SendOnFootSyncData

From NPC for VCMP 0.4 Servers
Revision as of 01:41, 15 November 2022 by Habi (talk | contribs)
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Description:
This will send a packet to server which is filled by the following parameters.


Parameters:

( keys, [float] posX, [float] posY, [float] posZ, [float] angle, health, armour, weapon, [float] speedX, [float] speedY, [float] speedZ, [float] aimPosX, [float] aimPosY, [float] aimPosZ, [float] aimDirX, [float] aimDirY, [float] aimDirZ, [bool] isCrouching )

 keys : The npc's Game Keys to hold.
posX : The npc's position x co-ordinate.
posY  : The npc's position y co-ordinate.
posZ  : The npc's position z co-ordinate.
angle : The npc's facing angle in radians.(-PI to PI ).
health : Health of the npc.
armour : Armour of the npc.
weapon : Weapon of the npc.
speedX : The npc's speed in x direction (supposed to be same as player.Speed.x on serverside )
speedY : The npc's speed in y direction ( " )
speedZ : The npc's speed in z direction ( " )
aimPosX : The x co-ordinate of aim position of NPC ( can be determined using server using player.AimPos or can be calculated artificially).
aimPosY : The y co-ordinate of aim position of NPC
aimPosZ : The z co-ordinate of aim position of NPC
aimDirX : The x value given by player.AimDir. (It is mostly 0 or PI )
aimDirY : The y value given by player.AimDir.
aimDirZ : The z value given by player.AimDir. (usually ranges from -PI/2 to PI/2)
isCrouching : Whether the player is crouching. ( need not set to true even if aiming using weapons like ruger or sniper rifles. The logic is whether player has previously send 'Crouch Key'.)


Return Values:
This function does not return any specific values.

Important Note:
This was added in v1.3 and will not work in previous builds.

Example

function ShootAt(tPos)
{
	local Pos=GetMyPos();
	local angle= atan2(-(tPos.x-Pos.x), tPos.y-Pos.y);
	local aimPos=Vector(tPos.x,tPos.y,tPos.z);
	SendOnFootSyncData( 576,Pos.x,Pos.y, Pos.z, angle, GetPlayerHealth( npcid ), GetPlayerArmour( npcid ), 27, 0.0, 0.0, 0.0, aimPos.x, aimPos.y, aimPos.z, PI, PI, Pos.x<tPos.x?PI/2:-PI/2, false );
/* See note */
}

Since it is difficult to calculate the aiming position and aim direction by npc, it has been found that npc can shoot a target almost accurately (an exception when the player is in the almost north of npc 3.10~3.14 ) when the aiming position of npc is set exactly as the target position and aiming direction z co-ordinate set as -PI/2 if player is to the west ( of npc's position with N (north pole) taking into account. npc angle will be positive ) or PI/2 if player is to the east of npc ( the angle of bot will be negative ).

Related Functions

The following functions may be helpful as they relate to this function in one way or another.