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Found 8 results

  1. 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.
  2. Z4Zy

    Immortal Peds 0_0

    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)
  3. 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
  4. 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
  5. DOWNLOAD Images : ________________________ When You Start This Resource The bot Get Created At WareHouse. You Can Play With That Knifing Bot and When you go near to the bot to the knifing Bot The Bot Will Kill you. Enjoy. DOWNLOAD
  6. 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!
  7. 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)
  8. 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