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Function jump bot


VVr0ngVVay

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function zombieJump(ped)
    if (isElement(source)) then
        setPedControlState(source,"jump",true)
        setTimer(function(source) 
            if (isElement(source)) then 
                setPedControlState(source,"jump",true) 
            end 
        end,800,1,source)
    end
end
addEventHandler("bot_Jump",getRootElement(),zombieJump)
addEvent("bot_Jump",true)

function zombieJump(ped)
	if (isElement(source)) then
		setPedControlState(source,"jump",true)
		setTimer(function(source) 
			if (isElement(source)) then 
				setPedControlState(source,"jump",true) 
			end 
		end,800,1,source)
	end
end
addEventHandler("bot_Jump",getRootElement(),zombieJump)
addEvent("bot_Jump",true)

Why this function don't working...?

How i can add jump for zombie?

This is stat zombie 4:

		elseif ztype == 4 then
		setElementData ( zomb, "killer", true )
			setElementData(zomb, "blood", bear_blood)
			setElementData ( zomb, "bear", true )
			setElementData(zomb, "damage", bear_damage)
			setElementData(zomb, "speed", "run")

How i can add jump for it?

I use npc_hlc.

Link to comment

npc_functions_s.Lua

function enableHLCForNPC(npc,walkspeed,accuracy,drivespeed)
	if not isElement(npc) or getElementType(npc) ~= "ped" then
		outputDebugString("Invalid ped argument",2)
		return false
	end
	if all_npcs[npc] then
		outputDebugString("HLC already enabled",2)
		return false
	end

	if walkspeed and not NPC_SPEED_ONFOOT[walkspeed] then
		outputDebugString("Invalid walkspeed argument",2)
		return false
	end
	if accuracy then
		accuracy = tonumber(accuracy)
		if not accuracy or accuracy < 0 or accuracy > 1 then
			outputDebugString("Invalid accuracy argument",2)
			return false
		end
	end
	if drivespeed then
		drivespeed = tonumber(drivespeed)
		if not drivespeed or drivespeed < 0 then
			outputDebugString("Invalid drivespeed argument",2)
			return false
		end
	end

	addEventHandler("onElementDataChange",npc,cleanUpDoneTasks)
	addEventHandler("onElementDestroy",npc,destroyNPCInformationOnDestroy)
	all_npcs[npc] = true
	setElementData(npc,"npc_hlc",true)
	--addNPCToUnsyncedList(npc)	
	setNPCWalkSpeed(npc,walkspeed or "run")
	setNPCWeaponAccuracy(npc,accuracy or 1)
	setNPCDriveSpeed(npc,drivespeed or 40/180)

	return true
end

function disableHLCForNPC(npc)
	if not isElement(npc) or getElementType(npc) ~= "ped" then
		outputDebugString("Invalid ped argument",2)
		return false
	end
	if not all_npcs[npc] then
		outputDebugString("HLC not enabled",2)
		return false
	end

	clearNPCTasks(npc)

	removeEventHandler("onElementDataChange",npc,cleanUpDoneTasks)
	removeEventHandler("onElementDestroy",npc,destroyNPCInformationOnDestroy)
	destroyNPCInformation(npc)
	removeElementData(npc,"npc_hlc")
	
	removeElementData(npc,"npc_hlc:walk_speed")
	removeElementData(npc,"npc_hlc:accuracy")
	removeElementData(npc,"npc_hlc:drive_speed")

	return true
end

function setNPCWalkSpeed(npc,speed)
	if not npc or not all_npcs[npc] then
		outputDebugString("Invalid ped argument",2)
		return false
	end
	if speed ~= "walk" and speed ~= "run" and speed ~= "sprint" and speed ~= "sprintfast" then
		outputDebugString("Invalid speed argument",2)
		return false
	end
	setElementData(npc,"npc_hlc:walk_speed",speed)
	return true
end

function setNPCWeaponAccuracy(npc,accuracy)
	if not npc or not all_npcs[npc] then
		outputDebugString("Invalid ped argument",2)
		return false
	end
	accuracy = tonumber(accuracy)
	if not accuracy or accuracy < 0 or accuracy > 1 then
		outputDebugString("Invalid accuracy argument",2)
		return false
	end
	setElementData(npc,"npc_hlc:accuracy",accuracy)
	return true
end

function setNPCDriveSpeed(npc,speed)
	if not npc or not all_npcs[npc] then
		outputDebugString("Invalid ped argument",2)
		return false
	end
	speed = tonumber(speed)
	if not speed or speed < 0 then
		outputDebugString("Invalid speed argument",2)
		return false
	end
	setElementData(npc,"npc_hlc:drive_speed",speed)
	return true
end

------------------------------------------------

function addNPCTask(npc,task)
	if not npc or not all_npcs[npc] then
		outputDebugString("Invalid ped argument",2)
		return false
	end
	if not isTaskValid(task) then
		outputDebugString("Invalid task argument",2)
		return false
	end
	local lasttask = getElementData(npc,"npc_hlc:lasttask")
	if not lasttask then
		lasttask = 1
		setElementData(npc,"npc_hlc:thistask",1)
	else
		lasttask = lasttask+1
	end
	setElementData(npc,"npc_hlc:task."..lasttask,task)
	setElementData(npc,"npc_hlc:lasttask",lasttask)
	return true
end

function clearNPCTasks(npc)
	if not npc or not all_npcs[npc] then
		outputDebugString("Invalid ped argument",2)
		return false
	end
	local thistask = getElementData(npc,"npc_hlc:thistask")
	if not thistask then return end
	local lasttask = getElementData(npc,"npc_hlc:lasttask")
	for task = thistask,lasttask do
		removeElementData(npc,"npc_hlc:task."..task)
	end
	removeElementData(npc,"npc_hlc:thistask")
	removeElementData(npc,"npc_hlc:lasttask")
	return true
end

function setNPCTask(npc,task)
	if not npc or not all_npcs[npc] then
		outputDebugString("Invalid ped argument",2)
		return false
	end
	if not isTaskValid(task) then
		outputDebugString("Invalid task argument",2)
		return false
	end
	clearNPCTasks(npc)
	setElementData(npc,"npc_hlc:task.1",task)
	setElementData(npc,"npc_hlc:thistask",1)
	setElementData(npc,"npc_hlc:lasttask",1)
	return true
end

function isTaskValid(task)
	local taskFunc = taskValid[task[1]]
	return taskFunc and taskFunc(task) or false
end

actions_s.Lua

function makeNPCWalkToPos(npc,x,y,z,maxtime)
	local px,py,pz = getElementPosition(npc)
	local walk_dist = NPC_SPEED_ONFOOT[getNPCWalkSpeed(npc)]*maxtime*0.001
	local dx,dy,dz = x-px,y-py,z-pz
	local dist = getDistanceBetweenPoints3D(0,0,0,dx,dy,dz)
	dx,dy,dz = dx/dist,dy/dist,dz/dist
	local maxtime_unm = maxtime
	if dist < walk_dist then
		maxtime = maxtime*dist/walk_dist
		walk_dist = dist
	end
	local model = getElementModel(npc)
	x,y,z = px+dx*walk_dist,py+dy*walk_dist,pz+dz*walk_dist
	local rot = -math.deg(math.atan2(dx,dy))

	local move = true
	if check_cols then
		local box = call(server_coldata,"createModelIntersectionBox",model,x,y,z,rot)
		local boxprev = call(server_coldata,"getElementIntersectionBox",npc)
		move = not call(server_coldata"doesModelBoxIntersect",box,getElementDimension(npc),boxprev)
	end
	if move then
		setElementPosition(npc,x,y,z,false)
		setPedRotation(npc,rot)
		if check_cols then call(server_coldata,"updateElementColData",npc) end
		return maxtime
	else
		setElementPosition(npc,px,py,pz)
		setPedRotation(npc,getPedRotation(npc))
		return maxtime_unm
	end
end

function makeNPCWalkAlongLine(npc,x1,y1,z1,x2,y2,z2,off,maxtime)
	local x_this,y_this,z_this = getElementPosition(npc)
	local walk_dist = NPC_SPEED_ONFOOT[getNPCWalkSpeed(npc)]*maxtime*0.001
	local p2_this = getPercentageInLine(x_this,y_this,x1,y1,x2,y2)
	local p1_this = 1-p2_this
	local len = getDistanceBetweenPoints3D(x1,y1,z1,x2,y2,z2)
	local p2_next = p2_this+walk_dist/len
	local p1_next = 1-p2_next
	local x_next,y_next,z_next
	local maxtime_unm = maxtime
	if p2_next > 1 then
		maxtime = maxtime*(1-p2_this)/(p2_next-p2_this)
		x_next,y_next,z_next = x2,y2,z2
	else
		x_next = x1*p1_next+x2*p2_next
		y_next = y1*p1_next+y2*p2_next
		z_next = z1*p1_next+z2*p2_next
	end
	local model = getElementModel(npc)
	local rot = -math.deg(math.atan2(x2-x1,y2-y1))

	local move = true
	if check_cols then
		local box = call(server_coldata,"createModelIntersectionBox",model,x_next,y_next,z_next,rot)
		local boxprev = call(server_coldata,"getElementIntersectionBox",npc)
		move = not call(server_coldata,"doesModelBoxIntersect",box,getElementDimension(npc),boxprev)
	end
	if move then
		setElementPosition(npc,x_next,y_next,z_next,false)
		setPedRotation(npc,rot)
		if check_cols then call(server_coldata,"updateElementColData",npc) end
		return maxtime
	else
		setElementPosition(npc,x_this,y_this,z_this)
		setPedRotation(npc,getPedRotation(npc))
		return maxtime_unm
	end
end

function makeNPCWalkAroundBend(npc,x0,y0,x1,y1,z1,x2,y2,z2,off,maxtime)
	local x_this,y_this,z_this = getElementPosition(npc)
	local walk_dist = NPC_SPEED_ONFOOT[getNPCWalkSpeed(npc)]*maxtime*0.001
	local p2_this = getAngleInBend(x_this,y_this,x0,y0,x1,y1,x2,y2)/math.pi*2
	local p1_this = 1-p2_this
	local len = getDistanceBetweenPoints3D(x1,y1,z1,x2,y2,z2)
	local p2_next = p2_this+walk_dist/len
	local p1_next = 1-p2_next
	local x_next,y_next,z_next,a_next
	local maxtime_unm = maxtime
	if p2_next > 1 then
		maxtime = maxtime*(1-p2_this)/(p2_next-p2_this)
		x_next,y_next,z_next = x2,y2,z2
		a_next = -math.deg(math.atan2(x0-x1,y0-y1))
	else
		x_next,y_next = getPosFromBend(p2_next*math.pi*0.5,x0,y0,x1,y1,x2,y2)
		z_next = z1*p1_next+z2*p2_next
		local x_next_front,y_next_front = getPosFromBend(p2_next*math.pi*0.5+0.01,x0,y0,x1,y1,x2,y2)
		a_next = -math.deg(math.atan2(x_next_front-x_next,y_next_front-y_next))
	end
	local model = getElementModel(npc)

	local move = true
	if check_cols then
		local box = call(server_coldata,"createModelIntersectionBox",model,x_next,y_next,z_next,a_next)
		local boxprev = call(server_coldata,"getElementIntersectionBox",npc)
		move = not call(server_coldata,"doesModelBoxIntersect",box,getElementDimension(npc),boxprev)
	end
	if move then
		setElementPosition(npc,x_next,y_next,z_next,false)
		setPedRotation(npc,a_next)
		if check_cols then call(server_coldata,"updateElementColData",npc) end
		return maxtime
	else
		setElementPosition(npc,x_this,y_this,z_this)
		setPedRotation(npc,getPedRotation(npc))
		return maxtime_unm
	end
end

--[[function makeNPCWalkAlongLine(npc,x1,y1,z1,x2,y2,z2,off,maxtime)
	local x_this,y_this,z_this = getElementPosition(npc)
	local walk_dist = NPC_SPEED_ONFOOT[getNPCWalkSpeed(npc)]*maxtime*0.001
	local p2_this = getPercentageInLine(x_this,y_this,x1,y1,x2,y2)
	local p1_this = 1-p2_this
	local len = getDistanceBetweenPoints3D(x1,y1,z1,x2,y2,z2)
	local p2_next = p2_this+off/len
	local p1_next = 1-p2_next
	local x_next,y_next,z_next = p1_next*x1+p2_next*x2,p1_next*y1+p2_next*y2,p1_next*z1+p2_next*z2
	local next_dist = getDistanceBetweenPoints3D(x_this,y_this,z_this,x_next,y_next,z_next)
	if p2_next > 1 then
		local p_next = (1-p2_this)/(p2_next-p2_this)
		local p_this = 1-p_next
		x_next = x_this*p_this+x_next*p_next
		y_next = y_this*p_this+y_next*p_next
		z_next = z_this*p_this+z_next*p_next
		local next_dist = getDistanceBetweenPoints3D(x_this,y_this,z_this,x_next,y_next,z_next)
		if next_dist < walk_dist then
			maxtime = maxtime*next_dist/walk_dist
			setPedRotation(npc,-math.deg(math.atan2(x_next-x_this,y_next-y_this)))
		else
			local distmult = walk_dist/next_dist
			x_next = (x_next-x_this)*distmult+x_this
			y_next = (y_next-y_this)*distmult+y_this
			z_next = (z_next-z_this)*distmult+z_this
		end
		setElementPosition(npc,x_next,y_next,z_next,false)
		setPedRotation(npc,-math.deg(math.atan2(x_next-x_this,y_next-y_this)))
		return maxtime
	else
		if next_dist < walk_dist then
			local next2_dist = walk_dist-next_dist
			local p2_next2 = p2_next+next2_dist/len
			if p2_next2 > 1 then
				maxtime = maxtime*(walk_dist-(p2_next2-1)*len)/walk_dist
				x_next,y_next,z_next = x2,y2,z2
			else
				local p1_next2 = 1-p2_next2
				x_next = p1_next2*x1+p2_next2*x2
				y_next = p1_next2*y1+p2_next2*y2
				z_next = p1_next2*z1+p2_next2*z2
			end
			setElementPosition(npc,x_next,y_next,z_next,false)
			setPedRotation(npc,-math.deg(math.atan2(x2-x1,y2-y1)))
			return maxtime
		else
			local distmult = walk_dist/next_dist
			x_next = (x_next-x_this)*distmult
			y_next = (y_next-y_this)*distmult
			z_next = (z_next-z_this)*distmult
			setPedRotation(npc,-math.deg(math.atan2(x_next,y_next)))
			x_next,y_next,z_next = x_next+x_this,y_next+y_this,z_next+z_this
			setElementPosition(npc,x_next,y_next,z_next,false)
			return maxtime
		end
	end
end

function makeNPCWalkAroundBend(npc,x0,y0,x1,y1,z1,x2,y2,z2,off,maxtime)
	local x_this,y_this,z_this = getElementPosition(npc)
	local walk_dist = NPC_SPEED_ONFOOT[getNPCWalkSpeed(npc)]*maxtime*0.001
	local p2_this = getAngleInBend(x_this,y_this,x0,y0,x1,y1,x2,y2)/math.pi*2
	local p1_this = 1-p2_this
	local len = getDistanceBetweenPoints3D(x1,y1,z1,x2,y2,z2)*math.pi*0.5
	local p2_next = p2_this+off/len
	local p1_next = 1-p2_next
	local x_next,y_next = getPosFromBend(p2_next*math.pi*0.5,x0,y0,x1,y1,x2,y2)
	local z_next = p1_next*z1+p2_next*z2
	local next_dist = getDistanceBetweenPoints3D(x_this,y_this,z_this,x_next,y_next,z_next)
	if p2_next > 1 then
		local p_next = (1-p2_this)/(p2_next-p2_this)
		local p_this = 1-p_next
		x_next = x_this*p_this+x_next*p_next
		y_next = y_this*p_this+y_next*p_next
		z_next = z_this*p_this+z_next*p_next
		local next_dist = getDistanceBetweenPoints3D(x_this,y_this,z_this,x_next,y_next,z_next)
		if next_dist < walk_dist then
			maxtime = maxtime*next_dist/walk_dist
		else
			local distmult = walk_dist/next_dist
			x_next = (x_next-x_this)*distmult+x_this
			y_next = (y_next-y_this)*distmult+y_this
			z_next = (z_next-z_this)*distmult+z_this
		end
		setElementPosition(npc,x_next,y_next,z_next,false)
		setPedRotation(npc,-math.deg(math.atan2(x_next-x_this,y_next-y_this)))
		return maxtime
	else
		if next_dist < walk_dist then
			local next2_dist = walk_dist-next_dist
			local p2_next2 = p2_next+next2_dist/len
			if p2_next2 > 1 then
				maxtime = maxtime*(walk_dist-(p2_next2-1)*len)/walk_dist
				x_next,y_next,z_next = x2,y2,z2
			else
				local p1_next2 = 1-p2_next2
				x_next = p1_next2*x1+p2_next2*x2
				y_next = p1_next2*y1+p2_next2*y2
				z_next = p1_next2*z1+p2_next2*z2
			end
			setElementPosition(npc,x_next,y_next,z_next,false)
			setPedRotation(npc,-math.deg(math.atan2(x2-x1,y2-y1)))
			return maxtime
		else
			local distmult = walk_dist/next_dist
			x_next = (x_next-x_this)*distmult
			y_next = (y_next-y_this)*distmult
			z_next = (z_next-z_this)*distmult
			setPedRotation(npc,-math.deg(math.atan2(x_next,y_next)))
			x_next,y_next,z_next = x_next+x_this,y_next+y_this,z_next+z_this
			setElementPosition(npc,x_next,y_next,z_next,false)
			return maxtime
		end
	end
end]]

function makeNPCDriveToPos(npc,x,y,z,maxtime)
	local car = getPedOccupiedVehicle(npc)
	local px,py,pz = getElementPosition(car)
	local speed = getNPCDriveSpeed(npc)
	local drive_dist = speed*50*maxtime*0.001
	local dx,dy,dz = x-px,y-py,z-pz
	local dist = getDistanceBetweenPoints3D(0,0,0,dx,dy,dz)
	dx,dy,dz = dx/dist,dy/dist,dz/dist
	local rx,ry,rz = math.deg(math.asin(dz)),0,-math.deg(math.atan2(dx,dy))
	local vx,vy,vx
	local maxtime_unm = maxtime
	if dist < drive_dist then
		maxtime = maxtime*dist/drive_dist
		drive_dist = dist
		vx,vy,vz = 0,0,0
	else
		vx,vy,vz = dx*speed,dy*speed,dz*speed
	end
	local model = getElementModel(car)
	x,y,z = px+dx*drive_dist,py+dy*drive_dist,pz+dz*drive_dist

	local move = true
	if check_cols then
		local box = call(server_coldata,"createModelIntersectionBox",model,x,y,z,rz)
		local boxprev = call(server_coldata,"getElementIntersectionBox",car)
		move = not call(server_coldata,"doesModelBoxIntersect",box,getElementDimension(car),boxprev)
	end
	if move then
		setElementPosition(car,x,y,z,true)
		setElementRotation(car,rx,ry,rz)
		setElementVelocity(car,vx,vy,vz)
		setVehicleTurnVelocity(car,0,0,0)
		setElementPosition(npc,x,y,z)
		if check_cols then call(server_coldata,"updateElementColData",car) end
		return maxtime
	else
		setElementPosition(car,px,py,pz,true)
		setElementRotation(car,getElementRotation(car))
		setElementVelocity(car,0,0,0)
		setVehicleTurnVelocity(car,0,0,0)
		return maxtime_unm
	end
end

function makeNPCDriveAlongLine(npc,x1,y1,z1,x2,y2,z2,off,maxtime)
	local car = getPedOccupiedVehicle(npc)
	local x_this,y_this,z_this = getElementPosition(car)
	local speed = getNPCDriveSpeed(npc)
	local drive_dist = speed*50*maxtime*0.001
	local p2_this = getPercentageInLine(x_this,y_this,x1,y1,x2,y2)
	local p1_this = 1-p2_this
	local len = getDistanceBetweenPoints3D(x1,y1,z1,x2,y2,z2)
	local p2_next = p2_this+drive_dist/len
	local p1_next = 1-p2_next
	local x_next,y_next,z_next
	local dirx,diry,dirz = (x2-x1)/len,(y2-y1)/len,(z2-z1)/len
	local vx,vy,vz
	local maxtime_unm = maxtime
	if p2_next > 1 then
		maxtime = maxtime*(1-p2_this)/(p2_next-p2_this)
		x_next,y_next,z_next = x2,y2,z2
		vx,vy,vz = 0,0,0
	else
		x_next = x1*p1_next+x2*p2_next
		y_next = y1*p1_next+y2*p2_next
		z_next = z1*p1_next+z2*p2_next
		vx,vy,vz = dirx*speed,diry*speed,dirz*speed
	end
	local model = getElementModel(car)
	local rx,ry,rz = math.deg(math.asin(dirz)),0,-math.deg(math.atan2(dirx,diry))

	local move = true
	if check_cols then
		local box = call(server_coldata,"createModelIntersectionBox",model,x_next,y_next,z_next,rz)
		local boxprev = call(server_coldata,"getElementIntersectionBox",car)
		move = not call(server_coldata,"doesModelBoxIntersect",box,getElementDimension(car),boxprev)
	end
	if move then
		setElementPosition(car,x_next,y_next,z_next,true)
		setElementRotation(car,rx,ry,rz)
		setElementVelocity(car,vx,vy,vz)
		setVehicleTurnVelocity(car,0,0,0)
		setElementPosition(npc,x_next,y_next,z_next)
		if check_cols then call(server_coldata,"updateElementColData",car) end
		return maxtime
	else
		setElementPosition(car,x_this,y_this,z_this,true)
		setElementRotation(car,getElementRotation(car))
		setElementVelocity(car,0,0,0)
		setVehicleTurnVelocity(car,0,0,0)
		return maxtime_unm
	end
end

function makeNPCDriveAroundBend(npc,x0,y0,x1,y1,z1,x2,y2,z2,off,maxtime)
	local car = getPedOccupiedVehicle(npc)
	local x_this,y_this,z_this = getElementPosition(car)
	local speed = getNPCDriveSpeed(npc)
	local drive_dist = speed*50*maxtime*0.001
	local p2_this = getAngleInBend(x_this,y_this,x0,y0,x1,y1,x2,y2)/math.pi*2
	local p1_this = 1-p2_this
	local len = getDistanceBetweenPoints3D(x1,y1,z1,x2,y2,z2)
	local p2_next = p2_this+drive_dist/len
	local p1_next = 1-p2_next
	local x_next,y_next,z_next
	local dirx,diry,dirz,vx,vy,vz
	local maxtime_unm = maxtime
	if p2_next > 1 then
		maxtime = maxtime*(1-p2_this)/(p2_next-p2_this)
		x_next,y_next,z_next = x2,y2,z2
		dirx,diry,dirz = x1-x0,y1-y0,z1-z2
		local dirlen = 1/getDistanceBetweenPoints3D(0,0,0,dirx,diry,dirz)
		dirx,diry,dirz = dirx*dirlen,diry*dirlen,dirz*dirlen
		vx,vy,vz = 0,0,0
	else
		x_next,y_next = getPosFromBend(p2_next*math.pi*0.5,x0,y0,x1,y1,x2,y2)
		z_next = z1*p1_next+z2*p2_next
		local x_next_front,y_next_front = getPosFromBend(p2_next*math.pi*0.5+0.01,x0,y0,x1,y1,x2,y2)
		local z_next_front = z1*(p1_next-0.01)+z2*(p2_next+0.01)

		dirx,diry,dirz = x_next_front-x_next,y_next_front-y_next,z_next_front-z_next
		local dirlen = 1/getDistanceBetweenPoints3D(0,0,0,dirx,diry,dirz)
		dirx,diry,dirz = dirx*dirlen,diry*dirlen,dirz*dirlen
		vx,vy,vz = dirx*speed,diry*speed,dirz*speed
	end
	local model = getElementModel(car)
	local rx,ry,rz = math.deg(math.asin(dirz)),0,-math.deg(math.atan2(dirx,diry))

	local move = true
	if check_cols then
		local box = call(server_coldata,"createModelIntersectionBox",model,x_next,y_next,z_next,rz)
		local boxprev = call(server_coldata,"getElementIntersectionBox",car)
		move = not call(server_coldata,"doesModelBoxIntersect",box,getElementDimension(car),boxprev)
	end
	if move then
		setElementPosition(car,x_next,y_next,z_next,true)
		setElementRotation(car,rx,ry,rz)
		setElementVelocity(car,vx,vy,vz)
		setVehicleTurnVelocity(car,0,0,0)
		setElementPosition(npc,x_next,y_next,z_next)
		if check_cols then call(server_coldata,"updateElementColData",car) end
		return maxtime
	else
		setElementPosition(car,x_this,y_this,z_this,true)
		setElementRotation(car,getElementRotation(car))
		setElementVelocity(car,0,0,0)
		setVehicleTurnVelocity(car,0,0,0)
		return maxtime_unm
	end
end

 

actions_c.Lua

function stopAllNPCActions(npc)
	stopNPCWalkingActions(npc)
	stopNPCWeaponActions(npc)
	stopNPCDrivingActions(npc)

	setPedControlState(npc,"vehicle_fire",false)
	setPedControlState(npc,"vehicle_secondary_fire",false)
	setPedControlState(npc,"steer_forward",false)
	setPedControlState(npc,"steer_back",false)
	setPedControlState(npc,"horn",false)
	setPedControlState(npc,"handbrake",false)
end

function stopNPCWalkingActions(npc)
	setPedControlState(npc,"forwards",false)
	setPedControlState(npc,"sprint",false)
	setPedControlState(npc,"walk",false)
end

function stopNPCWeaponActions(npc)
	setPedControlState(npc,"aim_weapon",false)
	setPedControlState(npc,"fire",false)
end

function stopNPCDrivingActions(npc)
	local car = getPedOccupiedVehicle(npc)
	if not car then return end
	local m = getElementMatrix(car)
	local vx,vy,vz = getElementVelocity(car)
	vy = vx*m[2][1]+vy*m[2][2]+vz*m[2][3]
	setPedControlState(npc,"accelerate",vy < -0.01)
	setPedControlState(npc,"brake_reverse",vy > 0.01)
	setPedControlState(npc,"vehicle_left",false)
	setPedControlState(npc,"vehicle_right",false)
end

function makeNPCWalkToPos(npc,x,y)
	local px,py = getElementPosition(npc)
	setPedCameraRotation(npc,math.deg(math.atan2(x-px,y-py)))
	setPedControlState(npc,"forwards",true)
	local speed = getNPCWalkSpeed(npc)
	setPedControlState(npc,"walk",speed == "walk")
	setPedControlState(npc,"sprint",
		speed == "sprint" or
		speed == "sprintfast" and not getPedControlState(npc,"sprint")
	)
end

function makeNPCWalkAlongLine(npc,x1,y1,z1,x2,y2,z2,off)
	local x,y,z = getElementPosition(npc)
	local p2 = getPercentageInLine(x,y,x1,y1,x2,y2)
	local len = getDistanceBetweenPoints3D(x1,y1,z1,x2,y2,z2)
	p2 = p2+off/len
	local p1 = 1-p2
	local destx,desty = p1*x1+p2*x2,p1*y1+p2*y2
	makeNPCWalkToPos(npc,destx,desty)
end

function makeNPCWalkAroundBend(npc,x0,y0,x1,y1,x2,y2,off)
	local x,y,z = getElementPosition(npc)
	local len = getDistanceBetweenPoints2D(x1,y1,x2,y2)*math.pi*0.5
	local p2 = getAngleInBend(x,y,x0,y0,x1,y1,x2,y2)/math.pi*2+off/len
	local destx,desty = getPosFromBend(p2*math.pi*0.5,x0,y0,x1,y1,x2,y2)
	makeNPCWalkToPos(npc,destx,desty)
end

function makeNPCShootAtPos(npc,x,y,z)
	local sx,sy,sz = getElementPosition(npc)
	x,y,z = x-sx,y-sy,z-sz
	local yx,yy,yz = 0,0,1
	local xx,xy,xz = yy*z-yz*y,yz*x-yx*z,yx*y-yy*x
	yx,yy,yz = y*xz-z*xy,z*xx-x*xz,x*xy-y*xx
	local inacc = 1-getNPCWeaponAccuracy(npc)
	local ticks = getTickCount()
	local xmult = inacc*math.sin(ticks*0.01 )*1000/math.sqrt(xx*xx+xy*xy+xz*xz)
	local ymult = inacc*math.cos(ticks*0.011)*1000/math.sqrt(yx*yx+yy*yy+yz*yz)
	local mult = 1000/math.sqrt(x*x+y*y+z*z)
	xx,xy,xz = xx*xmult,xy*xmult,xz*xmult
	yx,yy,yz = yx*ymult,yy*ymult,yz*ymult
	x,y,z = x*mult,y*mult,z*mult
	
	setPedAimTarget(npc,sx+xx+yx+x,sy+xy+yy+y,sz+xz+yz+z)
	if isPedInVehicle(npc) then
		setPedControlState(npc,"vehicle_fire",not getPedControlState(npc,"vehicle_fire"))
	else
		setPedControlState(npc,"aim_weapon",true)
		setPedControlState(npc,"fire",not getPedControlState(npc,"fire"))
	end
end

function makeNPCShootAtElement(npc,target)
	local x,y,z = getElementPosition(target)
	local vx,vy,vz = getElementVelocity(target)
	local tgtype = getElementType(target)
	if tgtype == "ped" or tgtype == "player" then
		x,y,z = getPedBonePosition(target,3)
		local vehicle = getPedOccupiedVehicle(target)
		if vehicle then
			vx,vy,vz = getElementVelocity(vehicle)
		end
	end
	vx,vy,vz = vx*6,vy*6,vz*6
	makeNPCShootAtPos(npc,x+vx,y+vy,z+vz)
end

function makeNPCDriveToPos(npc,x,y,z)
	local car = getPedOccupiedVehicle(npc)
	local m = getElementMatrix(car)
	x,y,z = x-m[4][1],y-m[4][2],z-m[4][3]
	local rx,ry,rz =
		x*m[1][1]+y*m[1][2]+z*m[1][3],
		x*m[2][1]+y*m[2][2]+z*m[2][3],
		x*m[3][1]+y*m[3][2]+z*m[3][3]
	if ry <= 0 then
		setPedControlState(npc,"vehicle_left",rx < 0)
		setPedControlState(npc,"vehicle_right",rx >= 0)
	else
		local secondpart = getTickCount()%100
		setPedControlState(npc,"vehicle_left",rx*500/ry < -secondpart)
		setPedControlState(npc,"vehicle_right",rx*500/ry > secondpart)
	end
	local vx,vy,vz = getElementVelocity(car)
	local vrx,vry,vrz =
		vx*m[1][1]+vy*m[1][2]+vz*m[1][3],
		vx*m[2][1]+vy*m[2][2]+vz*m[2][3],
		vx*m[3][1]+vy*m[3][2]+vz*m[3][3]
	local speed
	do
		local x1,y1,z1,x2,y2,z2 = getElementBoundingBox(car)
		z1 = z1+1
		local vx,vy,vz = m[4][1]+m[3][1]*z1,m[4][2]+m[3][2]*z1,m[4][3]+m[3][3]*z1
		local mult = (y2+6)/math.sqrt(x*x+y*y+z*z)
		local dx,dy,dz = x*mult,y*mult,z*mult
		if not isLineOfSightClear(vx,vy,vz,vx+dx,vy+dy,vz+dz,false,true,true,false,true,false,false,car) then
			speed = 0
		else
			speed = getNPCDriveSpeed(npc)*math.sin(math.pi*0.5-math.atan(math.abs(rx/ry))*0.75)
		end
	end
	setPedControlState(npc,"accelerate",vry < speed)
	setPedControlState(npc,"brake_reverse",vry > speed*1.1)
end

function makeNPCDriveAlongLine(npc,x1,y1,z1,x2,y2,z2,off)
	local car = getPedOccupiedVehicle(npc)
	local x,y,z = getElementPosition(car)
	local p2 = getPercentageInLine(x,y,x1,y1,x2,y2)
	local len = getDistanceBetweenPoints3D(x1,y1,z1,x2,y2,z2)
	p2 = p2+off/len
	local p1 = 1-p2
	local destx,desty,destz = p1*x1+p2*x2,p1*y1+p2*y2,p1*z1+p2*z2
	makeNPCDriveToPos(npc,destx,desty,destz)
end

function makeNPCDriveAroundBend(npc,x0,y0,x1,y1,z1,x2,y2,z2,off)
	local car = getPedOccupiedVehicle(npc)
	local x,y,z = getElementPosition(car)
	local len = getDistanceBetweenPoints2D(x1,y1,x2,y2)*math.pi*0.5
	local p2 = getAngleInBend(x,y,x0,y0,x1,y1,x2,y2)/math.pi*2
	p2 = math.max(0,math.min(1,p2))
	p2 = p2+off/len
	local destx,desty = getPosFromBend(p2*math.pi*0.5,x0,y0,x1,y1,x2,y2)
	local destz = (1-p2)*z1+p2*z2
	makeNPCDriveToPos(npc,destx,desty,destz)
end

Where i can add it? 

I need jump for focused zombies on the player.
Zombies jump when they can't see the player and are not focused on him.
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