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Whot about pursue ped?


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I offer you develope pursue ped script.

To my mind this is poppy-proof function.

Can you imagine?

-You are ped enemy and you need escape from infuriated pedestrians to survive.

-Crazy chase.

-Avoid from ped, and take fun.

Just first step - creating vehicle and warp ped into it

function setupForPed ( ) 
local APed = createPed ( 282, 2327, 1394.5, 43 ) 
local AVehicle = createVehicle ( 598, 2327.5, 1394.5, 43 ) 
warpPedIntoVehicle ( APed, AVehicle ) 
end 
addCommandHandler ( "getin", setupForPed ) 

i tryed use that event - but this don't work

addEventHandler ( "onResourceStart", getRootElement(), setupForPed ) 

Whot functions need to make ped fallow the player?

-setPedControlState?

-some PedTarget function?

That is real for embodiment?

-I think this is exciting topic...

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You want a ped in a vehicle to chase you? You don't need a pedTarget function, you do need some freak ass calculations though.

- You need to see where objects are, so you don't collide with em

- You need to see where the player is, and at what angle the vehicle should drive

- You need to see the rotation of the car, to make sure you're correcting him correctly and if he didn't already drive past you

- You need some other stuff

I can tell ya this will not be easy. Although there was a snippet for scripted ped driving on the scripting board somewhere... Try to find it, and see what you can use from it.

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okey but

after all

i need know how move pedestrian vehicle from poit A to point B

some thing like that

function setupForPed ( ) 
local APed = createPed ( 282, 2327, 1394.5, 43 ) 
local AVehicle = createVehicle ( 598, 2327.5, 1394.5, 43 ) 
warpPedIntoVehicle ( APed, AVehicle ) 
[color=#BF00FF]moveVehicle(AVehicle, 1000, 2327.5, 1513, 43 )[/color] 
end 
addCommandHandler ( "getin", setupForPed ) 

some thing licke that

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Thanks i cheanged vehicle to ngr and tuped another posX and Y but ngr dont drive 100% straight ahead

but it okey

The reason it doesn't go in a straight line is because the update interval is not fast enough to correct the turn velocity. The vehicle is constantly "pushed" in the right direction but it "overshoots" the facing angle because it can't correct the heading fast enough. Ideally you would do this client-side every time a new frame is rendered. But because there is no such thing server-side it looks as if it's swinging from left to right.

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