#Trying to use cw-boostjob guard spawn code in a script

1 messages · Page 1 of 1 (latest)

wraith notch
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Not sure if theres anything against modifying the code or anything but im attempting to use the code from cw-boostjob, it seems to work sometimes but other times the print statements trigger but upon arrival at the location there are no guards, im running esx legacy with onesync infinity, currently the code is almost entirely unedited aside from variable names. I can pretty reliably get peds to spawn if i spawn them while in the same area as the spawns. my current theory is that onesync is culling them but the native to extend the culling range is deprecated and causes errors in console.

autumn elm
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I think raidjob2 might be better for that.

wraith notch
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yeah i attempted using the serverside code from that and it seemed more reliable but would often make guards only become hostile when you pull a gun

autumn elm
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Npc spawning is pain. it's why I gave up on it haha

wraith notch
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i've spent 12 hours on the problem lmao

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legit haven't slept at all, its 7am

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Honestly if i can get guard peds running smoothly i'll probably make a standalone resource or lib that people can use cos doing this shit everytime you need guards etc is an absolute pain

autumn elm
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Khatrie rewrote raidjob2 to use ox-lib stuff and it worked like a charm apparently

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So I'd look at how they do it

wraith notch
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ill have a look at that

wraith notch
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re-attempting serversided peds, they aren't spawning but atleast now theres something in f8 🙂

autumn elm
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Yeah it's fucked. Like I said, I gave up on trying. NPCs are a headache

wraith notch
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yeah

autumn elm
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and you're not even at the player2player synced issues yet