Quote:
Originally Posted by Dayrion
I got the same idea but if I want store like 5 objects, this is will be like:
Код:
OBJECT MODEL | fX | fY | fZ | fRotX | fRotY | fRotZ | fDrawDist | OBJECT1 MODEL | fX1 | fY1 | fZ1 | fRotX1 | fRotY1 | fRotZ1 | fDrawDist1 ...
So I'm asking there is an another way, a better way ^^'.
Also, I've an another question. Why and what mean preloading player's animation?
A player need to execute 2 times an animation or the animation will not work? Loading every animation one time when the player connects is like preloading them?
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If this is a SQL, then of course the following would be best:
Код:
PlayerID/Name | ObjectIndex | Model | X | Y | Z ...
Hence you'd easily be able to allow players to save more/less and only load, easily allow a developer access to unlimited objects etc.
but it's not easily achievable to do the same with INI, Although you could do a structure like INDEX_PlayerName > then still save what I suggested, still allowing the same thing, but then your server would need to open/close so many files that I wouldn't recommend.
So to sum it up if it's INI, do what you have in mind, if it's a SQL, my suggestion would be a better alternative.
About animations, first time you use an animation library it loads that in the client, preloading them means using that libraries for the player on connect for it to load for them, usually done with a null animation.