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Wysłany: 2019-04-25, 01:09


SOURCE12

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Hello

Mam problem, aby moje kochane Zombiaczki chodzi?y po mapie.. Dlaczego nie chodz? ? W?asnie tego nie wiem...
map andreas, fcnpc, Rec mam, wszystko mam..

OTO KAWA?KI JEGO KODU:
Kod:


forward ZombieTimer(playerid);
public ZombieTimer(playerid)
{
new gracz = playerid;
for(new i = MAX_PLAYERS-1 ; i >= MAX_PLAYERS - MAX_ZOMBIES ; i--)
{
if(AZombie[i][zHP] <= 0)
{
new rndResp = random(6);
if(rndResp == 0) FCNPC_Respawn(AZombie[i][zAZ]);
}
else if(AZombie[i][zAkcja] == 1 && AZombie[i][zHP] > 0)
{
new RND = random(5);
if(RND == 0)
{
new Float:X, Float:Y, Float: Z;
GetPlayerPos(AZombie[i][zAZ], X, Y, Z);

new pos = random(4);
if(pos == 0) { X = X + 4; }
else if(pos == 1) { X = X - 4; }
else if(pos == 2) { Y = Y + 4; }
else if(pos == 3) { Y = Y - 4; }

FCNPC_GoTo(AZombie[i][zAZ], X, Y, Z, MOVE_TYPE_WALK, 0, true);

for(new i; i < MAX_RPLAYERS; i++)
{
if(IsPlayerConnected(playerid) && IsPlayerNPC(playerid) == 0 && HP[playerid] > 0 && Safezone[playerid] == 0 && GetPlayerState(playerid) != 9)
{
if(PlayerInfo[playerid][pA_Glowa] == 411) continue;
if(GetPlayerSpecialAction(playerid) == SPECIAL_ACTION_DUCK)
{
if(IsPlayerInRangeOfPoint(playerid, 18.0, X, Y, Z))
{
AZombie[i][zCel] = gracz;
AZombie[i][zAkcja] = 2;
return 1;
}
}
else if(IsPlayerInRangeOfPoint(playerid, 50.0, X, Y, Z))
{
AZombie[i][zCel] = playerid;
AZombie[i][zAkcja] = 2;
return 1;
}
}
}
}
else if (RND == 1)
{
new rnd2 = random(250);
if(rnd2 == 0) FCNPC_Respawn(AZombie[i][zAZ]);
}
}
else if(AZombie[i][zAkcja] == 2 && AZombie[i][zHP] > 0)
{
new Float:X, Float:Y, Float: Z;
GetPlayerPos(AZombie[i][zAZ], X, Y, Z);

new Float:cX, Float:cY, Float: cZ;
GetPlayerPos(AZombie[i][zCel], cX, cY, cZ);

if(IsPlayerInAnyVehicle(AZombie[i][zCel]))
{
cX = cX + 0.6;
cY = cY - 0.6;
}

switch(AZombie[i][zRodzaj])
{
case 2: FCNPC_GoTo(AZombie[i][zAZ], cX, cY, cZ, MOVE_TYPE_SPRINT, 0, true);
case 4: FCNPC_GoTo(AZombie[i][zAZ], cX, cY, cZ, MOVE_TYPE_WALK, 0, true);
default: FCNPC_GoTo(AZombie[i][zAZ], cX, cY, cZ, MOVE_TYPE_RUN, 0, true);
}

if(IsPlayerInRangeOfPoint(AZombie[i][zCel], 25.0, X, Y, Z))
{
new rndDzwiek = random(5);
switch(rndDzwiek)
{
case 0: PlayerPlaySound(AZombie[i][zCel], 25801, X, Y, Z);
case 1: PlayerPlaySound(AZombie[i][zCel], 5601, X, Y, Z);
case 2: PlayerPlaySound(AZombie[i][zCel], 5602, X, Y, Z);
case 3: PlayerPlaySound(AZombie[i][zCel], 5600, X, Y, Z);
}
}

if(PlayerInfo[AZombie[i][zCel]][pA_Akcesorium] == 321) PlayerPlaySound(AZombie[i][zCel], 21000, 0, 0, 0);

if(IsPlayerInRangeOfPoint(AZombie[i][zCel], 60.0, X, Y, Z) == 0 || Safezone[AZombie[i][zCel]] == 1)
{
FCNPC_Stop(AZombie[i][zAZ]);
AZombie[i][zCel] = 0;
AZombie[i][zAkcja] = 1;
}
else if(IsPlayerInRangeOfPoint(AZombie[i][zCel], 25.0, X, Y, Z) == 0)
{
new rnd = random(15);
if(rnd == 0)
{
FCNPC_Stop(AZombie[i][zAZ]);
AZombie[i][zCel] = 0;
AZombie[i][zAkcja] = 1;
}
}
}
}

return 1;
}



Kod:


forward FCNPC_OnRespawn(npcid);
public FCNPC_OnRespawn(npcid)
{

AZombie[npcid][zAkcja] = 1;
AZombie[npcid][zCel] = 0;

new rndSpecial = random(3);
switch(rndSpecial)
{
case 0:
{
new rndTyp = random(11);
switch(rndTyp)
{
case 0: // Infecter Zombie
{
AZombie[npcid][zRodzaj] = 1;
AZombie[npcid][zHP] = 90;
FCNPC_SetSkin(AZombie[npcid][zAZ], 160);
}
case 1: // Sprinter Zombie
{
AZombie[npcid][zRodzaj] = 2;
AZombie[npcid][zHP] = 70;
FCNPC_SetSkin(AZombie[npcid][zAZ], 134);
}
case 2: // Heavy Zombie
{
AZombie[npcid][zRodzaj] = 3;
AZombie[npcid][zHP] = 200;
FCNPC_SetSkin(AZombie[npcid][zAZ], 77);
}
case 3: // Slug Zombie
{
AZombie[npcid][zRodzaj] = 4;
AZombie[npcid][zHP] = 120;
FCNPC_SetSkin(AZombie[npcid][zAZ], 135);
}
case 4: // Rich Zombie
{
AZombie[npcid][zRodzaj] = 5;
AZombie[npcid][zHP] = 120;
FCNPC_SetSkin(AZombie[npcid][zAZ], 213);
}
case 5: // Zombie Muerto
{
AZombie[npcid][zRodzaj] = 6;
AZombie[npcid][zHP] = 120;
FCNPC_SetSkin(AZombie[npcid][zAZ], 158);
}
case 6: // Mugger Zombie
{
AZombie[npcid][zRodzaj] = 7;
AZombie[npcid][zHP] = 90;
FCNPC_SetSkin(AZombie[npcid][zAZ], 230);
}
case 7: // Ironclad Zombie
{
AZombie[npcid][zRodzaj] = 8;
AZombie[npcid][zHP] = 100;
FCNPC_SetSkin(AZombie[npcid][zAZ], 79);
}
case 8: // Crimson Zombie
{
AZombie[npcid][zRodzaj] = 9;
AZombie[npcid][zHP] = 100;
FCNPC_SetSkin(AZombie[npcid][zAZ], 78);
}
case 9: // Mimic Zombie
{
AZombie[npcid][zRodzaj] = 10;
AZombie[npcid][zHP] = 75;

new i = random(MAX_RPLAYERS);
if(IsPlayerConnected(i) && Druzyna[i] == 1) FCNPC_SetSkin(AZombie[npcid][zAZ], GetPlayerSkin(i));
else
{
new rnd = random(7);
switch(rnd)
{
case 0: FCNPC_SetSkin(AZombie[npcid][zAZ], 72);
case 1: FCNPC_SetSkin(AZombie[npcid][zAZ], 170);
case 2: FCNPC_SetSkin(AZombie[npcid][zAZ], 188);
case 3: FCNPC_SetSkin(AZombie[npcid][zAZ], 24);
case 4: FCNPC_SetSkin(AZombie[npcid][zAZ], 250);
case 5: FCNPC_SetSkin(AZombie[npcid][zAZ], 60);
case 6: FCNPC_SetSkin(AZombie[npcid][zAZ], 93);
}
}
}
case 10: // Hoarder Zombie
{
AZombie[npcid][zRodzaj] = 11;
AZombie[npcid][zHP] = 150;
FCNPC_SetSkin(AZombie[npcid][zAZ], 137);
}

}
}
case 1:
{
AZombie[npcid][zRodzaj] = 0;
AZombie[npcid][zHP] = random(30)+80;
FCNPC_SetSkin(AZombie[npcid][zAZ], 159);
}
}

if(Wydarzenie == 12) AZombie[npcid][zHP] = 200;
ZombieTextUpdate(npcid);


new Float:fRnd1, Float:fRnd2, Float:posX, Float:posY, Float:posZ;

new RNDmi = random(26);
switch(RNDmi)
{
case 0 .. 1: // Fort Carson
{
fRnd1 = float(random(200));
fRnd2 = float(random(200));
posX = -127.00 - fRnd1;
posY = 976.00 + fRnd2;
}
case 2: // Budowa
{
fRnd1 = float(random(50));
fRnd2 = float(random(100));
posX = -1354.00 + fRnd1;
posY = 2617.00 + fRnd2;
}
case 3: // Ruiny na wzg?rzu
{
fRnd1 = float(random(100));
fRnd2 = float(random(100));
posX = -1357.00 + fRnd1;
posY = 2472.00 + fRnd2;
}
case 4: // Domek na pustyni
{
fRnd1 = float(random(45));
fRnd2 = float(random(45));
posX = -1414.00 - fRnd1;
posY = 2229.00 + fRnd2;
}
case 5: // Farma
{
fRnd1 = float(random(100));
fRnd2 = float(random(100));
posX = -1779.00 + fRnd1;
posY = 1907.00 + fRnd2;
}
case 6: // Cluckin' Bell
{
fRnd1 = float(random(80));
fRnd2 = float(random(80));
posX = -1181.00 - fRnd1;
posY = 1795.00 + fRnd2;
}
case 7: // Pustynia pirat?w
{
fRnd1 = float(random(110));
fRnd2 = float(random(110));
posX = -641.00 - fRnd1;
posY = 1226.00 + fRnd2;
}
case 8: // Stodo?a
{
fRnd1 = float(random(50));
fRnd2 = float(random(50));
posX = -932.00 - fRnd1;
posY = 1015.00 + fRnd2;
}
case 9: // Snake farm
{
fRnd1 = float(random(60));
fRnd2 = float(random(60));
posX = -642.00 - fRnd1;
posY = 982.00 + fRnd2;
}
case 10: // ?cinka
{
fRnd1 = float(random(50));
fRnd2 = float(random(50));
posX = -177.00 - fRnd1;
posY = 680.00 + fRnd2;
}
case 11: // Restauracja
{
fRnd1 = float(random(45));
fRnd2 = float(random(45));
posX = -1085.00 - fRnd1;
posY = 2480.00 + fRnd2;
}
case 12: // Farma na wzg?rzu
{
fRnd1 = float(random(50));
fRnd2 = float(random(50));
posX = -1423.00 - fRnd1;
posY = 1744.00 + fRnd2;
}
case 13: // Tartak na wzg?rzu
{
fRnd1 = float(random(80));
fRnd2 = float(random(80));
posX = -1335.00 + fRnd1;
posY = 2277.00 + fRnd2;
}
case 14: // Dom obok statu?y
{
fRnd1 = float(random(80));
fRnd2 = float(random(80));
posX = -1141.00 + fRnd1;
posY = 2079.00 + fRnd2;
}
case 15: // ?mietnisko obok zamkni?tej bazy
{
fRnd1 = float(random(50));
fRnd2 = float(random(50));
posX = -1870.00 + fRnd1;
posY = 2057.00 + fRnd2;
}
case 16: // ?mietnisko obok osady
{
fRnd1 = float(random(90));
fRnd2 = float(random(90));
posX = -1035.00 + fRnd1;
posY = 1343.00 + fRnd2;
}
case 17: // Gejzer
{
fRnd1 = float(random(40));
fRnd2 = float(random(70));
posX = -324.00 + fRnd1;
posY = 1730.00 + fRnd2;
}
case 18: // Rampa ko?o Big Ear
{
fRnd1 = float(random(50));
fRnd2 = float(random(40));
posX = -338.00 + fRnd1;
posY = 1290.00 + fRnd2;
}
case 19: // Big Ear
{
fRnd1 = float(random(75));
fRnd2 = float(random(100));
posX = -376.00 + fRnd1;
posY = 1496.00 + fRnd2;
}
case 20: // Parking hala
{
fRnd1 = float(random(60));
fRnd2 = float(random(90));
posX = -563.00 + fRnd1;
posY = 2548.00 + fRnd2;
}
case 21: // Tipi i gas
{
fRnd1 = float(random(170));
fRnd2 = float(random(40));
posX = -890.00 + fRnd1;
posY = 2737.00 + fRnd2;
}
case 22..23: // Las Paysadas
{
fRnd1 = float(random(190));
fRnd2 = float(random(220));
posX = -355.00 + fRnd1;
posY = 2582.00 + fRnd2;
}
case 24: // Area 51
{
fRnd1 = float(random(180));
fRnd2 = float(random(140));
posX = 110.00 + fRnd1;
posY = 1807.00 + fRnd2;
}
case 25: // Lil' probe inn
{
fRnd1 = float(random(30));
fRnd2 = float(random(60));
posX = -106.00 + fRnd1;
posY = 1331.00 + fRnd2;
}
}

MapAndreas_FindZ_For2DCoord(posX, posY, posZ);

FCNPC_SetPosition(AZombie[npcid][zAZ], posX, posY, posZ);

return 1;
}



No nie wiem o co mo?e chodzic...
Kod:

[00:44] An NPC connected!
[00:44] [npc:join] Zombie55 has joined the server (15:127.0.0.1)
[00:44] An NPC connected!
[00:44] [npc:join] Zombie56 has joined the server (16:127.0.0.1)
[00:44] An NPC connected!
[00:44] [npc:join] Zombie57 has joined the server (17:127.0.0.1)
[00:44] An NPC connected!
[00:44] [npc:join] Zombie58 has joined the server (18:127.0.0.1)
[00:44] An NPC connected!
[00:44] [npc:join] Zombie59 has joined the server (19:127.0.0.1)
[/code]

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