27.06.2014, 13:39
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Last edited by Mauzen; 27/06/2014 at 02:09 PM.
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Quote:
Always seemed to fucked up for me when there was a lot of NPCs.
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I understand this is a logical measure to avoid loading the same data into memory twice. But maybe there should be an option to buffer it in full mode. Would be even greater if there was some way for plugins to communicate with each other, so they can share mapandreas, but I havent seen that yet, and got no idea how this could be done myself.
Whatever, that should go to the correct plugin thread
RNPC Dev: I just restructured the plugin so last build data for every NPC is stored. That way you dont need to set the weapon, special actions, animations etc again and again for every single build, and setters work outside the build mode, affecting the next build.
This is the next step for controlling NPCs in realtime, but thats still gonna take a while. (My plan actually is to rewrite recordings when something like the weapon or the keys (aiming) get changed, and restart them from the last moment, so recording can practically be modified during the playback. There wouldnt be a big difference to FCNPC then, by means of handling and possiblities. Im still not sure if this will work well, but chances are pretty good)
Just a side note, I wont release a next version that fast, theres more stuff to do for 0.4.1, and that "plan" will take even longer, I was following that idea since the very first versions