Eakwarp
Eakwarp
@ziggi @AmyrAhmady guys, did you agree on anything?
with the latest news regarding the samp, the point is to redo the fcnpc to openmp - it has increased many times)
Good job! I'll try this on my walking npcs)
> native NPC_StopMove(npcid, Float:x, Float:y, Float:z, moveType); ``` SCRIPT_API(NPC_StopMove, bool(INPC& npc)) { npc.stopMove(); return true; } ``` error in native?
``` [2024-04-17T13:02:50+0300] [Info] [connection] incoming connection: 7f00:1:a4ff:ffff:a4ff:ffff:b94b:d7f7:63392 id: 0 [2024-04-17T13:02:50+0300] [Info] WalkNPC 0 Load, skin 31 node 2245 [2024-04-17T13:02:50+0300] [Info] [npc:part] FortCarson has left the server (0:2) [2024-04-17T13:02:50+0300] [Info] [debug]...
 not bad not bad.)) 500 npc slots, 50 player slots)) Server crashed when i try to spawn npc in OnNPCConnect.
> I don't think NPCs are supposed to connect with ipv6 as your logs show Also can you try using a cmd instead of spawning on connect? just to see...
``` [2024-04-17T14:04:29+0300] [Info] npc 0 spawned via timer [2024-04-17T14:04:29+0300] [Info] npc 0 walk start timer [2024-04-17T14:04:29+0300] [Info] [npc:part] FortCarson has left the server (0:2) [2024-04-17T14:04:29+0300] [Info] [debug] Server crashed due...
One more bug, in OnNPCConnect(npcid) npcid always 0
what about new builds?)