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View Full Version : Zombies dont respawn at all. What i need to do?


JaakAmigo
13/07/2017, 12:24 PM
Hey!

I have been trying to make them respawn but not success yet.
How should code look like? To respawn dead zombie every 5 min?


Here is the code!
#include <a_samp>
#include <FCNPC>

#define MAX_ZOMBIES 5
new Float:ZPos[MAX_ZOMBIES][4] = {
{379.8811,-1699.6576,7.5203,135.8003},
{489.1599,-1792.9203,6.6491,66.5531},
{192.8038,-1844.9354,3.5631,256.3835},
{631.2430,-1711.2626,14.2986,177.0387},
{907.7244,-1771.8442,13.3828,264.2476}
};

new Attack[MAX_PLAYERS];
new ZombieEnd;
new ZombieFirst;

public OnFilterScriptInit()
{
CriarZOMBIES();
SetTimer("ZombieTimer", 400, true);
return 1;
}

forward ZombieTimer();
public ZombieTimer()
{
for(new i = 0; i < MAX_PLAYERS; i++)
{
if(IsPlayerConnected(i) && !IsPlayerNPC(i))
{
new Float:zP[3], Float:dist;
for(new npcid = ZombieFirst; npcid > ZombieEnd-1; npcid--)
{
FCNPC_GetPosition(npcid, zP[0], zP[1], zP[2]);
dist = GetPlayerDistanceFromPoint(i, zP[0], zP[1], zP[2]);
if(dist <= 0.5)
{
if(Attack[npcid] == 0)
{
FCNPC_MeleeAttack(npcid, -1);
if(dist >= 0.1) FCNPC_SetAngleToPlayer(npcid, i);
Attack[npcid] = 1;
}
}
else if(dist <= 20.0)
{
new Float:pP[3];
if(Attack[npcid] == 1)
{
Attack[npcid] = 0;
FCNPC_StopAttack(npcid);
}
GetPlayerPos(i, pP[0], pP[1], pP[2]);
FCNPC_GoTo(npcid, pP[0], pP[1], pP[2], MOVE_TYPE_RUN, 0.5, true, 0.0, true);
}
else FCNPC_Stop(npcid);
}
}
}
return 1;
}

stock CriarZOMBIES()
{
new str[30];
for(new i = 0; i < MAX_ZOMBIES; i++)
{
format(str, sizeof(str), "Zombie_%i", i);
new npcid = FCNPC_Create(str);
if(ZombieFirst == 0) ZombieFirst = npcid;
ZombieEnd = npcid;
FCNPC_Spawn(npcid, 162, ZPos[i][0], ZPos[i][1], ZPos[i][2]);

FCNPC_SetAngle(npcid, ZPos[i][3]);
FCNPC_SetInterior(npcid, 0);
FCNPC_SetArmour(npcid, 80);
FCNPC_SetWeapon(npcid, 4);
FCNPC_SetAmmo(npcid, 1);

printf("Zombie %d created", i);
}
return 1;
}

forward RespawnZombies();
public RespawnZombies()
{
for(new i = 0; i < MAX_PLAYERS; i++)
{
if(IsPlayerNPC(i))
{
if(FCNPC_IsDead(i))
{
FCNPC_Respawn(i);
}
}
}
return 1;
}

public FCNPC_OnDeath(npcid, killerid, weaponid)
{
if(killerid != INVALID_PLAYER_ID)
{
}
//FCNPC_Respawn(npcid);
return 1;
}

public FCNPC_OnTakeDamage(npcid, damagerid, weaponid, bodypart, Float:health_loss)
{
if(bodypart == 9)
{
FCNPC_SetHealth(npcid, -15);
}
return 1;
}

MiyuUchiha
15/07/2017, 05:10 AM
#include <a_samp>
#include <FCNPC>

#define MAX_ZOMBIES 5
new Float:ZPos[MAX_ZOMBIES][4] = {
{379.8811,-1699.6576,7.5203,135.8003},
{489.1599,-1792.9203,6.6491,66.5531},
{192.8038,-1844.9354,3.5631,256.3835},
{631.2430,-1711.2626,14.2986,177.0387},
{907.7244,-1771.8442,13.3828,264.2476}
};

new Attack[MAX_PLAYERS];
new ZombieEnd;
new ZombieFirst;

public OnFilterScriptInit()
{
CriarZOMBIES();
SetTimer("ZombieTimer", 400, true);
return 1;
}

forward ZombieTimer();
public ZombieTimer()
{
for(new i = 0; i < MAX_PLAYERS; i++)
{
if(IsPlayerConnected(i) && !IsPlayerNPC(i))
{
new Float:zP[3], Float:dist;
for(new npcid = ZombieFirst; npcid > ZombieEnd-1; npcid--)
{
FCNPC_GetPosition(npcid, zP[0], zP[1], zP[2]);
dist = GetPlayerDistanceFromPoint(i, zP[0], zP[1], zP[2]);
if(dist <= 0.5)
{
if(Attack[npcid] == 0)
{
FCNPC_MeleeAttack(npcid, -1);
if(dist >= 0.1) FCNPC_SetAngleToPlayer(npcid, i);
Attack[npcid] = 1;
}
}
else if(dist <= 20.0)
{
new Float:pP[3];
if(Attack[npcid] == 1)
{
Attack[npcid] = 0;
FCNPC_StopAttack(npcid);
}
GetPlayerPos(i, pP[0], pP[1], pP[2]);
FCNPC_GoTo(npcid, pP[0], pP[1], pP[2], MOVE_TYPE_RUN, 0.5, true, 0.0, true);
}
else FCNPC_Stop(npcid);
}
}
}
return 1;
}

stock CriarZOMBIES()
{
new str[30];
for(new i = 0; i < MAX_ZOMBIES; i++)
{
format(str, sizeof(str), "Zombie_%i", i);
new npcid = FCNPC_Create(str);
if(ZombieFirst == 0) ZombieFirst = npcid;
ZombieEnd = npcid;
FCNPC_Spawn(npcid, 162, ZPos[i][0], ZPos[i][1], ZPos[i][2]);

FCNPC_SetAngle(npcid, ZPos[i][3]);
FCNPC_SetInterior(npcid, 0);
FCNPC_SetArmour(npcid, 80);
FCNPC_SetWeapon(npcid, 4);
FCNPC_SetAmmo(npcid, 1);

printf("Zombie %d created", i);
}
return 1;
}

forward RespawnZombies();
public RespawnZombies()
{
for(new i = 0; i < MAX_PLAYERS; i++)
{
if(IsPlayerNPC(i))
{
if(FCNPC_IsDead(i))
{
FCNPC_Respawn(i);
}
}
}
return 1;
}

forward DeadZombie(playerid)
{
CriarZOMBIES();
return 1;
}

public FCNPC_OnDeath(npcid, killerid, weaponid)
{
if(killerid != INVALID_PLAYER_ID)
{
if(IsPlayerNPC(npcid))
{
SetTimer("DeadZombie", 300000, false);
}
}
return 1;
}

public FCNPC_OnTakeDamage(npcid, damagerid, weaponid, bodypart, Float:health_loss)
{
if(bodypart == 9)
{
FCNPC_SetHealth(npcid, -15);
}
return 1;
}

maybe it would work, try

iLearner
15/07/2017, 06:26 AM
You need to use FCNPC_onrespawn callback.