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NPC Component (WIP) #916
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NPC Component (WIP) #916
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Good job! |
error in native? |
Edited. |
The first tests look interesting)) |
I don't think NPCs are supposed to connect with ipv6 as your logs show |
I removed the spawn, the server is working, the npcs have connected, but are physically absent) logs looks like good.
later )
ipv6 turns into a localhost after the first player connects, hm..)
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I tried to spawn NPCs 10 seconds after connecting - the server also crashed |
One more bug, in OnNPCConnect(npcid) |
As we talked in discord, regarding the crash issue, it should be fixed now. @eakwarp was kicking them and kicking an NPC wasn't implemented since it was on network level. Also removing/destroying NPCs on connect callbacks would result into crashes as well, which is now fixed too. Also callback names are updated |
what about new builds?) |
Some natives from FCNPC for Mysy
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Info
This PR is made to follow progress of NPC component development
Also creating this PR allows our build CIs to run so people can grab server builds from this PR to test NPCs
(Note: Some stuff are taken from this branch https://github.com/openmultiplayer/open.mp/tree/Alasnkz/npc like NPC network class and some move calculations)
Current Pawn scripting API
Natives:
Callbacks:
Videos:
Short video of basic usage:
https://cdn.discordapp.com/attachments/966398440051445790/1229681168878669895/ompnpc.mp4