Eakwarp

Results 13 comments of 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]...

![image](https://github.com/openmultiplayer/open.mp/assets/17234719/b2c73fc2-0307-44e8-a48c-770c192be79f) 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?)