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ColAndreas integration about fcnpc HOT 6 CLOSED

ziggi avatar ziggi commented on May 29, 2024
ColAndreas integration

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Comments (6)

NegativeIQ avatar NegativeIQ commented on May 29, 2024

I dont think removing MapAndreas is smart move. Not everyone is able to sacrifice around 400mb of ram just for NPC's (Speaking about whole SA). I guess smartest way would be to leave MapAndreas.

Also, when you say integrate, just take the easiest way. If its to include whole ColAndreas plugin into FCNPC than so be it, if its exporting base class from ColAndreas and reusing it in FCNPC then its also fine. :D

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karimcambridge avatar karimcambridge commented on May 29, 2024

Or make levels. Load mapandreas or load colandreas. I'm not willing to use ColAndreas.

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WoutProvost avatar WoutProvost commented on May 29, 2024

This thread shows a system in which ColAndreas (and probably pathfinding) is used instead of MapAndreas. You can try to ask the author if you can have a look at his code.

EDIT:
I also think it would be a better idea to let the user choose what plugin and pathfinding to use.

  • #define MOVE_MODE_STANDARD
  • #define MOVE_MODE_MAP_ANDREAS
  • #define MOVE_MODE_COL_ANDREAS
  • FCNPC_GoTo(npcid, Float:x, Float:y, Float:z, type = MOVE_TYPE_AUTO, Float:speed = 0.5, bool:UseMapAndreas = false, Float:radius = 0.0, bool:setangle = true);
  • FCNPC_GoTo(npcid, Float:x, Float:y, Float:z, type = MOVE_TYPE_AUTO, Float:speed = 0.5, mode = MOVE_MODE_STANDARD, bool:usePathFinding = false, Float:radius = 0.0, bool:setangle = true);

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Tyrar avatar Tyrar commented on May 29, 2024

Will you plan to integrate colAndreas ?

At this time, I can't help you to implement that, but I can test

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ziggi avatar ziggi commented on May 29, 2024

@Tyrar, yes, but you can use ColAndreas without integration right now.

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ziggi avatar ziggi commented on May 29, 2024

Implemented through invoking AMX natives.

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