https://i.imgur.com/EOw34.jpg
Spawning of NPCs / items via scripts. There is no AI yet (they just stand still), but general stuff like health / death / inventory / sex / age / appearance (everything which is synced for players too) is synced.
Printable View
https://i.imgur.com/EOw34.jpg
Spawning of NPCs / items via scripts. There is no AI yet (they just stand still), but general stuff like health / death / inventory / sex / age / appearance (everything which is synced for players too) is synced.
Recy, you always surprise me.
Awesome work!
Nice one! :D
MARVELOUS! Really good work!
Wow, truly amazing work! I'm incredibly impressed with how far the project has come in such a short amount of time, great work Recy this looks honestly incredible
A glorious victory!
they look like zombies^^ hehe nice one
Brilliant!
Lovin' it bro :D
Code cpp:
State VAULTSCRIPT OnPlayerChat(ID player, RawString message) noexcept { if (!std::strcmp(message, "iamrich")) { static Base bottlecap = static_cast<Base>(0x0F); for (unsigned short i = 0; i < USHRT_MAX; ++i) { Item::Create(bottlecap, player); std::printf("%d\r", i + 1); std::fflush(stdout); } } return True; }
Yes, it works. Fallout 3 framerate drops to like 0.5 FPS though
How to create a NPC to Pawn?
Code c:
native CreateActor(actor, ID, cell = 0, Float:X = 0.00, Float:Y = 0.00, Float:Z = 0.00);
You can either spawn at an ID or give the coordinates yourself. So this are the two ways of calling:
Code c:
CreateActor(actor, ID); CreateActor(actor, 0, cell, Float:X, Float:Y, Float:Z);
Ok, Thanks you.
Please write some sample code to spawn NPC on Pawn.
I think it is really straightforward.Code c:
public OnPlayerChat(ID, message{}) { CreateActor(0x30D82, ID); // spawning Carter at ID (the player who typed something) return 1; }
Thanks you.
Hey Recy I was wondering if you've implemented ragdoll or physics synchronization yet to the mod, I figured because since AI is synced now could players all see the same body and loot the body?