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Darkmyre

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Everything posted by Darkmyre

  1. Would there be any chance the developers could post a release roadmap? Not a release date, I get that those are evil, but a simple list of what the devs are aiming to include in 0.3, with which bits have already been done marked somehow, would at least give the masses an idea of how close the next version might be (though of course, any assumptions the masses made on such a list would be their own doing). Hell, even a simple "its about X% complete at the moment" would probably help. A roadmap would also cut down the myriad of people asking "is Y going to be in 0.3" as we could all see clearly what was hopefully going to make it to 0.3
  2. Hmm, I'm definitely doing something wrong with the tasks. I tried tweaking it so none of the moving to entity / entering vehicle code triggers unless the player is on the scene, and set it to spawn a sentinel 10f away from the ped at the start. Now when I get to the scene, the ped starts moving over and reaches for the car, /then/ becomes immobile.
  3. Hmm, this is pretty much the entirety of my Process() function, I'm not really sure what else would be relevant? (The only thing I havent included is the call to base.Process(); as I used the Inheritance api example as a starting point). I read in a couple of other topics the point about EnterVehicle(), and so had tried adding the call to TASK_GO_TO_ENTITY... but even the earlier call to suspect.Tasks.Wander() isn't doing anything, the suspect ped just stands there like a statue for the whole callout. I tried wrapping it all in a GameFiber and sleeping for 5-10 seconds after each task which didnt achieve anything. All the sections of the code are triggering correctly, as I'm seeing the notifications pop up for each step as expected, the tasks just aren't being triggered. Which leads me to believe either I've messed something up and am somehow accessing a different / invalid ped (I'd think that'd trigger some kind of fatal error though?), or I've totally misunderstood something basic about how the whole ped tasks work. Do I need to add something to make the ped execute the tasks once assigned? Should I be calling Tasks.Clear() before setting a new task? I've even tried adding a call to Tasks.Wander when I first spawn the ped which also has him stand around doing nothing:
  4. Working on my first plugin, and having a lot of trouble getting a callout to work. I have a couple of callouts based on the API examples on github that are working fine, but no matter what I try, when I accept the third callout the suspect spawns but never ever moves or does anything. My aim was to make the ped find a nearby vehicle and steal it triggering a pursuit (and wandering the streets looking for one if it cant find a vehicle). Can anyone offer any pointers on where I'm going wrong? (This is my first dabbling with C#, so well aware I'm probably making some really stupid error)

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