1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.

100% removal of NPC peds?

Discussion in 'General Discussion' started by Armqus, Jan 5, 2017.

  1. Armqus

    Armqus Member

    Messages:
    32
    Likes Received:
    5
    Joined:
    Dec 23, 2016
    I understand that the client is living her (ok kidding) ... its first days.
    However I just wanted to ask you, the devs, that at this moment do you have any idea will you be able to completely remove the peds which sometimes appear for about a millisecond and probably eat some CPU and memory?
     
  2. Pentine

    Pentine Member

    Messages:
    19
    Likes Received:
    0
    Joined:
    Jan 2, 2017
    I was actually going to ask the opposite question, if you don't mind.

    How do I enable all the peds so it is just like it is in single player? Is this even possible?
     
  3. WeirdestYeti

    WeirdestYeti Member Tester

    Messages:
    23
    Likes Received:
    4
    Joined:
    Oct 31, 2016
    From FAQ

     
  4. Pentine

    Pentine Member

    Messages:
    19
    Likes Received:
    0
    Joined:
    Jan 2, 2017
    What would be the best way to go about emulating peds walking around as they do in single player?
     
  5. FraGmenT

    FraGmenT Member

    Messages:
    23
    Likes Received:
    2
    Joined:
    Wednesday
  6. razzkulz

    razzkulz Member

    Messages:
    13
    Likes Received:
    1
    Joined:
    Dec 15, 2016
    As far as I know, the path finding technique implemented in the NPCs in singleplayer is pretty complex and not easily reproducible by scripting.. though you can still make some basic animations I think.
     
  7. MrPancakers

    MrPancakers Member

    Messages:
    16
    Likes Received:
    4
    Joined:
    Aug 2, 2016
    It'd probably be the same as if you wanted to populate samp with NPC's. Which I don't believe was ever made because it'd for sure use a lot of memory
     
    Vash Baldeus likes this.
  8. Peep

    Peep New Member

    Messages:
    2
    Likes Received:
    2
    Joined:
    Jan 8, 2017
    If the native navmesh functions are exposed, it might be possible. Rockstar likely used a proprietary editor to define all of them though.

    I managed to create a Ped and have it attempt to walk/run in a direction, but it simply played the relevant walk/run animation depending on speed without actually moving anywhere. Is there something in GTA:N that limits simulation on Ped movement?
     
    Pentine likes this.
  9. Armqus

    Armqus Member

    Messages:
    32
    Likes Received:
    5
    Joined:
    Dec 23, 2016
    This topic literally went off-topic HA! :=D
     
  10. Pentine

    Pentine Member

    Messages:
    19
    Likes Received:
    0
    Joined:
    Jan 2, 2017
    Well, I have found some code that is used to REMOVE peds, perhaps we can use it to reverse engineer the current settings?

    Originally in Lua


    SetVehicleDensityMultiplierThisFrame(0.0)
    SetPedDensityMultiplierThisFrame(0.0)
    SetRandomVehicleDensityMultiplierThisFrame(0.0)
    SetParkedVehicleDensityMultiplierThisFrame(0.0)
    SetScenarioPedDensityMultiplierThisFrame(0.0, 0.0)

    local playerPed = GetPlayerPed(-1)
    local pos = GetEntityCoords(playerPed)
    RemoveVehiclesFromGeneratorsInArea(pos['x'] - 500.0, pos['y'] - 500.0, pos['z'] - 500.0, pos['x'] + 500.0, pos['y'] + 500.0, pos['z'] + 500.0);

    -- These natives do not have to be called everyframe.
    SetGarbageTrucks(0)
    SetRandomBoats(0)
     

Share This Page