private void CreatePed(bool isFriend) { var ped = GTA.World.CreatePed(core.PlayerPed.Model, core.PlayerPed.Position.Around(Random.Next(5, 10))); if (!ped.IsSafeExist()) { return; } if (isFriend) { ped.SetNotChaosPed(true); core.PlayerPed.CurrentPedGroup.Add(ped, false); AutoReleaseOnGameEnd(ped); peds.Add(ped); } else { ped.MarkAsNoLongerNeeded(); } ped.MaxHealth = 500; ped.Health = ped.MaxHealth; var weaponhash = (int)ChaosModeWeapons.GetRandomWeapon(); ped.SetDropWeaponWhenDead(false); //武器を落とさない ped.GiveWeapon(weaponhash, 1000); //指定武器所持 ped.EquipWeapon(weaponhash); //武器装備 }
private Ped CreateFriend() { var ped = GTA.World.CreateRandomPed(core.PlayerPed.Position.Around(3)); if (!ped.IsSafeExist()) { return(null); } ped.SetNotChaosPed(true); core.PlayerPed.CurrentPedGroup.Add(ped, false); ped.MaxHealth = 500; ped.Health = ped.MaxHealth; var weaponhash = (int)ChaosModeWeapons.GetRandomWeapon(); ped.SetDropWeaponWhenDead(false); //武器を落とさない ped.GiveWeapon(weaponhash, 1000); //指定武器所持 ped.EquipWeapon(weaponhash); //武器装備 return(ped); }
private void SpawnCitizen() { var hash = motherBasePeds.Dequeue(); var p = World.CreatePed(new Model(hash), PlayerPed.Position.AroundRandom2D(3.0f) + new Vector3(0, 0, 0.5f)); if (!p.IsSafeExist()) { return; } p.SetNotChaosPed(true); PlayerPed.CurrentPedGroup.Add(p, false); p.MaxHealth = 500; p.Health = p.MaxHealth; var weaponhash = (int)ChaosModeWeapons.GetRandomWeapon(); p.SetDropWeaponWhenDead(false); //武器を落とさない p.GiveWeapon(weaponhash, 1000); //指定武器所持 p.EquipWeapon(weaponhash); //武器装備 StartCoroutine(FriendCoroutine(p)); }