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)
#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)
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
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)
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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