FCNPC - полное управление NPC 1.7.6

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Введение:

Да, этот плагин даёт полный контроль на сервере над NPC ботами, он похож на старый CNPC плагин, но этот намного различается с тем.

Особенности:
 

  • 50+ функций для управления NPC
  • Обнаружение повреждения NPC
  • Синхронизация с движением NPC (ходьба, бег, спринт, ...)
  • Вход и выход NPC бота из транспорта (Не идеально, но всё же)
Спойлер

#define FCNPC_MOVE_TYPE_AUTO      (-1)
#define FCNPC_MOVE_TYPE_WALK      (0)
#define FCNPC_MOVE_TYPE_RUN       (1)
#define FCNPC_MOVE_TYPE_SPRINT    (2)
#define FCNPC_MOVE_TYPE_DRIVE     (3)

#define FCNPC_MOVE_SPEED_AUTO     (-1.0)
#define FCNPC_MOVE_SPEED_WALK     (0.1552086)
#define FCNPC_MOVE_SPEED_RUN      (0.56444)
#define FCNPC_MOVE_SPEED_SPRINT   (0.926784)

#define FCNPC_MAX_NODES           (64)

#define FCNPC_INVALID_MOVEPATH_ID (-1)
#define FCNPC_INVALID_RECORD_ID   (-1)

 

Спойлер

forward FCNPC_OnCreate(npcid);
forward FCNPC_OnDestroy(npcid);
forward FCNPC_OnSpawn(npcid);
forward FCNPC_OnRespawn(npcid);
forward FCNPC_OnDeath(npcid, killerid, weaponid);

forward FCNPC_OnVehicleEntryComplete(npcid, vehicleid, seat);
forward FCNPC_OnVehicleExitComplete(npcid);

forward FCNPC_OnReachDestination(npcid);
forward FCNPC_OnFinishPlayback(npcid);

forward FCNPC_OnTakeDamage(npcid, damagerid, weaponid, bodypart, Float:health_loss);
forward FCNPC_OnGiveDamage(npcid, damagedid, weaponid, bodypart, Float:health_loss);
forward FCNPC_OnVehicleTakeDamage(npcid, damagerid, vehicleid, weaponid, Float:x, Float:y, Float:z);
forward FCNPC_OnWeaponShot(npcid, weaponid, hittype, hitid, Float:x, Float:y, Float:z);
forward FCNPC_OnWeaponStateChange(npcid, weapon_state);

forward FCNPC_OnFinishNodePoint(npcid, point);
forward FCNPC_OnChangeNode(npcid, nodeid);
forward FCNPC_OnFinishNode(npcid);

forward FCNPC_OnStreamIn(npcid, forplayerid);
forward FCNPC_OnStreamOut(npcid, forplayerid);

forward FCNPC_OnUpdate(npcid);

forward FCNPC_OnFinishMovePath(npcid, pathid);
forward FCNPC_OnFinishMovePathPoint(npcid, pathid, pointid);

forward FCNPC_OnChangeHeightPos(npcid, Float:new_z, Float:old_z); // disabled by default, see FCNPC_SetMinHeightPosCall

 

Спойлер

native FCNPC_GetPluginVersion(version[], const size = sizeof(version));
native FCNPC_SetUpdateRate(rate);
native FCNPC_GetUpdateRate();
native FCNPC_SetTickRate(rate);
native FCNPC_GetTickRate();
native FCNPC_InitMapAndreas(address);

native FCNPC_Create(name[]);
native FCNPC_Destroy(npcid);
native FCNPC_Spawn(npcid, skinid, Float:x, Float:y, Float:z);
native FCNPC_Respawn(npcid);
native FCNPC_IsSpawned(npcid);
native FCNPC_Kill(npcid);
native FCNPC_IsDead(npcid);
native FCNPC_IsValid(npcid);
native FCNPC_IsStreamedIn(npcid, forplayerid);
native FCNPC_IsStreamedForAnyone(npcid);

native FCNPC_SetPosition(npcid, Float:x, Float:y, Float:z);
native FCNPC_GivePosition(npcid, Float:x, Float:y, Float:z);
native FCNPC_GetPosition(npcid, &Float:x, &Float:y, &Float:z);
native FCNPC_SetAngle(npcid, Float:angle);
native Float:FCNPC_GiveAngle(npcid, Float:angle);
native FCNPC_SetAngleToPos(npcid, Float:x, Float:y);
native FCNPC_SetAngleToPlayer(npcid, playerid);
native Float:FCNPC_GetAngle(npcid);
native FCNPC_SetQuaternion(npcid, Float:w, Float:x, Float:y, Float:z);
native FCNPC_GiveQuaternion(npcid, Float:w, Float:x, Float:y, Float:z);
native FCNPC_GetQuaternion(npcid, &Float:w, &Float:x, &Float:y, &Float:z);
native FCNPC_SetVelocity(npcid, Float:x, Float:y, Float:z, bool:update_pos = false);
native FCNPC_GiveVelocity(npcid, Float:x, Float:y, Float:z, bool:update_pos = false);
native FCNPC_GetVelocity(npcid, &Float:x, &Float:y, &Float:z);
native FCNPC_SetInterior(npcid, interiorid);
native FCNPC_GetInterior(npcid);
native FCNPC_SetVirtualWorld(npcid, worldid);
native FCNPC_GetVirtualWorld(npcid);

native FCNPC_SetHealth(npcid, Float:health);
native Float:FCNPC_GiveHealth(npcid, Float:health);
native Float:FCNPC_GetHealth(npcid);
native FCNPC_SetArmour(npcid, Float:armour);
native Float:FCNPC_GiveArmour(npcid, Float:armour);
native Float:FCNPC_GetArmour(npcid);

native FCNPC_SetInvulnerable(npcid, bool:invulnerable = true);
native FCNPC_IsInvulnerable(npcid);

native FCNPC_SetSkin(npcid, skinid);
native FCNPC_GetSkin(npcid);

native FCNPC_SetWeapon(npcid, weaponid);
native FCNPC_GetWeapon(npcid);
native FCNPC_SetAmmo(npcid, ammo);
native FCNPC_GiveAmmo(npcid, ammo);
native FCNPC_GetAmmo(npcid);
native FCNPC_SetAmmoInClip(npcid, ammo);
native FCNPC_GiveAmmoInClip(npcid, ammo);
native FCNPC_GetAmmoInClip(npcid);
native FCNPC_SetWeaponSkillLevel(npcid, skill, level);
native FCNPC_GiveWeaponSkillLevel(npcid, skill, level);
native FCNPC_GetWeaponSkillLevel(npcid, skill);
native FCNPC_SetWeaponState(npcid, weaponstate);
native FCNPC_GetWeaponState(npcid);

native FCNPC_SetWeaponReloadTime(npcid, weaponid, time);
native FCNPC_GetWeaponReloadTime(npcid, weaponid);
native FCNPC_GetWeaponActualReloadTime(npcid, weaponid);
native FCNPC_SetWeaponShootTime(npcid, weaponid, time);
native FCNPC_GetWeaponShootTime(npcid, weaponid);
native FCNPC_SetWeaponClipSize(npcid, weaponid, size);
native FCNPC_GetWeaponClipSize(npcid, weaponid);
native FCNPC_GetWeaponActualClipSize(npcid, weaponid);
native FCNPC_SetWeaponAccuracy(npcid, weaponid, Float:accuracy);
native Float:FCNPC_GetWeaponAccuracy(npcid, weaponid);
native FCNPC_SetWeaponInfo(npcid, weaponid, reload_time = -1, shoot_time = -1, clip_size = -1, Float:accuracy = 1.0);
native FCNPC_GetWeaponInfo(npcid, weaponid, &reload_time = -1, &shoot_time = -1, &clip_size = -1, &Float:accuracy = 1.0);
native FCNPC_SetWeaponDefaultInfo(weaponid, reload_time = -1, shoot_time = -1, clip_size = -1, Float:accuracy = 1.0);
native FCNPC_GetWeaponDefaultInfo(weaponid, &reload_time = -1, &shoot_time = -1, &clip_size = -1, &Float:accuracy = 1.0);

native FCNPC_SetKeys(npcid, ud_analog, lr_analog, keys);
native FCNPC_GetKeys(npcid, &ud_analog, &lr_analog, &keys);

native FCNPC_SetSpecialAction(npcid, actionid);
native FCNPC_GetSpecialAction(npcid);

native FCNPC_SetAnimation(npcid, animationid, Float:fDelta = 4.1, loop = 0, lockx = 1, locky = 1, freeze = 0, time = 1);
native FCNPC_SetAnimationByName(npcid, name[], Float:fDelta = 4.1, loop = 0, lockx = 1, locky = 1, freeze = 0, time = 1);
native FCNPC_ResetAnimation(npcid);
native FCNPC_GetAnimation(npcid, &animationid = 0, &Float:fDelta = 4.1, &loop = 0, &lockx = 1, &locky = 1, &freeze = 0, &time = 1);
native FCNPC_ApplyAnimation(npcid, animlib[], animname[], Float:fDelta = 4.1, loop = 0, lockx = 1, locky = 1, freeze = 0, time = 1);
native FCNPC_ClearAnimations(npcid);

native FCNPC_SetFightingStyle(npcid, style);
native FCNPC_GetFightingStyle(npcid);

native FCNPC_ToggleReloading(npcid, bool:toggle);
native FCNPC_ToggleInfiniteAmmo(npcid, bool:toggle);

native FCNPC_GoTo(npcid, Float:x, Float:y, Float:z, type = MOVE_TYPE_AUTO, Float:speed = MOVE_SPEED_AUTO, bool:UseMapAndreas = false, Float:radius = 0.0, bool:setangle = true, Float:dist_offset = 0.0, stopdelay = 250);
native FCNPC_GoToPlayer(npcid, playerid, type = MOVE_TYPE_AUTO, Float:speed = MOVE_SPEED_AUTO, bool:UseMapAndreas = false, Float:radius = 0.0, bool:setangle = true, Float:dist_offset = 0.0, Float:dist_check = 1.5, stopdelay = 250);
native FCNPC_Stop(npcid);
native FCNPC_IsMoving(npcid);
native FCNPC_IsMovingAtPlayer(npcid, playerid);
native FCNPC_GetDestinationPoint(npcid, &Float:x, &Float:y, &Float:z);

native FCNPC_AimAt(npcid, Float:x, Float:y, Float:z, bool:shoot = false, shoot_delay = -1, bool:setangle = true, Float:offset_from_x = 0.0, Float:offset_from_y = 0.0, Float:offset_from_z = 0.0);
native FCNPC_AimAtPlayer(npcid, playerid, bool:shoot = false, shoot_delay = -1, bool:setangle = true, Float:offset_x = 0.0, Float:offset_y = 0.0, Float:offset_z = 0.0, Float:offset_from_x = 0.0, Float:offset_from_y = 0.0, Float:offset_from_z = 0.0);
native FCNPC_StopAim(npcid);
native FCNPC_MeleeAttack(npcid, delay = -1, bool:fightstyle = false);
native FCNPC_StopAttack(npcid);
native FCNPC_IsAttacking(npcid);
native FCNPC_IsAiming(npcid);
native FCNPC_IsAimingAtPlayer(npcid, playerid);
native FCNPC_GetAimingPlayer(npcid);
native FCNPC_IsShooting(npcid);
native FCNPC_IsReloading(npcid);
native FCNPC_TriggerWeaponShot(npcid, weaponid, hittype, hitid, Float:x, Float:y, Float:z, bool:ishit = true, Float:offset_from_x = 0.0, Float:offset_from_y = 0.0, Float:offset_from_z = 0.0);

native FCNPC_EnterVehicle(npcid, vehicleid, seatid, type = MOVE_TYPE_WALK);
native FCNPC_ExitVehicle(npcid);

native FCNPC_PutInVehicle(npcid, vehicleid, seatid);
native FCNPC_RemoveFromVehicle(npcid);
native FCNPC_GetVehicleID(npcid);
native FCNPC_GetVehicleSeat(npcid);
native FCNPC_SetVehicleSiren(npcid, bool:status);
native FCNPC_IsVehicleSiren(npcid);
native FCNPC_SetVehicleHealth(npcid, Float:health);
native Float:FCNPC_GetVehicleHealth(npcid);
native FCNPC_SetVehicleHydraThrusters(npcid, direction);
native FCNPC_GetVehicleHydraThrusters(npcid);
native FCNPC_SetVehicleGearState(npcid, gear_state);
native FCNPC_GetVehicleGearState(npcid);

native FCNPC_SetSurfingOffsets(npcid, Float:x, Float:y, Float:z);
native FCNPC_GiveSurfingOffsets(npcid, Float:x, Float:y, Float:z);
native FCNPC_GetSurfingOffsets(npcid, &Float:x, &Float:y, &Float:z);
native FCNPC_SetSurfingVehicle(npcid, vehicleid);
native FCNPC_GetSurfingVehicle(npcid);
native FCNPC_SetSurfingObject(npcid, objectid);
native FCNPC_GetSurfingObject(npcid);
native FCNPC_SetSurfingPlayerObject(npcid, objectid);
native FCNPC_GetSurfingPlayerObject(npcid);
native FCNPC_StopSurfing(npcid);

native FCNPC_StartPlayingPlayback(npcid, file[] = "", recordid = INVALID_RECORD_ID, bool:auto_unload = false);
native FCNPC_StopPlayingPlayback(npcid);
native FCNPC_PausePlayingPlayback(npcid);
native FCNPC_ResumePlayingPlayback(npcid);
native FCNPC_LoadPlayingPlayback(file[]);
native FCNPC_UnloadPlayingPlayback(recordid);
native FCNPC_SetPlayingPlaybackPath(npcid, path[]);
native FCNPC_GetPlayingPlaybackPath(npcid, path[], const size = sizeof(path));

native FCNPC_OpenNode(nodeid);
native FCNPC_CloseNode(nodeid);
native FCNPC_IsNodeOpen(nodeid);
native FCNPC_GetNodeType(nodeid);
native FCNPC_SetNodePoint(nodeid, point);
native FCNPC_GetNodePointPosition(nodeid, &Float:x, &Float:y, &Float:z);
native FCNPC_GetNodePointCount(nodeid);
native FCNPC_GetNodeInfo(nodeid, &vehnodes, &pednodes, &navinode);
native FCNPC_PlayNode(npcid, nodeid, move_type = MOVE_TYPE_AUTO, Float:speed = MOVE_SPEED_AUTO, bool:UseMapAndreas = false, Float:radius = 0.0, bool:setangle = true);
native FCNPC_StopPlayingNode(npcid);
native FCNPC_PausePlayingNode(npcid);
native FCNPC_ResumePlayingNode(npcid);
native FCNPC_IsPlayingNode(npcid);
native FCNPC_IsPlayingNodePaused(npcid);

native FCNPC_CreateMovePath();
native FCNPC_DestroyMovePath(pathid);
native FCNPC_IsValidMovePath(pathid);
native FCNPC_AddPointToPath(pathid, Float:x, Float:y, Float:z);
native FCNPC_AddPointsToPath(pathid, Float:points[][3], const size = sizeof(points));
native FCNPC_AddPointsToPath2(pathid, Float:points_x[], Float:points_y[], Float:points_z[], const size = sizeof(points_x));
native FCNPC_RemovePointFromPath(pathid, pointid);
native FCNPC_IsValidMovePoint(pathid, pointid);
native FCNPC_GetMovePoint(pathid, pointid, &Float:x, &Float:y, &Float:z);
native FCNPC_GetNumberMovePoint(pathid);
native FCNPC_GoByMovePath(npcid, pathid, type = MOVE_TYPE_AUTO, Float:speed = MOVE_SPEED_AUTO, bool:UseMapAndreas = false, Float:radius = 0.0, bool:setangle = true, Float:dist_offset = 0.0);

native FCNPC_ToggleMapAndreasUsage(npcid, bool:enabled);
native FCNPC_IsMapAndreasUsed(npcid);
native FCNPC_SetMinHeightPosCall(npcid, Float:height);
native Float:FCNPC_GetMinHeightPosCall(npcid);

 

Видео-демонстрация скрипта: https://www.youtube.com/watch?v=VlqtKWgRO10

Следить за свежей версией вы можете по адресу: релизы FCNPC (GitHub)

Спойлер

На данный момент плагин не запускается на версии 0.3.8. По словам разработчиков они адаптируют плагин, как только выйдет релизная версия 0.3.8. 

 


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