Borov Posted January 24, 2008 Share Posted January 24, 2008 It was originally send via irc so sorry about the format. well in case you come back and wonder why I messaged you. I'm one of those troublesome guys who wish for npc's for MTADM. I heard rumors that you guys were planning on making npc's available, though I don't trust rumors, I still hold on to my hope. I know the issues that you guys are facing in terms of how to make npc's available without consuming too much bandwidth as well as making the client side look normal and non-confusing with desync and so on I have read different proposals posted by different users about how to make it work, and I analyzed their requirement I think they don't really need completely synchronized npcs, and due to the fact GTA always puts lots of peds in teh street, it's nearly impossible to achieve even for rockstar itself So I have this idea (I know you guys aren't taking ideas, it's just my 2 cents), that MTA can make available two types of npc's one type is not synced, it's controlled and generated by clients' own computer, they only serve the purpose of immersion and maybe rampage. Whether or not it's possible to write client side script to give them AI, I don't know, but it could be just controlled by SA itself. The other type is synced, and it's generated by the server, and server sends data regarding these npcs to players close to them. Their AI can be scripted via lua by the general scriptors. You guys can easily put some limit on the number of server generated npcs, so it won't hurt performance very much. That way, players can either choose to interact with the non-synced npcs (more like dumb peds walking along the streets) just for the fun of it, or create some kind of missions with synced npcs to make cooperative playing possible, if you know what I mean Link to comment
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