Hey first of all sorry for my bad english. I’m creating a npc script to spawn npc’s like drugdealers or shop employees for example.
So i used the hash 0x80E59F2E / a_m_y_acult_02 for my drugdealer but the npc does have another looking for every player…
Code i use: (client.lua)
Citizen.CreateThread(function()
dealermodel = 0x80E59F2E
RequestModel(dealermodel)
while not HasModelLoaded(dealermodel) do
Wait(1)
end
createDEALER()
end)
function createDEALER()
created_ped = CreatePed(4, dealermodel , 3619.57,5019.58,11.36 - 1, 198.25, false, true)
SetEntityHeading(created_ped, 198.25)
FreezeEntityPosition(created_ped, true)
SetEntityInvincible(created_ped, true)
SetBlockingOfNonTemporaryEvents(created_ped, true)
TaskStartScenarioInPlace(created_ped, "WORLD_HUMAN_DRUG_DEALER_HARD", 0, true)
end
So now to my question: Is there a way how to spawn the ped serversided or how to set a specific ped looking?
Thanks for your help <3
On Server Side:
spawns = {
vector4(0.0, 0.0, 0.0, 0.0),
vector4(1.0, 1.0, 1.0, 1.0)
}
TriggerClientEvent('client:spawnNPC', source, 0x80E59F2E, spawns[math.random(#spawns)])
On Client Side:
RegisterNetEvent('client:spawnNPC')
AddEventHandler('client:spawnNPC', function(model, coords)
-- do the things here
end)
I guess that i could to help you (:
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I have the solution to make the peds the same
client.lua
Citizen.CreateThread(function()
TriggerServerEvent("checkSpawnedNpcs")
end)
RegisterNetEvent("spawnNpcs")
AddEventHandler("spawnNpcs", function()
Citizen.CreateThread(function()
-- Spawning the npc
end)
end)
And the server.lua
local npcsHaveSpawned = false
RegisterServerEvent("checkSpawnedNpcs")
AddEventHandler("checkSpawnedNpcs", function()
if not npcsHaveSpawned then
npcsHaveSpawned = true
TriggerClientEvent("spawnNpcs", source)
end
end)
This is merely an example. What this does is everytime a player joins, it runs an event to the server to see if the npcs you want to spawn are already spawned. If that is false it triggers an event back to the client to make the npcs spawn (Note if you spawn a npc spawn it with isNetwork = true) . And for the next player that joins the npc is already spawned.
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