Poll

Standing Virtual Staff @ Each ToolGate

Yes
10 (83.3%)
No
2 (16.7%)

Total Members Voted: 12

Voting closed: June 21, 2017, 16:32

Author Topic: Standing Virtual Staff @ Each TollGate  (Read 692 times)

Offline Mr_Bean

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Standing Virtual Staff @ Each TollGate
« on: June 14, 2017, 16:29 »

Nice to do:
Standing Virtual Staff @ Each TollGate .

Offline Ari

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Re: Standing Virtual Staff @ Each TollGate
« Reply #1 on: June 14, 2017, 17:15 »
Like

Offline StarFish

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Re: Standing Virtual Staff @ Each TollGate
« Reply #2 on: June 14, 2017, 19:09 »
So you want to add a bot which will control you at tolls so you may not skip them? Better just add a system which will detect you if you skip the toll and auto fine you with some small amount.
URMJK420

Offline Xero

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Re: Standing Virtual Staff @ Each TollGate
« Reply #3 on: June 15, 2017, 22:37 »
This kinda refers to a previous suggestion that the guys might be working on (I hope!) http://www.forum.convoytrucking.net/index.php?topic=52372.0

Would be cool to see these characters around the area though!

Offline Sjomp

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Re: Standing Virtual Staff @ Each TollGate
« Reply #4 on: June 16, 2017, 13:57 »
I did work on actors once but I had some issues with it that caused opcodes.
I guess it wouldn't hurt to run a few tests on it again and hope to find out what is causing the opcodes. :D

EDIT: I tested my script again and I found out the problem I had with it:

The actors love eachother so much that they spawn into eachother sometimes :ccmas:
Maybe it's caused by the fact I created a lot of actors at 1 area, but it needs a lot of testing again then.
« Last Edit: June 16, 2017, 15:19 by Sjomp »

Offline Xero

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Re: Standing Virtual Staff @ Each TollGate
« Reply #5 on: June 16, 2017, 22:46 »
Thank you for working on this Sjomp and wish I could help you figure out why they become fused together like that as I wouldn't know where to begin lol. Perhaps start with distances that work ( I don't know how close you put them together) and see which ones work. Maybe some actors don't play nice together if they share certain characteristics, just speculating now lol. Anyways hope you figure it out or get some ideas with this, would be so cool! :like:

Offline Son Goku

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Re: Standing Virtual Staff @ Each TollGate
« Reply #6 on: June 17, 2017, 05:43 »
+1 :like: :like: :like:
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Offline Jenis

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Re: Standing Virtual Staff @ Each TollGate
« Reply #7 on: June 18, 2017, 14:07 »
+1  :like:

Offline Nado

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Re: Standing Virtual Staff @ Each TollGate
« Reply #8 on: June 18, 2017, 18:40 »
plusone
HUEBR IS NOT JUST A NATION, HUEBR IS A WAY OF LIFE!!!

Offline Ethan

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Re: Standing Virtual Staff @ Each TollGate
« Reply #9 on: June 18, 2017, 23:11 »
Would these be animated or standing still? NPCs? Dont npcs (animated peds) take up player server slots?

Offline Emily

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Re: Standing Virtual Staff @ Each TollGate
« Reply #10 on: June 21, 2017, 08:08 »
Would these be animated or standing still? NPCs? Dont npcs (animated peds) take up player server slots?

It's not like we have the slots to spare if they do :P
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Offline Sjomp

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Re: Standing Virtual Staff @ Each TollGate
« Reply #11 on: June 21, 2017, 17:24 »
Would these be animated or standing still? NPCs? Dont npcs (animated peds) take up player server slots?

This aren't npc's, this are actors.
There can be added 1000 actors to a server and you can apply animations to them. (You can't let them walk/drive/fly around, just a animation like /vip)

Offline Dobby

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Re: Standing Virtual Staff @ Each TollGate
« Reply #12 on: June 22, 2017, 05:46 »
Would these be animated or standing still? NPCs? Dont npcs (animated peds) take up player server slots?

This aren't npc's, this are actors.
There can be added 1000 actors to a server and you can apply animations to them. (You can't let them walk/drive/fly around, just a animation like /vip)

Do they still have sync issues with animations when they're streamed in for players?

 

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