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Found 12 results

  1. mta-add-models is a library/framework resource that I made: Its purpose is allowing you to add new peds(skins)/objects/vehicles to your server. All the new added models will be automatically synced with all players. Supports encrypted mod files using the NandoCrypt system. As of v2.0.0, files with attribute download="false" in meta.xml are supported, and newmodels will handle downloading them! The way to achieve this is by following the tutorial included in the project's documentation (see GitHub link below) The resource comes with test commands for you to experiment with the mods provided and see what's going on under the hood. You're meant to make your own implementations to use newmodels in your server's complex systems. GitHub Repo (Download): https://github.com/Fernando-A-Rocha/mta-add-models#readme (Documentation here) Community Page (Download): https://community.multitheftauto.com/index.php?p=resources&s=details&id=18598 (will try to update often) (NEW) Custom Map Editor: https://github.com/Fernando-A-Rocha/mta-add-models/blob/main/.github/docs/custom_editor/README.md For support/questions please access my main thread: https://forum.multitheftauto.com/topic/139644-rel-nandos-resources/ I hope you enjoy!
  2. Hello, I want to know how can I detect when a bot dies? But, not when someone kills it, only when it dies, for example when it jumped off a cliff, or another bot killed it, i mean, only detect when it dies in a general way and give a reward by dropping a pickup.
  3. Hello everyone. Before anything else, this script works client-side and it will not disrupt the server-side balance and it will NOT cause lag. It's a showcase, download is not available yet but there is a test server you can join. Explanation: This is a script we've been working on. It introduces peds all around the map with custom attitudes of their own. All killed peds will drop some amount of cash, and their weapon if they have one. When you alt tab, the "game" will pause like the single player. The bullets and the peds will freeze. When you alt-tab back on, everything will continue from the last second you left it on. Peds: Peds will be minding their own business and they are not hostile unles provoked. They will react to world events such as someone walking past them, gunshots, explosions, vehicles near them and obstacles. They will put their hands up when threathened and start running or fight back. Some of them will defend when attacked,ome of them will run. Some of them will even defend others from trouble. A few of them have some custom behaviors but I won't spoil that. Most of them will be unarmed but some of them will carry weapons. They prefer melee weapons such as a bat or a knife, but there are some paranoid nutjobs who can't go outside without a gun. Cops: If the police is near, commiting a crime will alert them and your wanted level will increase. As your wanted level goes up, more dangerous cops will start chasing you. You can stay away the police in order to reduce your wanted level, or find bail pickup I put around the map. All of them can be found in their original San Andreas locations, as well ass some I have added to suit the gamemode. That's not all though! If a ped kills another ped, the police will be agressive towards them instead. If a ped punches another, they will respond back. Some of them will defend their friends, some of them will bail etc.- This makes the world feel alive. Military/Swat: They will be introduced when your wanted level is above 4 stars. They will carry more dangerous weapons such as Deagle, M4 and MP5. They will reward you with really good EXP when killed, but they are really challenging. Gangs: In suitable ares, gang members will spawn as groups. They will all carry weapons and they will defend their group when one of them is attacked. Mafia: The mafia will spawn in certain areas, mostly being San Fierro. They are not agressive unless provoked, and they are REALLY dangerous. They will grant good loot and experience if you have the balls to mess with them. There are more features I couldn't show off because I don't want to make the video too long to sit through. Check the description in the video if you want to play-test the script. Have a good one! Screenshots:
  4. Hello.I have a problem with zombies. Someone could help or tell me where and what to look for? Po polsku tez mozecie pisac.
  5. Hello everyone My idea is add artificial intelligence to the peds like in single player. I know the idea is very repeated but this basic thing may do an important change if is added. I was thinking possibles benefits and these are... * New gamemodes and the expand of others: - New gamemodes will be created ( like a single player gamemode ). - Other gamemodes will be expanded ( like RPG ). * New resources: - New and originals resources will be created ( like added functions, funny resources, modifications, etc... ). * New players: - The previously facts will cause an upload of players. I was also thinking about some functions like: setPedestriansEnabled(state) This function will set enabled or disabled the pedestrians. setPedAIEnabled(ped,state) This will set enabled or disabled the ped artificial intelligence ( AI ). setPedConduct(ped,conduct) --CONDUCT = "aggressive", "neutral", "friendly" This will set the conduct of the ped who have AI enabled. So.. those were my ideas. Sorry for the bad redaction, i'm using google translator. Thanks for read this post.
  6. Hello ! I have a probblem. Everytime when I creating a ped in the server using 'createPed' function, the ped that creating can't be killed [ immortal ]. I don't like that way. The ped should be able to killed. Did you know to fix this ? createPed(0, 0, 0, 5)
  7. Hi there, can someone help me with a code? How can i do for disable collisions between players? I'm not talking about ghost mode for vehicles, I want create a ghost mode for peds, I mean, players that walk on foot. I'll be very gratefull if anyone helps me with this problem Thanks
  8. I need help from you guys, I'm doing a script to drop moneyfrom pedestrians, but I can't. --[[ Triggers whenever a ped is killed ]]-- function killedPed(totalAmmo, killer, killerWeapon, bodypart, stealth, npc) -- Get profitability multiplier local probability_of_richness = math.random(1,1000) if probability_of_richness < 900 then probability_of_richness = 1 elseif probability_of_richness < 975 then probability_of_richness = 3 elseif probability_of_richness < 999 then probability_of_richness = 10 else probability_of_richness = 100 end -- Create a money pickup at the position of the dead bot local x,y,z = getElementPosition(source) npc[killer] = math.random(1,40)*probability_of_richness -- Max profit: $4´000 -- Make the pickup and make sure it's removed after 2 minutes if not picked up local pickup = createPickup(x, y, z, 3, 1212, 120000, npc[killer]) if pickup then setTimer(destroyMinutePickup, 120*1000, 1, pickup) addEventHandler("onPickupHit", pickup, givePickupMoney) end end addEventHandler("onPedWasted", root, killedPed) --[[ Destroy the pickup after given time ]]-- function destroyMinutePickup(pickup) if isElement(pickup) then removeEventHandler("onPickupHit", pickup, givePickupMoney) destroyElement(pickup) end end --[[ Make the robber wanted on money pickup ]]-- function givePickupMoney(plr) if not npc[plr] then npc[plr] = math.random(1,50) end removeEventHandler("onPickupHit", source, givePickupMoney) destroyElement(source) givePlayerMoney(plr, npc[plr]) -- Get wanted for stealing money setWl(source, round(wanted_level, 2), 10, "Você cometeu o crime de roubo") end
  9. Necesito ayuda por favor! Hola gente, soy algo nuevo en esto de crear scripts, y estoy intentando crear un script de zombies, mediante slothbot, y a esos "zombies" o bots, quiero cambiarles las animaciones al caminar. A ver si me explico mejor, estoy intentando crear bots mediante slothbot, los cuales deben estar destinados a seguir a los jugadores. Hasta ahí todo bien, no es algo tan complejo. Mi problema es el siguiente: ¿Cómo puedo hacer para cambiar la forma en la que caminan dichos bots? ¿Hay alguna forma de cambiar su animación al atacar/caminar? Gracias por su tiempo gente, un saludo grande!
  10. So I'm working on a gamemode/server that I plan to possibly host on a larger scale. The project is only for my own amusement and may never be hosted on a large scale, or even finished, however I'd still like to prepare for that. While player interactions on a small scale can be tested easily by using a laptop, virtual pc etc. I was also wondering how one would test load specific things. For example what happens when a player enters a populated area and has to stream in many elements that require shaders or similar. What happens to per player dxDraws like nametags or chat bubbles? Does anyone have any experience with such things and would share? Can peds be used instead of actual players? (I imagine some extra script would be possible but that shouldn't be to big a problem)
  11. I need some help with scripting some peds like giving them weapons making them powerful etc. heres my code so far. Imports System Imports System.Drawing Imports System.IO Imports System.Math Imports System.Text Imports System.Windows.Forms Imports GTA Imports GTA.Math Imports GTA.Native Public Class BaseScript Inherits Script Public Sub New() Me.Interval = 5 End Sub Private Sub keyDown(ByVal sender As Object, ByVal e As KeyEventArgs) Handles MyBase.KeyDown If e.KeyCode = Keys.K Then UI.ShowSubtitle("Test") World.CreatePed(PedHash.Marine01SMY, Game.Player.Character.GetOffsetInWorldCoords(New Vector3(0, 5, 0))) [Function].Call(Hash.ADD_BLIP_FOR_ENTITY) End If End Sub Private Sub keyUp(ByVal sender As Object, ByVal e As KeyEventArgs) Handles MyBase.KeyUp End Sub Private Sub general_tick(ByVal sender As Object, ByVal e As EventArgs) Handles MyBase.Tick End Sub End Class
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