22.01.2010, 19:08
Chaprnks: I just noticed something in the streaming code that was very likely to be causing the behavior you described in your post. Thanks for the report.
Wazza!: I don't understand what you mean. The nearest objects are automatically streamed.
I've released v2.3.4 which fixes a few bugs and adds two new natives:
You can use Streamer_UpdateEx to "fake" the player's current position so that items can be streamed in a certain area. Besides the obvious advantages this has with SetPlayerPos, you can also use it under OnPlayerRequestClass where the player's real position is always 0.0, 0.0, 0.0.
Wazza!: I don't understand what you mean. The nearest objects are automatically streamed.
I've released v2.3.4 which fixes a few bugs and adds two new natives:
Quote:
v2.3.4: - Fixed bug with OnPlayerPickUpDynamicPickup that resulted in it being called too many times when multiple scripts were loaded - Fixed bug with checkpoints and race checkpoints that caused none to be streamed until the one that was visible was no longer in range - Slightly improved native address finding and added an error message that prints in the server log when all natives cannot be found - Consolidated all of the update natives into Streamer_Update - Added Streamer_UpdateEx for loading items in a specified area |