public SerializableActorObjective CreatePedObjective(Model model, Vector3 pos, float heading) { var tmpPed = new Ped(model, pos, heading); tmpPed.IsPositionFrozen = false; tmpPed.BlockPermanentEvents = true; var blip = tmpPed.AttachBlip(); blip.Color = Color.Red; blip.Scale = 0.7f; _blips.Add(blip); var tmpObj = new SerializableActorObjective(); tmpObj.SetPed(tmpPed); tmpObj.SpawnAfter = 0; tmpObj.ActivateAfter = 0; tmpObj.Behaviour = 2; tmpObj.RelationshipGroup = 5; tmpObj.WeaponAmmo = 9999; tmpObj.WeaponHash = 0; tmpObj.Health = 200; tmpObj.Accuracy = 50; tmpObj.Armor = 0; tmpObj.SpawnInVehicle = false; tmpObj.Waypoints = new List<SerializableWaypoint>(); CurrentMission.Objectives.Add(tmpObj); return tmpObj; }
public SerializableActorObjective CreatePedObjective(SerializableActorObjective orig) { var tmpPed = new Ped(orig.GetPed().Model, orig.GetPed().Position - new Vector3(0,0,1), orig.GetPed().Rotation.Yaw); tmpPed.IsPositionFrozen = false; tmpPed.BlockPermanentEvents = true; var blip = tmpPed.AttachBlip(); blip.Color = Color.Red; blip.Scale = 0.7f; _blips.Add(blip); var tmpObj = (SerializableActorObjective)orig.Clone(); tmpObj.SetPed(tmpPed); CurrentMission.Objectives.Add(tmpObj); return tmpObj; }
public WaypointEditor(SerializableActorObjective actor) : this() { _mainPed = null; _mainActorObjective = actor; }