Spanish4Life Posted September 16, 2011 Share 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? Link to comment
0 DiSaMe Posted September 16, 2011 Share 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. Link to comment
0 diegofkda Posted September 16, 2011 Share Posted September 16, 2011 I would like unsynced peds on MTA. Link to comment
0 Spanish4Life Posted September 16, 2011 Author Share Posted September 16, 2011 Or make them synced ? Link to comment
0 DakiLLa Posted September 16, 2011 Share Posted September 16, 2011 Or make them synced ? And make your server use crapload of bandwith :< Link to comment
0 diegofkda Posted September 16, 2011 Share Posted September 16, 2011 Hahaha yup, but if the MTA team makes some functions for unsynced AI then my life would be completed. Link to comment
0 ryden Posted September 16, 2011 Share Posted September 16, 2011 You don't need to use sh*tloads of bandwidth to sync a whole population. Link to comment
0 LooooP Posted September 16, 2011 Share 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. Link to comment
0 Towncivilian Posted September 17, 2011 Share 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. Link to comment
0 DiSaMe Posted September 17, 2011 Share 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 Link to comment
0 Spanish4Life Posted September 17, 2011 Author Share Posted September 17, 2011 But if youy want population, you willn't create 19312318231293 peds to have enough.... Link to comment
0 DiSaMe Posted September 17, 2011 Share Posted September 17, 2011 I don't see much difference whether I write 3 or 4894248623187 into the loop which creates peds. Link to comment
0 diegofkda Posted September 17, 2011 Share 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. Link to comment
0 Spanish4Life Posted September 17, 2011 Author Share Posted September 17, 2011 OMG i don't know scripting >.< Anyways, you can't do that with vehicles. Link to comment
0 Cadu12 Posted September 17, 2011 Share Posted September 17, 2011 You can do with vehicles. Link to comment
0 Beatty Posted September 18, 2011 Share Posted September 18, 2011 I'm sorry but there's a much more in depth and more detailed thread about this same exact topic........................................ Link to comment
0 diegofkda Posted September 18, 2011 Share 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. Link to comment
0 Gothem Posted September 21, 2011 Share 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. Link to comment
0 diegofkda Posted September 21, 2011 Share Posted September 21, 2011 That's awesome! Who made that? Link to comment
0 Discord Moderators Zango Posted September 22, 2011 Discord Moderators Share 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. Link to comment
0 ryden Posted September 23, 2011 Share 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". Link to comment
0 Phat Looser Posted September 28, 2011 Share Posted September 28, 2011 But for that, they have to walk from point to point, don't they? Link to comment
0 DiSaMe Posted September 28, 2011 Share 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. Link to comment
0 Phat Looser Posted September 28, 2011 Share Posted September 28, 2011 so they need to walk from point to point. Link to comment
0 DiSaMe Posted September 28, 2011 Share 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. Link to comment
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?
Link to comment
40 answers to this question
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