Beiträge von Kasakow

    Lass den NPC's ruhig länger aufnehmen. Bei so kurzer Zeit verlässt der NPC direkt wieder den Server, da er die .rec Datei durchgelaufen ist.


    Er durchgeht die .rec Datei unendlich lang, und der bot war die ganze Zeit da!


    EDIT://
    Jetzt funktionierst, habe es einfach beim connecten gemacht, der print hat mir geholfen!


    @ConnectNPC(_count);
    @ConnectNPC(_count){
    switch(_count){
    case 0:{
    ConnectNPC("Joe", "Joe");
    for(new playerid; playerid < MAX_PLAYERS; playerid ++){
    if(!IsPlayerConnected(playerid))continue;
    if(!IsPlayerNPC(playerid))continue;
    //printf("joe is connected, skin: %i", GetPlayerSkin(playerid));
    SetPlayerSkin(playerid, 33);
    //printf("joe is connected, skin: %i", GetPlayerSkin(playerid));
    }
    }
    }
    }



    mfg :thumbup:

    Kannst ja mal posten.
    Hast du den Bot als im Fahrzeug oder als zu Fuß aufgenommen?


    Hast du andere NPCs ingame, bei denen es klappt?


    #include <a_npc>


    main(){}


    #define RECORDING "Joe"
    #define RECORDING_TYPE 2


    public OnRecordingPlaybackEnd() StartRecordingPlayback(RECORDING_TYPE, RECORDING);


    public OnNPCEnterVehicle(vehicleid, seatid) StartRecordingPlayback(RECORDING_TYPE, RECORDING);


    public OnNPCExitVehicle()StopRecordingPlayback();


    public OnNPCSpawn() StartRecordingPlayback(RECORDING_TYPE, RECORDING);


    Das wäre mein 1ter NPC!


    Ich habe ihn per /ofrecord zu Fuß aufgenommen.


    mfg :thumbup:



    Nein es funktioniert so auch irgendwie auch nicht.
    Was ist nur mit dem NPC los ??
    Möchtest du vielleicht mal die Joe.pwn sehen ? (Quellcode)


    mfg :thumbup:


    Es wird nichts geprintet, er führt das Callback OnPlayerSpawn nicht aus!


    Kaliber


    stock RepairAnims(playerid){
    PreloadAnimLib(playerid,"AIRPORT");
    PreloadAnimLib(playerid,"Attractors");
    PreloadAnimLib(playerid,"BAR");
    PreloadAnimLib(playerid,"BASEBALL");
    PreloadAnimLib(playerid,"BD_FIRE");
    PreloadAnimLib(playerid,"BEACH");
    PreloadAnimLib(playerid,"benchpress");
    PreloadAnimLib(playerid,"BF_injection");
    PreloadAnimLib(playerid,"BIKED");
    PreloadAnimLib(playerid,"BIKEH");
    PreloadAnimLib(playerid,"BIKELEAP");
    PreloadAnimLib(playerid,"BIKES");
    PreloadAnimLib(playerid,"BIKEV");
    PreloadAnimLib(playerid,"BIKE_DBZ");
    PreloadAnimLib(playerid,"BLOWJOBZ");
    PreloadAnimLib(playerid,"BMX");
    PreloadAnimLib(playerid,"BOMBER");
    PreloadAnimLib(playerid,"BOX");
    PreloadAnimLib(playerid,"BSKTBALL");
    PreloadAnimLib(playerid,"BUDDY");
    PreloadAnimLib(playerid,"BUS");
    PreloadAnimLib(playerid,"CAMERA");
    PreloadAnimLib(playerid,"CAR");
    PreloadAnimLib(playerid,"CARRY");
    PreloadAnimLib(playerid,"CASINO");
    PreloadAnimLib(playerid,"CHAINSAW");
    PreloadAnimLib(playerid,"CHOPPA");
    PreloadAnimLib(playerid,"CLOTHES");
    PreloadAnimLib(playerid,"COACH");
    PreloadAnimLib(playerid,"COLT45");
    PreloadAnimLib(playerid,"COP_AMBIENT");
    PreloadAnimLib(playerid,"COP_DVBYZ");
    PreloadAnimLib(playerid,"CRACK");
    PreloadAnimLib(playerid,"CRIB");
    PreloadAnimLib(playerid,"DAM_JUMP");
    PreloadAnimLib(playerid,"DANCING");
    PreloadAnimLib(playerid,"DEALER");
    PreloadAnimLib(playerid,"DILDO");
    PreloadAnimLib(playerid,"DODGE");
    PreloadAnimLib(playerid,"DOZER");
    PreloadAnimLib(playerid,"DRIVEBYS");
    PreloadAnimLib(playerid,"FAT");
    PreloadAnimLib(playerid,"FIGHT_B");
    PreloadAnimLib(playerid,"FIGHT_C");
    PreloadAnimLib(playerid,"FIGHT_D");
    PreloadAnimLib(playerid,"FIGHT_E");
    PreloadAnimLib(playerid,"FINALE");
    PreloadAnimLib(playerid,"FINALE2");
    PreloadAnimLib(playerid,"FLAME");
    PreloadAnimLib(playerid,"Flowers");
    PreloadAnimLib(playerid,"FOOD");
    PreloadAnimLib(playerid,"Freeweights");
    PreloadAnimLib(playerid,"GANGS");
    PreloadAnimLib(playerid,"GHANDS");
    PreloadAnimLib(playerid,"GHETTO_DB");
    PreloadAnimLib(playerid,"goggles");
    PreloadAnimLib(playerid,"GRAFFITI");
    PreloadAnimLib(playerid,"GRAVEYARD");
    PreloadAnimLib(playerid,"GRENADE");
    PreloadAnimLib(playerid,"GYMNASIUM");
    PreloadAnimLib(playerid,"HAIRCUTS");
    PreloadAnimLib(playerid,"HEIST9");
    PreloadAnimLib(playerid,"INT_HOUSE");
    PreloadAnimLib(playerid,"INT_OFFICE");
    PreloadAnimLib(playerid,"INT_SHOP");
    PreloadAnimLib(playerid,"JST_BUISNESS");
    PreloadAnimLib(playerid,"KART");
    PreloadAnimLib(playerid,"KISSING");
    PreloadAnimLib(playerid,"KNIFE");
    PreloadAnimLib(playerid,"LAPDAN1");
    PreloadAnimLib(playerid,"LAPDAN2");
    PreloadAnimLib(playerid,"LAPDAN3");
    PreloadAnimLib(playerid,"LOWRIDER");
    PreloadAnimLib(playerid,"MD_CHASE");
    PreloadAnimLib(playerid,"MD_END");
    PreloadAnimLib(playerid,"MEDIC");
    PreloadAnimLib(playerid,"MISC");
    PreloadAnimLib(playerid,"MTB");
    PreloadAnimLib(playerid,"MUSCULAR");
    PreloadAnimLib(playerid,"NEVADA");
    PreloadAnimLib(playerid,"ON_LOOKERS");
    PreloadAnimLib(playerid,"OTB");
    PreloadAnimLib(playerid,"PARACHUTE");
    PreloadAnimLib(playerid,"PARK");
    PreloadAnimLib(playerid,"PAULNMAC");
    PreloadAnimLib(playerid,"PED");
    PreloadAnimLib(playerid,"PLAYER_DVBYS");
    PreloadAnimLib(playerid,"PLAYIDLES");
    PreloadAnimLib(playerid,"POLICE");
    PreloadAnimLib(playerid,"POOL");
    PreloadAnimLib(playerid,"POOR");
    PreloadAnimLib(playerid,"PYTHON");
    PreloadAnimLib(playerid,"QUAD");
    PreloadAnimLib(playerid,"QUAD_DBZ");
    PreloadAnimLib(playerid,"RAPPING");
    PreloadAnimLib(playerid,"RIFLE");
    PreloadAnimLib(playerid,"RIOT");
    PreloadAnimLib(playerid,"ROB_BANK");
    PreloadAnimLib(playerid,"ROCKET");
    PreloadAnimLib(playerid,"RUSTLER");
    PreloadAnimLib(playerid,"RYDER");
    PreloadAnimLib(playerid,"SCRATCHING");
    PreloadAnimLib(playerid,"SHAMAL");
    PreloadAnimLib(playerid,"SHOP");
    PreloadAnimLib(playerid,"SHOTGUN");
    PreloadAnimLib(playerid,"SILENCED");
    PreloadAnimLib(playerid,"SKATE");
    PreloadAnimLib(playerid,"SMOKING");
    PreloadAnimLib(playerid,"SNIPER");
    PreloadAnimLib(playerid,"SPRAYCAN");
    PreloadAnimLib(playerid,"STRIP");
    PreloadAnimLib(playerid,"SUNBATHE");
    PreloadAnimLib(playerid,"SWAT");
    PreloadAnimLib(playerid,"SWEET");
    PreloadAnimLib(playerid,"SWIM");
    PreloadAnimLib(playerid,"SWORD");
    PreloadAnimLib(playerid,"TANK");
    PreloadAnimLib(playerid,"TATTOOS");
    PreloadAnimLib(playerid,"TEC");
    PreloadAnimLib(playerid,"TRAIN");
    PreloadAnimLib(playerid,"TRUCK");
    PreloadAnimLib(playerid,"UZI");
    PreloadAnimLib(playerid,"VAN");
    PreloadAnimLib(playerid,"VENDING");
    PreloadAnimLib(playerid,"VORTEX");
    PreloadAnimLib(playerid,"WAYFARER");
    PreloadAnimLib(playerid,"WEAPONS");
    PreloadAnimLib(playerid,"WUZI");
    }


    mfg :thumbup:

    Funktioniert immer noch nicht!


    if(IsPlayerNPC(playerid)){
    if(!strcmp(getName(playerid), "Joe", true)){
    RepairAnims(playerid);
    SetPlayerSkin(playerid, 33);
    SetSpawnInfo(playerid, 0, 33, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0),SpawnPlayer(playerid);
    ApplyAnimation(playerid, "SMOKING", "M_smklean_loop", 4.0, 1, 0, 0, 0, 0, 0);
    }
    return 1;
    }


    Also die Anim führt er aus (kann aber auch an der .rec datei liegen!)


    mfg :thumbup:

    stock SaveGZ(){
    new query[500];
    for(new x, o = MAX_GZ; x != o; ++x){
    if(GZ[i][max_x] == 0.0)continue;
    format(query, sizeof query, "UPDATE `gangwar` SET `owner`='%s',`maxX`=%f,`maxY`=%f,`minX`=%f,`minY`=%f,`flaggeX`=%f,`flaggeY`=%f,`flaggeZ`=%f,`erstellt`='%s' WHERE `id`='%d'",
    GZ[i][owner],GZ[i][max_x],GZ[i][max_y],GZ[i][min_x],GZ[i][min_y],GZ[i][flagge_x],GZ[i][flagge_y],GZ[i][flagge_z],GZ[i][erstellt],i);
    mysql_query(query);
    if((x == o && o == MAX_GZ))return 1;
    }
    return 0;
    }
    Probier das mal!


    mfg :thumbup:



    public OnPlayerSpawn(playerid)
    {
    if(IsPlayerNPC(playerid)){
    if(!strcmp(getName(playerid), "Joe", true)){
    SetPlayerSkin(playerid, 33);
    ApplyAnimation(playerid, "SMOKING", "M_smklean_loop", 4.0, 1, 0, 0, 0, 0, 0);
    }
    return 1;
    }
    return 1;
    }


    mfg :thumbup:

    Guten Tag,


    Mein Name lautet CIBERKILLER.
    Und zwar Funktioniert das setzen der Skins bei Bots nicht ganz.



    //Beim spawnen
    if(IsPlayerNPC(playerid)){
    if(!strcmp(getName(playerid), "Joe", true)){
    SetPlayerSkin(playerid, 33);
    ApplyAnimation(playerid, "SMOKING", "M_smklean_loop", 4.0, 1, 0, 0, 0, 0, 0);
    }
    return 1;
    }


    mfg :thumbup:

    Juhu, es Funktioniert Jeffry!


    @Blackscreen(playerid, _alpha, _toggle);
    @Blackscreen(playerid, _alpha, _toggle){
    switch(_toggle){
    case 0:{
    PlayerTextDrawBoxColor(playerid, pTextdraw[playerid][0], 0x000000FF - _alpha);
    PlayerTextDrawShow(playerid, pTextdraw[playerid][0]);
    if(_alpha < 255) SetTimerEx("@Blackscreen", 10, 0, "iii", playerid, _alpha+1, _toggle);
    }
    case 1:{
    PlayerTextDrawBoxColor(playerid, pTextdraw[playerid][0], 0x00000000 + _alpha);
    PlayerTextDrawShow(playerid, pTextdraw[playerid][0]);
    if(_alpha < 255) SetTimerEx("@Blackscreen", 5, 0, "iii", playerid, _alpha+1, _toggle);
    }
    }
    }
    stock BLScreen(playerid, toggle){
    SetTimerEx("@Blackscreen", 5, 0, "iii", playerid, 0, toggle);
    }


    mfg :thumbup:


    Dies klappt schonmal ganz gut, wie siehts aus wenn ich das ganze wieder weiß machen möchte ?



    @Blackscreen(playerid, _alpha);
    @Blackscreen(playerid, _alpha){
    PlayerTextDrawBoxColor(playerid, pTextdraw[playerid][0], 0x00000000 - _alpha);
    PlayerTextDrawShow(playerid, pTextdraw[playerid][0]);
    if(_alpha != 0) SetTimerEx("@Blackscreen", 10, 0, "ii", playerid, _alpha-1);
    }


    mfg :thumbup:

    Ich hätte nun gesagt, bei der Erstellung des TD die Farbe auf 0 stellen.


    Hat in dem Moment auch nicht viel gebracht, mein aktueller Code sieht so aus.


    pTextdraw[playerid][0] = CreatePlayerTextDraw(playerid, 641.666687, 1.500000, "usebox");
    PlayerTextDrawLetterSize(playerid, pTextdraw[playerid][0], 0.000000, 49.415019);
    PlayerTextDrawTextSize(playerid, pTextdraw[playerid][0], -2.000000, 0.000000);
    PlayerTextDrawAlignment(playerid, pTextdraw[playerid][0], 1);
    PlayerTextDrawColor(playerid, pTextdraw[playerid][0], 0);
    PlayerTextDrawUseBox(playerid, pTextdraw[playerid][0], true);
    PlayerTextDrawBoxColor(playerid, pTextdraw[playerid][0], 255);
    PlayerTextDrawSetShadow(playerid, pTextdraw[playerid][0], 0);
    PlayerTextDrawSetOutline(playerid, pTextdraw[playerid][0], 0);
    PlayerTextDrawBackgroundColor(playerid, pTextdraw[playerid][0], 16777215);
    PlayerTextDrawFont(playerid, pTextdraw[playerid][0], 0);


    @Hashpassword(playerid);
    @Hashpassword(playerid){
    SendClientMessage(playerid, Hellgruen, "INFO: {FFFFFF}Dein Kennwort wurde erfolgreich verschlüsselt.");
    PlayerTextDrawShow(playerid, pTextdraw[playerid][0]);
    SetTimerEx("@Blackscreen", 100, 0, "ii", playerid, 0);
    }
    @Blackscreen(playerid, _alpha);
    @Blackscreen(playerid, _alpha){
    PlayerTextDrawBackgroundColor(playerid, pTextdraw[playerid][0], 0x00000000 + _alpha);
    if(_alpha < 255) SetTimerEx("@Blackscreen", 100, 0, "ii", playerid, _alpha+1);
    }


    Jeffry hast du einen Lösungsvorschlag ?


    mfg :thumbup:

    //Playertextdraws
    pTextdraw[playerid][0] = CreatePlayerTextDraw(playerid, 0.000000, 0.000000, "LD_SPAC:white");
    PlayerTextDrawLetterSize(playerid, pTextdraw[playerid][0], 0.000000, 0.000000);
    PlayerTextDrawTextSize(playerid, pTextdraw[playerid][0], 640.000000, 448.000000);
    PlayerTextDrawAlignment(playerid, pTextdraw[playerid][0], 1);
    PlayerTextDrawColor(playerid, pTextdraw[playerid][0], 255);
    PlayerTextDrawSetShadow(playerid, pTextdraw[playerid][0], 0);
    PlayerTextDrawSetOutline(playerid, pTextdraw[playerid][0], 0);
    PlayerTextDrawFont(playerid, pTextdraw[playerid][0], 4);


    @Hashpassword(playerid);
    @Hashpassword(playerid){
    SendClientMessage(playerid, Hellgruen, "INFO: {FFFFFF}Dein Kennwort wurde erfolgreich verschlüsselt.");
    PlayerTextDrawShow(playerid, pTextdraw[playerid][0]);
    SetTimerEx("@Blackscreen", 20, 0, "i", 0);
    }


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    mfg :thumbup: