didnt work
has anyone found any options or a list for the “SetAmbientVoiceName” option , been searching with no luck.
I have not found for the moment, maybe we should ask the staff.
hi, sorry for this but i can’t understand how use it, there’s a button for some menu?
can anyone help?
Do You Have a Screen ?
I dont no why its not work - can u help me my friend ?
The “strippers” are there… but they are dont talk and dont move ?
Btw i use it on FX Server ? its that the problem ?
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local generalLoaded = false
local PlayingAnim = false
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----------------------------------- YOU CAN EDIT THIS LINES -------------------------------------
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local ShopClerk = {
-- ID: id of NPC | name: Name of Blip | BlipID: Icone of Blip | VoiceName: NPC Talk When near it | Ambiance: Ambiance of Shop | Weapon: Hash of Weapon | modelHash: Model | X: Position x | Y: Position Y | Z: Position Z | heading: Where Npc look
{id = 1, name = "Stripper", BlipID = 52, VoiceName = "GENERIC_HOWS_IT_GOING", Ambiance = "AMMUCITY", Weapon = 0xA2719263, modelHash = "s_f_y_stripper_01", x = 112.35987854004, y = -1287.2749023438, z = 28.458688735962, heading = 100.0},
{id = 2, name = "Stripper", BlipID = 52, VoiceName = "GENERIC_HOWS_IT_GOING", Ambiance = "AMMUCITY", Weapon = 0xA2719263, modelHash = "s_f_y_stripper_01", x = 112.3050994873, y = -1285.611328125, z = 28.458683013916, heading = 100.0},
{id = 3, name = "Stripper", BlipID = 52, VoiceName = "GENERIC_HOWS_IT_GOING", Ambiance = "AMMUCITY", Weapon = 0xA2719263, modelHash = "s_f_y_stripper_01", x = 113.71821594238, y = -1288.1514892578, z = 28.458683013916, heading = 100.0},
{id = 4, name = "Stripper", BlipID = 52, VoiceName = "GENERIC_HOWS_IT_GOING", Ambiance = "AMMUCITY", Weapon = 0xA2719263, modelHash = "s_f_y_stripper_01", x = 103.51350402832, y = -1292.2377929688, z = 29.258701324463, heading = 100.0},
}
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-- Spawn NPC
Citizen.CreateThread(function()
while true do
Citizen.Wait(0)
if (not generalLoaded) then
for i=1, #ShopClerk do
RequestModel(GetHashKey(ShopClerk[i].modelHash))
while not HasModelLoaded(GetHashKey(ShopClerk[i].modelHash)) do
Wait(1)
end
ShopClerk[i].id = CreatePed(2, ShopClerk[i].modelHash, ShopClerk[i].x, ShopClerk[i].y, ShopClerk[i].z, ShopClerk[i].heading, false, true)
SetPedFleeAttributes(ShopClerk[i].id, 0, 0)
SetAmbientVoiceName(ShopClerk[i].id, ShopClerk[i].Ambiance)
SetPedDropsWeaponsWhenDead(ShopClerk[i].id, false)
SetPedDiesWhenInjured(ShopClerk[i].id, false)
GiveWeaponToPed(ShopClerk[i].id, ShopClerk[i].Weapon, 2800, false, true)
-- freeze npc here
SetBlockingOfNonTemporaryEvents(ShopClerk[i].id, true)
end
generalLoaded = true
end
end
end)
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-- Action when player Near NPC (or not)
Citizen.CreateThread(function()
while true do
Citizen.Wait(0)
RequestAnimDict("mini@strip_club@pole_dance@pole_a_2_stage")
while (not HasAnimDictLoaded("mini@strip_club@pole_dance@pole_a_2_stage")) do
Citizen.Wait(0)
end
for i=1, #ShopClerk do
distance = GetDistanceBetweenCoords(ShopClerk[i].x, ShopClerk[i].y, ShopClerk[i].z, GetEntityCoords(GetPlayerPed(-1)))
if distance < 4 and PlayingAnim ~= true then
--emote is here:
TaskPlayAnim(ShopClerk[i].id,"mini@strip_club@pole_dance@pole_a_2_stage","ld_girl_a_accept_cam", 1.0, -1.0, 4000, 0, 1, true, true, true)
PlayAmbientSpeech1(ShopClerk[i].id, ShopClerk[i].VoiceName, "SPEECH_PARAMS_FORCE", 1)
PlayingAnim = true
Citizen.Wait(0)
if PlayingAnim == true then
TaskPlayAnim(ShopClerk[i].id,"mini@strip_club@pole_dance@pole_a_2_stage","ld_girl_a_accept_cam", 1.0, -1.0, -1, 0, 1, true, true, true)
end
else
--don't touch this
--TaskPlayAnim(ShopClerk[i].id,"random@shop_gunstore","_idle", 1.0, -1.0, -1, 0, 1, true, true, true)
end
if distance > 5.5 and distance < 6 then
PlayingAnim = true
end
end
end
end)
that wont help you but my guess is the Ambiance = “AMMUCITY”
Nothing sexier than a stripper with gunstore’s clerk stance.
My NPClife stripper dummy arn’t moving either…
There is no menu for this, it is necessary to add the positions recovered in game to make appear the npc the or you have indicated it
in your code:
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---------------------------------- DON'T EDIT THESES LINES --------------------------------------
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local generalLoaded = false
local PlayingAnim = false
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----------------------------------- YOU CAN EDIT THIS LINES -------------------------------------
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local ShopClerk = {
-- ID: id of NPC | name: Name of Blip | BlipID: Icone of Blip | VoiceName: NPC Talk When near it | Ambiance: Ambiance of Shop | Weapon: Hash of Weapon | modelHash: Model | X: Position x | Y: Position Y | Z: Position Z | heading: Where Npc look
{id = 1, name = "Stripper", BlipID = 52, VoiceName = "GENERIC_HOWS_IT_GOING", Ambiance = "AMMUCITY", Weapon = 0xA2719263, modelHash = "s_f_y_stripper_01", x = 112.35987854004, y = -1287.2749023438, z = 28.458688735962, heading = 100.0},
{id = 2, name = "Stripper", BlipID = 52, VoiceName = "GENERIC_HOWS_IT_GOING", Ambiance = "AMMUCITY", Weapon = 0xA2719263, modelHash = "s_f_y_stripper_01", x = 112.3050994873, y = -1285.611328125, z = 28.458683013916, heading = 100.0},
{id = 3, name = "Stripper", BlipID = 52, VoiceName = "GENERIC_HOWS_IT_GOING", Ambiance = "AMMUCITY", Weapon = 0xA2719263, modelHash = "s_f_y_stripper_01", x = 113.71821594238, y = -1288.1514892578, z = 28.458683013916, heading = 100.0},
{id = 4, name = "Stripper", BlipID = 52, VoiceName = "GENERIC_HOWS_IT_GOING", Ambiance = "AMMUCITY", Weapon = 0xA2719263, modelHash = "s_f_y_stripper_01", x = 103.51350402832, y = -1292.2377929688, z = 29.258701324463, heading = 100.0},
}
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---------------------------------- DON'T EDIT THESES LINES --------------------------------------
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-- Spawn NPC
Citizen.CreateThread(function()
while true do
Citizen.Wait(0)
if (not generalLoaded) then
for i=1, #ShopClerk do
RequestModel(GetHashKey(ShopClerk[i].modelHash))
while not HasModelLoaded(GetHashKey(ShopClerk[i].modelHash)) do
Wait(1)
end
ShopClerk[i].id = CreatePed(2, ShopClerk[i].modelHash, ShopClerk[i].x, ShopClerk[i].y, ShopClerk[i].z, ShopClerk[i].heading, false, true)
SetPedFleeAttributes(ShopClerk[i].id, 0, 0)
SetAmbientVoiceName(ShopClerk[i].id, ShopClerk[i].Ambiance)
SetPedDropsWeaponsWhenDead(ShopClerk[i].id, false)
SetPedDiesWhenInjured(ShopClerk[i].id, false)
GiveWeaponToPed(ShopClerk[i].id, ShopClerk[i].Weapon, 2800, false, true)
-- freeze npc here
SetBlockingOfNonTemporaryEvents(ShopClerk[i].id, true)
end
generalLoaded = true
end
end
end)
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-- Action when player Near NPC (or not)
Citizen.CreateThread(function()
while true do
Citizen.Wait(0)
RequestAnimDict("mini@strip_club@pole_dance@pole_a_2_stage")
while (not HasAnimDictLoaded("mini@strip_club@pole_dance@pole_a_2_stage")) do
Citizen.Wait(0)
end
for i=1, #ShopClerk do
distance = GetDistanceBetweenCoords(ShopClerk[i].x, ShopClerk[i].y, ShopClerk[i].z, GetEntityCoords(GetPlayerPed(-1)))
if distance < 4 and PlayingAnim ~= true then
--emote is here:
TaskPlayAnim(ShopClerk[i].id,"mini@strip_club@pole_dance@pole_a_2_stage","ld_girl_a_accept_cam", 1.0, -1.0, 4000, 0, 1, true, true, true)
PlayAmbientSpeech1(ShopClerk[i].id, ShopClerk[i].VoiceName, "SPEECH_PARAMS_FORCE", 1)
PlayingAnim = true
Citizen.Wait(0)
if PlayingAnim == true then
TaskPlayAnim(ShopClerk[i].id,"mini@strip_club@pole_dance@pole_a_2_stage","ld_girl_a_accept_cam", 1.0, -1.0, -1, 0, 1, true, true, true)
end
else
--don't touch this
--TaskPlayAnim(ShopClerk[i].id,"random@shop_gunstore","_idle", 1.0, -1.0, -1, 0, 1, true, true, true)
end
if distance > 5.5 and distance < 6 then
PlayingAnim = true
end
end
end
end)
delete this:
-- freeze npc here
SetBlockingOfNonTemporaryEvents(ShopClerk[i].id, true)
SetBlockingOfNonTemporaryEvents freezes npc, It is because of this that your npc does nothing
For the sound, maybe the name you assigned to it is not correct, see to change it or try other
They are still not moving / danceing hmm… i can’t find any Ambiance list
With this script, the npc will only dance if you approach it, the basic script is used only for shops, to give them back life
If you want to dance it, you have to change the code, like this for example:
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---------------------------------- DON'T EDIT THESES LINES --------------------------------------
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local generalLoaded = false
local PlayingAnim = false
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----------------------------------- YOU CAN EDIT THIS LINES -------------------------------------
-------------------------------------------------------------------------------------------------
local ShopClerk = {
-- ID: id of NPC | name: Name of Blip | BlipID: Icone of Blip | VoiceName: NPC Talk When near it | Ambiance: Ambiance of Shop | Weapon: Hash of Weapon | modelHash: Model | X: Position x | Y: Position Y | Z: Position Z | heading: Where Npc look
{id = 1, name = "Stripper", BlipID = 52, VoiceName = "GENERIC_HOWS_IT_GOING", Ambiance = "AMMUCITY", Weapon = 0xA2719263, modelHash = "s_f_y_stripper_01", x = 112.35987854004, y = -1287.2749023438, z = 28.458688735962, heading = 100.0},
{id = 2, name = "Stripper", BlipID = 52, VoiceName = "GENERIC_HOWS_IT_GOING", Ambiance = "AMMUCITY", Weapon = 0xA2719263, modelHash = "s_f_y_stripper_01", x = 112.3050994873, y = -1285.611328125, z = 28.458683013916, heading = 100.0},
{id = 3, name = "Stripper", BlipID = 52, VoiceName = "GENERIC_HOWS_IT_GOING", Ambiance = "AMMUCITY", Weapon = 0xA2719263, modelHash = "s_f_y_stripper_01", x = 113.71821594238, y = -1288.1514892578, z = 28.458683013916, heading = 100.0},
{id = 4, name = "Stripper", BlipID = 52, VoiceName = "GENERIC_HOWS_IT_GOING", Ambiance = "AMMUCITY", Weapon = 0xA2719263, modelHash = "s_f_y_stripper_01", x = 103.51350402832, y = -1292.2377929688, z = 29.258701324463, heading = 100.0},
}
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-- Blip For NPC
Citizen.CreateThread(function()
for k,v in pairs(ShopClerk)do
local blip = AddBlipForCoord(v.x, v.y, v.z)
SetBlipSprite(blip, v.BlipID)
SetBlipScale(blip, 0.8)
SetBlipAsShortRange(blip, true)
BeginTextCommandSetBlipName("STRING")
AddTextComponentString(v.name)
EndTextCommandSetBlipName(blip)
end
end)
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-- Spawn NPC
Citizen.CreateThread(function()
while true do
Citizen.Wait(0)
if (not generalLoaded) then
for i=1, #ShopClerk do
RequestModel(GetHashKey(ShopClerk[i].modelHash))
while not HasModelLoaded(GetHashKey(ShopClerk[i].modelHash)) do
Wait(1)
end
ShopClerk[i].id = CreatePed(2, ShopClerk[i].modelHash, ShopClerk[i].x, ShopClerk[i].y, ShopClerk[i].z, ShopClerk[i].heading, true, true)
SetPedFleeAttributes(ShopClerk[i].id, 0, 0)
SetAmbientVoiceName(ShopClerk[i].id, ShopClerk[i].Ambiance)
-- disable Drop weapon when Npc die:
SetPedDropsWeaponsWhenDead(ShopClerk[i].id, false)
SetPedDiesWhenInjured(ShopClerk[i].id, false)
-- give weapon to Npc:
GiveWeaponToPed(ShopClerk[i].id, ShopClerk[i].Weapon, 2800, false, true)
end
generalLoaded = true
end
end
end)
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-- Action when player Near NPC (or not)
Citizen.CreateThread(function()
while true do
Citizen.Wait(0)
-- request anim dance
RequestAnimDict("mini@strip_club@pole_dance@pole_a_2_stage")
while (not HasAnimDictLoaded("mini@strip_club@pole_dance@pole_a_2_stage")) do
Citizen.Wait(0)
end
-- request anim hello
RequestAnimDict("random@shop_gunstore")
while (not HasAnimDictLoaded("random@shop_gunstore")) do
Citizen.Wait(0)
end
for i=1, #ShopClerk do
distance = GetDistanceBetweenCoords(ShopClerk[i].x, ShopClerk[i].y, ShopClerk[i].z, GetEntityCoords(GetPlayerPed(-1)))
if distance < 4 and PlayingAnim ~= true then
-- If the distance is less than 4 and PlayingAnim == false
-- NPC say hello.
TaskPlayAnim(ShopClerk[i].id,"random@shop_gunstore","_idle_b", 1.0, -1.0, 4000, 0, 1, true, true, true)
-- npc speak.
PlayAmbientSpeech1(ShopClerk[i].id, ShopClerk[i].VoiceName, "SPEECH_PARAMS_FORCE", 1)
-- set PlayingAnim to true
PlayingAnim = true
Citizen.Wait(4000)
if PlayingAnim == true then
-- If the distance is less than 4 and PlayingAnim == true
-- NPC dance.
TaskPlayAnim(ShopClerk[i].id,"mini@strip_club@pole_dance@pole_a_2_stage","ld_girl_a_accept_cam", 1.0, -1.0, -1, 0, 1, true, true, true)
-- 1 second = 1000
Citizen.Wait(15000)
end
else
--don't touch this
--TaskPlayAnim(ShopClerk[i].id,"random@shop_gunstore","_idle", 1.0, -1.0, -1, 0, 1, true, true, true)
end
if distance > 5.5 and distance < 6 then
-- if distance is less 5.5 or greater than 6:
-- set PlayingAnim to false
PlayingAnim = false
-- Playing Emote (Not sure if it works)
TaskPlayAnim(ShopClerk[i].id,"mini@strip_club@pole_dance@pole_a_2_stage","ld_girl_a_accept_cam", 1.0, -1.0, -1, 0, 1, true, true, true)
end
end
end
end)
with this code, Normally, the npc dance if the player is away from it.
When the player approaches, the npc says hello and resumes its action.
Here is what i understand of it… MultiNPC style… they say HI but still not dance.
So… we can RequestAnimDict as many anime as needed i guess… still learning… wonder what is missing
Still not working - i Dont understand it.
hi! all options are required? can I skip voice and ambience?
This is absolutely beautiful, thank you very much.
Have you considered making something similar but forvehicles? Being able to place immovable planes and cars in particular areas would be amazing.
Hello @h0ldhaven & @MugiT !
I just try with this NPC : s_m_y_devinsec_01 and he moving the head so I guess it work only with specify NPC.
Actually all NPC have mens voice LOL.
hello
the voice of your npc depends on what it is (girl or boy)
- list of ped here
some npc speak, some not also some models appears, some not.
You’re welcome.
for now no, maybe later.
you can remove options if you want, to skip option, leave it empty
example: youroption=""
By any chances, does anyone has a completed file to share ?