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NPC_GetCurrentPathPointIndex

warning

This function was added in omp v1.5.8.3079 and will not work in earlier versions!

Description​

Gets the current path point index an NPC is moving towards.

NameDescription
npcidThe ID of the NPC

Returns​

Returns the current path point index the NPC is moving towards.

Examples​

public OnPlayerCommandText(playerid, cmdtext[])
{
// The commands to create paths and to create points on paths

if (!strcmp(cmdtext, "/startpatrol", true))
{
new npcid = PlayerNPC[playerid];
if (npcid == INVALID_NPC_ID)
return SendClientMessage(playerid, 0xFF0000FF, "You are not debugging a NPC.");

new count = NPC_GetPathPointCount(PlayerPatrolPath[playerid]);

if (NPC_IsValidPath(PlayerPatrolPath[playerid]))
{
NPC_MoveByPath(npcid, PlayerPatrolPath[playerid], NPC_MOVE_TYPE_WALK);
SendClientMessage(playerid, 0x00FF00FF, "NPC %d started patrol route with %d points", npcid, count);

PlayerPatrolTimer[playerid] = SetTimerEx("CheckPathProgress", 2000, true, "i", playerid);
}
else
{
SendClientMessage(playerid, 0xFF0000FF, "Failed to start patrol route");
}
return 1;
}
return 0;
}

forward CheckPathProgress(playerid);
public CheckPathProgress(playerid)
{
if (!IsPlayerConnected(playerid))
{
// Do something about it
return 0;
}

new npcid = PlayerNPC[playerid];
if (npcid == INVALID_NPC_ID || !NPC_IsValid(npcid))
{
// Do something about it
return 0;
}

if (!NPC_IsValidPath(PlayerPatrolPath[playerid]))
{
// Do something about it
return 0;
}

new currentPoint = NPC_GetCurrentPathPointIndex(npcid);
new totalPoints = NPC_GetPathPointCount(PlayerPatrolPath[playerid]);

if (currentPoint != INVALID_NODE_ID)
{
SendClientMessage(playerid, 0xFFFF00FF, "NPC %d progress: Point %d of %d", npcid, currentPoint + 1, totalPoints);
}
return 1;
}

Notes​

  • Returns -1 if the NPC is not following a path
  • This indicates the point the NPC is currently moving towards