Spanish4Life Posted September 16, 2011 Posted September 16, 2011 I've been noticed there's a way to add peds to the game (as shown in CMultiplayerSA.cpp): // SORT OF HACK to make peds always walk around, even when in free-camera mode (in the editor) MemPut < BYTE > ( 0x53C017, 0x90 ); Howewer, there aren't a way to enable them, and further, there are another piece that seems that block its: 1317 // Disable CStreaming::StreamVehiclesAndPeds_Always 1318 MemPut < BYTE > ( 0x40B650, 0xC3 ); So: 1.They're blocked? 2.Can this be possible 3. Already exists a function to do this? Visit my web pl0x Thanks to all 200 visitors! Please, help me with the web using the contact section VOTE MTA FOR Mod Of The Year Awards 2011!
0 DiSaMe Posted September 16, 2011 Posted September 16, 2011 Yes, they're disabled. Why would anyone want the game to create unsynced peds? Ped functions are in MTA for a reason. -
0 diegofkda Posted September 16, 2011 Posted September 16, 2011 I would like unsynced peds on MTA. "Everything exists, because otherwise nothing would", Bob Marley, 2015.
0 Spanish4Life Posted September 16, 2011 Author Posted September 16, 2011 Or make them synced ? Visit my web pl0x Thanks to all 200 visitors! Please, help me with the web using the contact section VOTE MTA FOR Mod Of The Year Awards 2011!
0 DakiLLa Posted September 16, 2011 Posted September 16, 2011 Or make them synced ? And make your server use crapload of bandwith :<
0 diegofkda Posted September 16, 2011 Posted September 16, 2011 Hahaha yup, but if the MTA team makes some functions for unsynced AI then my life would be completed. "Everything exists, because otherwise nothing would", Bob Marley, 2015.
0 ryden Posted September 16, 2011 Posted September 16, 2011 You don't need to use sh*tloads of bandwidth to sync a whole population.
0 LooooP Posted September 16, 2011 Posted September 16, 2011 In my opinion, enable and sync them would be awesome, I already gave this idea in the IRC, but as everyone who gives an idea there, I was just raped.
0 Towncivilian Posted September 17, 2011 Posted September 17, 2011 GTA:SA's peds disappear when you turn around or move out of their node range. I'd imagine it's extremely difficult to sync due to their dynamic and constantly changing nature. Have problems running MTA or are experiencing crashes? See this thread for help!
0 DiSaMe Posted September 17, 2011 Posted September 17, 2011 Whoever REALLY wants the peds, will script them themselves, MTA has enough functions. But it seems like hardly anyone wants them -
0 Spanish4Life Posted September 17, 2011 Author Posted September 17, 2011 But if youy want population, you willn't create 19312318231293 peds to have enough.... Visit my web pl0x Thanks to all 200 visitors! Please, help me with the web using the contact section VOTE MTA FOR Mod Of The Year Awards 2011!
0 DiSaMe Posted September 17, 2011 Posted September 17, 2011 I don't see much difference whether I write 3 or 4894248623187 into the loop which creates peds. -
0 diegofkda Posted September 17, 2011 Posted September 17, 2011 But if youy want population, you willn't create 19312318231293 peds to have enough.... It's "won't" and not "willn't" by the way. Anyway, you don't need to create "9831928317" peds, you can actually put peds to the area that is streamed in for the local player, and then triggerClientEvent for see those peds. "Everything exists, because otherwise nothing would", Bob Marley, 2015.
0 Spanish4Life Posted September 17, 2011 Author Posted September 17, 2011 OMG i don't know scripting >.< Anyways, you can't do that with vehicles. Visit my web pl0x Thanks to all 200 visitors! Please, help me with the web using the contact section VOTE MTA FOR Mod Of The Year Awards 2011!
0 Cadu12 Posted September 17, 2011 Posted September 17, 2011 You can do with vehicles. Ingame nick: Cadu12
0 Beatty Posted September 18, 2011 Posted September 18, 2011 I'm sorry but there's a much more in depth and more detailed thread about this same exact topic........................................ Skype: Starewars101 “I know, up on top you are seeing great sights, but down here at the bottom we, too, should have rights.” ― Dr. Seuss, Yertle the Turtle and Gertrude McFuzz
0 diegofkda Posted September 18, 2011 Posted September 18, 2011 This is different, here we're talking about functions to activate GTA SA NPCs unsynced on MTA. I'm still saying, client-side functions for unsynced AI would be really nice. "Everything exists, because otherwise nothing would", Bob Marley, 2015.
0 Gothem Posted September 21, 2011 Posted September 21, 2011 Did you said peds in mta? NOTE: I Don't made that script. I found it in a test server of mta.
0 diegofkda Posted September 21, 2011 Posted September 21, 2011 That's awesome! Who made that? "Everything exists, because otherwise nothing would", Bob Marley, 2015.
0 Moderators Zango Posted September 22, 2011 Moderators Posted September 22, 2011 I didn't make that video, nor as far as I know the resource which it illustrates. I made something similar, inspired from P-Script's resource. You can see the video here > Showcases how peds are walking along on the street, much like the video Gothem linked. As mentioned, both resources are inspired/originally based on P-Script's resource so it's pretty much his efforts you see. I've written my own version though, but probably wouldn't have happened without his resource.
0 ryden Posted September 23, 2011 Posted September 23, 2011 Imho it's a mistake trying to make the peds just walk to a position. I would manage them by giving them missions, or tasks. For example, "go to bank", "escape from this guy who is shooting" or "attack this idiot".
0 Phat Looser Posted September 28, 2011 Posted September 28, 2011 But for that, they have to walk from point to point, don't they? Officially MTA's worst fanboy
0 DiSaMe Posted September 28, 2011 Posted September 28, 2011 No, they don't. It looks much better when they walk along lines between those points instead of directly using their positions for destination. When you directly use the positions, you need to check if the ped is near the destination point, and if so, switch to the next. When you use lines between the path nodes, you can check the progress of walking from one point to another. An example: 2 A----1----B-------C A, B and C are the path nodes, 1 and 2 are ped positions. Let's say the ped is walking from point A to B and is in position 1. Then for some reason (for instance, someone pushes him) he appears in position 2 without coming in the range of path node B. So if he directly uses positions of nodes, he will still walk to B before switching destination to C. If he walks along the lines between nodes, the progress of walking from A to B will be more than 100% (as he's behind B if we look from the point A), so he can start walking along the line B-C. -
0 Phat Looser Posted September 28, 2011 Posted September 28, 2011 so they need to walk from point to point. Officially MTA's worst fanboy
0 DiSaMe Posted September 28, 2011 Posted September 28, 2011 Of course, there must be some points, so that peds would know where the paths are. But that doesn't mean they must follow them in a way as if they were the final destinations. It's fine for a simple traffic system, but if you want them to react correctly to changing conditions, it's easier to use the way which I described. -
Question
Spanish4Life
I've been noticed there's a way to add peds to the game (as shown in CMultiplayerSA.cpp):
Howewer, there aren't a way to enable them, and further, there are another piece that seems that block its:
So:
1.They're blocked?
2.Can this be possible
3. Already exists a function to do this?
Please, help me with the web using the
contact section40 answers to this question
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