SA-MP Forums

Go Back   SA-MP Forums > SA-MP Scripting and Plugins > Plugin Development

Reply
 
Thread Tools Display Modes
Old 04/04/2013, 04:25 PM   #21
AIped
Gangsta
 
AIped's Avatar
 
Join Date: Feb 2011
Location: Netherlands
Posts: 811
Reputation: 46
Default Re: FCNPC - Fully Controllable NPC v0.1 Beta 1

I just read the first lines of this topic and there are already to many words to explain how glad i am with this plugin.
AIped is offline   Reply With Quote
Old 04/04/2013, 04:29 PM   #22
Wax'
Little Clucker
 
Wax''s Avatar
 
Join Date: Nov 2010
Location: Poland
Posts: 7
Reputation: 7
Default Re: FCNPC - Fully Controllable NPC v0.1 Beta 1

Everything works, cool plugin.

Last edited by Wax'; 04/04/2013 at 05:46 PM.
Wax' is offline   Reply With Quote
Old 04/04/2013, 04:29 PM   #23
KubiPL
Big Clucker
 
KubiPL's Avatar
 
Join Date: Feb 2012
Posts: 182
Reputation: 18
Default Re: FCNPC - Fully Controllable NPC v0.1 Beta 1

When I plugged and added FCNPC to gamemode the server crashed:

Code:
[18:52:45] [debug] Server crashed due to an unknown error
[18:52:45] [debug] System backtrace:
[18:52:45] [debug] #0  0048a32a in ?? () from C:\Users\Kubi\Desktop\u-gaming.pl server\PRP\PRP\zombie\samp-server.exe
[18:52:45] [debug] #1  7182c736 in ?? () from C:\Users\Kubi\Desktop\u-gaming.pl server\PRP\PRP\zombie\plugins\audio.DLL
[18:52:45] [debug] #2  7182823f in ?? () from C:\Users\Kubi\Desktop\u-gaming.pl server\PRP\PRP\zombie\plugins\audio.DLL
[18:52:45] [debug] #3  71827f7c in ?? () from C:\Users\Kubi\Desktop\u-gaming.pl server\PRP\PRP\zombie\plugins\audio.DLL
[18:52:45] [debug] #4  77bcb395 in RtlFormatCurrentUserKeyPath () from C:\Windows\SysWOW64\ntdll.dll
[18:52:45] [debug] #5  77bc3c94 in RtlImageNtHeader () from C:\Windows\SysWOW64\ntdll.dll
[18:52:45] [debug] #6  77bc3cee in RtlImageNtHeader () from C:\Windows\SysWOW64\ntdll.dll
[18:52:45] [debug] #7  77bbe38c in RtlInitUnicodeString () from C:\Windows\SysWOW64\ntdll.dll
[18:52:45] [debug] #8  77bbe0f2 in RtlAllocateHeap () from C:\Windows\SysWOW64\ntdll.dll
[18:52:45] [debug] #9  776e0d93 in CreateEventExW () from C:\Windows\syswow64\KERNELBASE.dll
[18:52:45] [debug] #10 776e0dad in CreateEventExW () from C:\Windows\syswow64\KERNELBASE.dll
[18:52:45] [debug] #11 0049274b in ?? () from C:\Users\Kubi\Desktop\u-gaming.pl server\PRP\PRP\zombie\samp-server.exe
[18:52:45] [debug] #12 0049274b in ?? () from C:\Users\Kubi\Desktop\u-gaming.pl server\PRP\PRP\zombie\samp-server.exe
[18:52:45] [debug] #13 00492768 in ?? () from C:\Users\Kubi\Desktop\u-gaming.pl server\PRP\PRP\zombie\samp-server.exe
[18:52:45] [debug] #14 67e8046a in ?? () from C:\Users\Kubi\Desktop\u-gaming.pl server\PRP\PRP\zombie\samp-server.exe
[18:52:45] [debug] #15 59000043 in ?? () from C:\Users\Kubi\Desktop\u-gaming.pl server\PRP\PRP\zombie\samp-server.exe
[18:52:45] [debug] #16 247c83c3 in ?? () from C:\Users\Kubi\Desktop\u-gaming.pl server\PRP\PRP\zombie\samp-server.exe
[18:52:45] [debug] #17 2277e004 in ?? () from C:\Users\Kubi\Desktop\u-gaming.pl server\PRP\PRP\zombie\samp-server.exe
[18:52:45] [debug] #18 042474ff in ?? () from C:\Users\Kubi\Desktop\u-gaming.pl server\PRP\PRP\zombie\samp-server.exe
[18:52:45] [debug] #19 ffff75e8 in ?? () from C:\Users\Kubi\Desktop\u-gaming.pl server\PRP\PRP\zombie\samp-server.exe
[18:52:45] [debug] #20 59c085ff in ?? () from C:\Users\Kubi\Desktop\u-gaming.pl server\PRP\PRP\zombie\samp-server.exe
[18:52:45] [debug] #21 44391675 in ?? () from C:\Users\Kubi\Desktop\u-gaming.pl server\PRP\PRP\zombie\samp-server.exe
[18:52:45] [debug] #22 10740824 in ?? () from C:\Users\Kubi\Desktop\u-gaming.pl server\PRP\PRP\zombie\samp-server.exe
[18:52:45] [debug] #23 042474ff in ?? () from C:\Users\Kubi\Desktop\u-gaming.pl server\PRP\PRP\zombie\samp-server.exe
[18:52:45] [debug] #24 005cdee8 in ?? ()
[18:52:45] [debug] #25 59c08500 in ?? () from C:\Users\Kubi\Desktop\u-gaming.pl server\PRP\PRP\zombie\samp-server.exe
I just put FCNPC_Create in OnGameModeInit and made some publics (OnSpawn and OnCreate).
KubiPL is offline   Reply With Quote
Old 04/04/2013, 04:34 PM   #24
AIped
Gangsta
 
AIped's Avatar
 
Join Date: Feb 2011
Location: Netherlands
Posts: 811
Reputation: 46
Default Re: FCNPC - Fully Controllable NPC v0.1 Beta 1

urrh so it doesnt work ?
AIped is offline   Reply With Quote
Old 04/04/2013, 04:56 PM   #25
OrMisicL
Huge Clucker
 
OrMisicL's Avatar
 
Join Date: Mar 2013
Location: Under the bed
Posts: 359
Reputation: 172
Default Re: FCNPC - Fully Controllable NPC v0.1 Beta 1

It does work

IMPORTANT NOTE:
For all who complained about the plugin crashing, please read the Scripting Notes section, i clearly said that u have to put your spawning code under "FCNPC_OnCreate" callback, otherwise the server will crash

And for all who didnt even got the NPC connected, thats a small bug i forgot about and im sorry for wasting ur time, simply the plugin was only configured to work with servers on port (7777), i released a quick update now, u can get it at the first page(by the way, put the FCNPC.amx in ur "npcmodes" folder)

Thanks for your understanding
OrMisicL is offline   Reply With Quote
Old 04/04/2013, 05:08 PM   #26
Lordzy
High-roller
 
Join Date: Mar 2012
Location: NetherRealm
Posts: 2,818
Reputation: 1074
Default Re: FCNPC - Fully Controllable NPC v0.1 Beta 1

This seems good, I'll try it. Nice work.
__________________
[Include]safeDialogs - Complete protection against dialog responses! (dialog ids, list-items, input-text of list-item and user)

Currently inactive - I don't play at any SA-MP servers nor work on anything in PAWN for now. The projects that I've done so far in PAWN, which requires updates will be taking some time.
Lordzy is offline   Reply With Quote
Old 04/04/2013, 05:10 PM   #27
AIped
Gangsta
 
AIped's Avatar
 
Join Date: Feb 2011
Location: Netherlands
Posts: 811
Reputation: 46
Default Re: FCNPC - Fully Controllable NPC v0.1 Beta 1

Quote:
Originally Posted by OrMisicL View Post
It does work

IMPORTANT NOTE:
For all who complained about the plugin crashing, please read the Scripting Notes section, i clearly said that u have to put your spawning code under "FCNPC_OnCreate" callback, otherwise the server will crash

And for all who didnt even got the NPC connected, thats a small bug i forgot about and im sorry for wasting ur time, simply the plugin was only configured to work with servers on port (7777), i released a quick update now, u can get it at the first page(by the way, put the FCNPC.amx in ur "npcmodes" folder)

Thanks for your understanding
Thanks for the reply, after all its a Beta yet so it is realy understandable that there are bugs
AIped is offline   Reply With Quote
Old 04/04/2013, 05:13 PM   #28
MP2
Godfather
 
MP2's Avatar
 
Join Date: Jan 2011
Location: England
Posts: 6,448
Reputation: 961
Default Re: FCNPC - Fully Controllable NPC v0.1 Beta 1

This needs a LOT of work before it's even in a half-usable state. There are SO MANY issues.

GMXing doesn't kick/destroy connected NPCs, resulting in a server crash when they are re-created on restart.
I create an NPC and the ID returned is 0, but in the FCNPC_OnSpawn callback, the ID is 1.
The vehicle ID in FCNPC_EnterVehicle has to be 0 to make it enter vehicle ID 1. Why are all the IDs offset by 1?!
The vehicle sets on fire as soon as the NPC enters it.
That's all I have discovered so far.
After an NPC has blown up inside a car, the skin is still 'burnt' on re-spawn.

Some ideas:

Animations when they are shot/punched.

Can you actually kill the NPCs?


I wish you the best of luck with the development of this plugin and look forward to a stable (USABLE) release.
MP2 is offline   Reply With Quote
Old 04/04/2013, 05:25 PM   #29
OrMisicL
Huge Clucker
 
OrMisicL's Avatar
 
Join Date: Mar 2013
Location: Under the bed
Posts: 359
Reputation: 172
Default Re: FCNPC - Fully Controllable NPC v0.1 Beta 1

i personally tested the plugin alot before releasing it, i made the NPCs follow me around everywhere, play a rec file, change skin, enter/exit veh ... And i didnt encountred a single crash during the testing phase, im sure that 95% of the crashs occurs cuz people didnt properly use the plugin or some files are missing(eg: FCNPC.amx in npcmodes folder)
and there is also a very tiny bug i left behind where NPCs start taking slots from 0 instead of 500, im fixing that now aswell
OrMisicL is offline   Reply With Quote
Old 04/04/2013, 05:33 PM   #30
Pottus
Godfather
 
Pottus's Avatar
 
Join Date: Jun 2012
Posts: 5,261
Reputation: 1137
Default Re: FCNPC - Fully Controllable NPC v0.1 Beta 1

If you held F5 MP2 you would have noticed an atrocious amount of bandwidth consumption in the neighborhood of 9kb/sec for just 1 NPC just think if there was 10 NPC's and 10 players in a group your already looking at 900kb/sec which horrendously inefficient making hopes of a zombie server not realistically viable! Overall as many issues as you listed this one is the most serious in my opinion. But I would certainly take your position right now MP2 it's not in a reliably usable state and is very unstable.

But there is still some good stuff for instance the movement is very smooth even when using a follow timer although the Z-Heights are pretty shotty but that new pathfinding plugin can fix that up.
Pottus is offline   Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off


Similar Threads
Thread Thread Starter Forum Replies Last Post
[Include] Controllable NPC Lorenc_ Includes 101 02/06/2014 06:08 AM
[Plugin] FCNPC - Fully Controllable NPC sa-mp 0.3x R2 [LCK]Chris Plugin Development 82 16/05/2014 02:16 PM
Controllable HighPitchedVoice Scripting Help 5 25/05/2012 09:38 PM
[?]New SZR fully controllable NOS system Qeux Help Archive 3 17/03/2011 02:24 AM
Controllable NPC Andreq Русский/Russian 5 25/10/2010 07:57 AM


All times are GMT. The time now is 09:01 PM.


Powered by vBulletin® Version 3.8.6
Copyright ©2000 - 2017, Jelsoft Enterprises Ltd.