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Old 04/04/2013, 01:47 PM   #11
Pottus
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Default Re: FCNPC - Fully Controllable NPC v0.1 Beta 1

Doesn't seem to work, it returns the NPC id but is crashing the server every time I try to spawn or set position also the example script doesn't work for me is there some kind of configuration we need that you forgot to mention?
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Old 04/04/2013, 01:48 PM   #12
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Default Re: FCNPC - Fully Controllable NPC v0.1 Beta 1

Nice to see some "competitor" for my RNPC. Ill give it a try soon.
Though you should message a moderator (if you havent already) to get the explicit permission for releasing a memory hacking plugin, to be safe.
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Old 04/04/2013, 01:57 PM   #13
OrMisicL
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Default Re: FCNPC - Fully Controllable NPC v0.1 Beta 1

@Pottus: did u put ur spawning code under (FCNPC_OnCreate) like i said in the notes section ?

@Mauzen: yeah, i already contacted dugi before releasing it
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Old 04/04/2013, 02:04 PM   #14
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Default Re: FCNPC - Fully Controllable NPC v0.1 Beta 1

Finally! I'll be using this. Great job!!
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Old 04/04/2013, 02:17 PM   #15
Pottus
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Default Re: FCNPC - Fully Controllable NPC v0.1 Beta 1

Still same result and FCNPC_OnCreate(npcid) is not even being called here is all my script and output.

Code:
#include <a_samp>
#include <zcmd>
#include <fcnpc>

new NPCID;

CMD:newnpc(playerid, arg[])
{
    NPCID = FCNPC_Create("TestNPC");
	printf("NPCID: %i", NPCID);
	return 1;
}

public FCNPC_OnCreate(npcid)
{
	print("NPC Created");
   	new Float:x, Float:y, Float:z, Float:fa;
    GetPosFaInFrontOfPlayer(0, 2.0, x, y, z, fa);
    FCNPC_Spawn(npcid, 0, x, y, z);
    FCNPC_SetWeapon(npcid, 22);
    return 1;
}

CMD:setnpc(playerid, arg[])
{
   	new Float:x, Float:y, Float:z, Float:fa;
    GetPosFaInFrontOfPlayer(playerid, 2.0, x, y, z, fa);
	FCNPC_Spawn(NPCID, 191, x, y, z);
	return 1;
}
Log file output

[10:37:03] RCON (In-Game): Player #0 ([uL]Pottus) has logged in.
[10:37:08] RCON (In-Game): Player [[uL]Pottus] sent command: loadfs fcnpc
[10:37:08] Filterscript 'fcnpc.amx' loaded.
[10:37:12] NPCID: 0
[10:37:59] RCON (In-Game): Player [[uL]Pottus] sent command: reloadfs fcnpc
[10:37:59] Filterscript 'fcnpc.amx' unloaded.
[10:37:59] Filterscript 'fcnpc.amx' loaded.
[10:38:01] NPCID: 1

It's not printing "NPC Created" therefore FCNPC_OnCreate(npcid) is not being called and if I manually try and set it with /setnpc results in a crash.

You should make sure your plugin works 100 percent before wasting everyone's time but at least your getting some valuable feedback even though I'm a bit miffed.

Edit - At least I know I'm not crazy cynic! Maybe he's made a trojan disguised as a plugin to steal our gamemodes lol
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Old 04/04/2013, 02:17 PM   #16
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Default Re: FCNPC - Fully Controllable NPC v0.1 Beta 1

Doesn't work. No "incoming connection" messages, no errors, nothing is printed.

Code:
new BOT;

public FCNPC_OnCreate(npcid)
{
    print("BOT created");
    if(npcid == BOT)
	{
		FCNPC_Spawn(npcid, 181, 0.0,0.0,3.1);
		print("BOT spawned");
	    //FCNPC_GoTo(npcid, 50.0, 0.0, 3.1, 0);
	}
	return 1;
}

public OnPlayerCommandText(playerid, cmdtext[])
{
	new cmd[128], idx;
	cmd = strtok(cmdtext, idx);
    if(strcmp(cmd, "/bot", true) == 0)
    {
        BOT = FCNPC_Create("Bot1");
        return 1;
    }
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Old 04/04/2013, 03:02 PM   #17
QuaTTrO
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Default Re: FCNPC - Fully Controllable NPC v0.1 Beta 1

For me nothing happens when i want to create a NPC using this plugin.

Server Version: 0.3x R1-2

FS:
Code:
#include <a_samp>
#include <FCNPC>

new id;

public OnFilterScriptInit()
{
	print("FCNPC TEST");
    id = FCNPC_Create("TestNPC1");
    printf("Create:%d", id);
	return 1;
}

public FCNPC_OnCreate(npcid)
{
    printf("OnCreate:%d", npcid);
    FCNPC_Spawn(npcid, 0, 0.0, 0.0, 1.0);
}

Output in console.
Code:
[17:25:02] Filterscripts
[17:25:02] ---------------
[17:25:02]   Loading filterscript 'npc.amx'...
[17:25:02] FCNPC TEST
[17:25:02] Create:0
[17:25:02]   Loaded 1 filterscripts.
And no output from script after this.
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Old 04/04/2013, 04:06 PM   #18
V1ceC1ty
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Default Re: FCNPC - Fully Controllable NPC v0.1 Beta 1

Any chance of a linux .so version? Would love to test it out
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Old 04/04/2013, 04:16 PM   #19
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Default Re: FCNPC - Fully Controllable NPC v0.1 Beta 1

Nice...
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Old 04/04/2013, 04:19 PM   #20
Pottus
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Default Re: FCNPC - Fully Controllable NPC v0.1 Beta 1

Quote:
Originally Posted by AirKite View Post
Nice...
Hows it nice if it doesn't even work?
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