch going? Any upcoming updates regards integration with paths and rays from ColAndreas/MapAndreas ?
Few issues left, but probably needs lots of testing afterwards.

Quote:
Originally Posted by HZ View Post
Is it possible to attach an object at npc ?
Just use SetPlayerAttachedObject.
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Old 16/07/2018, 02:09 PM   #3608
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Default Re: FCNPC - Fully Controllable NPC

hello again. i have error with FCNPC.inc pls help

Quote:
C:\Users\радо\Desktop\samp servers\DayZ 9.1\pawno\include\FCNPC.inc(339) : warning 202: number of arguments does not match definition
C:\Users\радо\Desktop\samp servers\DayZ 9.1\pawno\include\FCNPC.inc(352) : error 025: function heading differs from prototype
Pawn compiler 3.2.3664 Copyright (c) 1997-2006, ITB CompuPhase


1 Error.
sorry for my english
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Old 16/07/2018, 04:05 PM   #3609
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Default Re: FCNPC - Fully Controllable NPC

We can't guess the cause ...
  • What FCNPC version do you use?
  • Did you change the FCNPC.inc file?
  • What other includes do you use in the script in which the problem occurs?
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Old 16/07/2018, 04:55 PM   #3610
mrjapso
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Default Re: FCNPC - Fully Controllable NPC

Quote:
Originally Posted by Freaksken View Post
We can't guess the cause ...
  • What FCNPC version do you use?
  • Did you change the FCNPC.inc file?
  • What other includes do you use in the script in which the problem occurs?
I use FCNPC 1.8.2
No i have not changed anything.
I don't know. There are no errors with other includes.
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