Mira, esta todo asi... he subido un video para que lo vean
local state = {}
local pathindex = {}
local pathpointindex = {}
local pathdirection = {}
local movespeed = {}
local rotationOffset = {}
function follow_waypoints_init(e)
state[e] = "find a waypoint"
movespeed[e] = 60
rotationOffset[e] = 180
end
function follow_waypoints_main(e)
if state[e] == "find a waypoint" then
pathindex[e],pathpointindex[e],pathdirection[e] = GetNearestWaypoint(e)
if pathindex[e] > -1 then
state[e] = "follow waypoints"
else
state[e] = "no path"
end
elseif state[e] == "follow waypoints" then
pathindex[e],pathpointindex[e],pathdirection[e] = FollowWaypointPath(e,pathindex[e],pathpointindex[e],pathdirection[e],movespeed[e])
elseif state[e] == "no path" then
PromptLocal(e,"No path found near me!")
end
PromptLocal(e,"path index = "..pathindex[e].." , point index = "..pathpointindex[e].." , direction = "..pathdirection[e])
end
function follow_waypoints_exit(e)
end
function GetNearestWaypoint(e)
PathIndex = -1
PathPointIndex = -1
PathDirection = -1
pClosest = 99999
for pa = 1, AIGetTotalPaths(), 1 do
for po = 1 , AIGetPathCountPoints(pa), 1 do
pDX = g_Entity[e]['x'] - AIPathGetPointX(pa,po)
pDZ = g_Entity[e]['z'] - AIPathGetPointZ(pa,po)
pDist = math.sqrt(math.abs(pDX*pDX)+math.abs(pDZ*pDZ))
if pDist < pClosest and pDist < 200 then
pClosest = pDist
PathIndex = pa
PathPointIndex = po
if po > AIGetPathCountPoints(pa) then
PathDirection = -1
else
PathDirection = 1
end
end
end -- po
end -- pa
return PathIndex, PathPointIndex, PathDirection
end
function FollowWaypointPath(e,pathid,pointid,pathdirection,speed)
dpx = AIPathGetPointX(pathid,pointid)
dpz = AIPathGetPointZ(pathid,pointid)
CollisionOff(e)
RotateToPoint(e,dpx,dpz,rotationOffset)
MoveForward(e,speed)
CollisionOn(e)
tDistX = g_Entity[e]['x'] - dpx
tDistZ = g_Entity[e]['z'] - dpz
DistFromPath = math.sqrt(math.abs(tDistX*tDistX)+math.abs(tDistZ*tDistZ))
if DistFromPath < 50 then
maxpathpoints = AIGetPathCountPoints(pathid)
if pathdirection == 1 then
pointid = pointid + pathdirection
if pointid > maxpathpoints then
pathdirection = -1
pointid = maxpathpoints-1
end
else
pointid = pointid + pathdirection
if pointid < 1 then
pathdirection = 1
pointid = 2
end
end
end
return pathid, pointid, pathdirection
end
function RotateToPoint(e,x,z,offset)
if g_Entity[e] ~= nil and x > 0 and z > 0 then
local destx = x - g_Entity[e]['x']
local destz = z - g_Entity[e]['z']
local angle = math.atan2(destx,destz)
angle = angle * (180.0 / math.pi)
if angle < 0 then
angle = 360 + angle
elseif angle > 360 then
angle = angle - 360
end
SetRotation(e,0,angle+offset,0)
return angle
end
end