Important question
#1

Hello,
if modular objects are downloaded according to the set VirtualWorld. Should CreateObject set up VirtualWorld also? What happens if a modular object, for example, in VirtualWorld 5. But the CreateObject object is displayed in all VirtualWorls.
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#2

if the model is unavailable it displays as '?' A model (AddSimpleModel) can be defined for multiple vworlds (multiple AddSimpleModel lines), and the player will only download the file once.
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#3

Thanks for explaining. But I want to ask why is CreateObject visible in all VirtualWorld? Does it have any higher meaning with sync? I've found that using CreateObject, for example, 100 players will greatly save CPU performance than if I had every Player to see CreatePlayerObject. What is it given?

If it was possible to set CreateObject VirtualWorld it would save the CPU. View each player CreatePlayerObject that is a lot of CPU usage in VirtualWorld.

It was not a bad idea to think about client-side streaming objects. If 200 players are on the server, it means 200x run a comparison for 1000+ objects. Therefore, you need to set a delay of 1000ms. It would be better to send all objects to the client. And the client can process it himself? Streaming in real time and better than server-side?
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#4

you can do that already
CreatePlayerObject with SetVirtualWorld

CreateObject - global object
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#5

Quote:
Originally Posted by SPAWN_METAL
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you can do that already
CreatePlayerObject with SetVirtualWorld

CreateObject - global object
I know it can not be done now. I say it would be good to do it soon.
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#6

Streamers can do that as they use playerobjects.
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#7

It would be nice if the worldid parameter was finally added to CreateObject. I am waiting 7 years for that.
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#8

Quote:
Originally Posted by sprtik
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It would be nice if the worldid parameter was finally added to CreateObject. I am waiting 7 years for that.
Why you need this.
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#9

Quote:
Originally Posted by AbyssMorgan
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Why you need this.
Because CreateObject is visible in all VirtualWorlds. Applying CreatePlayerObject to a lot of players is a bad solution for CPU usage.
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#10

Quote:
Originally Posted by AbyssMorgan
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Why you need this.
I am sure that I have already stated this at least once, but to repeat:

1) Consistency - it is already possible to create a vehicle, 3D label, pickup, or actor in a specific virtual world. It makes no sense for there not being this possibility for objects too.

2) Performance - having a whole streamer is an overkill if the only thing you want to use are per-world objects. Per-player objects take unnecessary slots, require synchronisation, and have limited functions (e.g. no AttachPlayerObjectToPlayerObject).

3) Logic - you can already specify a model for a virtual world. Rationally, there has to be a way to create per-world objects then. Plugins should extend the possibilities beyond what's there to offer, but this is already possible, yet not available.

Frankly, the whole SA-MP API suffers from these issues, but that is a matter for another debate.

As for me, my server KSA is based on players being able to create and edit objects, vehicles or actors at their own will, and without restricting the features of the server, I have to use global objects. Per-player objects are limited and would require creating a whole ID pool for them, and I already use streamer objects as markers for dynamic enexes. Virtual worlds are used to separate and protect player-created content, and it is strange that vehicles are bound to a virtual worlds but objects aren't.
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