Carbonik Posted November 21, 2010 Share Posted November 21, 2010 Hi, how i can set map in all dimensions? Link to comment
dzek (varez) Posted November 21, 2010 Share Posted November 21, 2010 i think you will need to (via scripting) getElementsByType then just loop through dimensions and createObject. i suggest NOT to use on ALL dimensions (~65 535) -> you will hit maximum object count limit.. Link to comment
DiSaMe Posted November 21, 2010 Share Posted November 21, 2010 It's not needed to create objects in all dimensions. You can make a client-side script that detects when dimension of local player changes, then loop through all map objects and change their dimension. Link to comment
dzek (varez) Posted November 21, 2010 Share Posted November 21, 2010 i think this would cause some problems with sync - like, player left his car on some ramp on dimension 0, then get teleported to dimension 1 - car falls (as player is still syncing that car - afair player is syncing objects when they are near, never mind the dimension) - and when player get back to dimension 0 - car is inside ramp or whatever.. Link to comment
Kayl Posted November 21, 2010 Share Posted November 21, 2010 i think this would cause some problems with sync - like, player left his car on some ramp on dimension 0, then get teleported to dimension 1 - car falls (as player is still syncing that car - afair player is syncing objects when they are near, never mind the dimension) - and when player get back to dimension 0 - car is inside ramp or whatever.. As far as I know, the very definition of dimension is that all elements in other dimensions than the current local player's dimension aren't streamed in² for the local player, they are merely element information that will only be transposed to GTA world "objects" if the player is in the right dimension and the surrounding of it. The GTA clientside version of the car is "gone" not "hidden" for the client so there is no way his GTA physic engine could continue syncing it correctly so I fairly doubt MTA would let him be the syncer of it. So for me, forget about the car issue since I think it's a non issue, moving (clientside) all the map objects to the current player's dimension each time it changes seems for me the right solution to get map elements in all dimensions. ²OnClientElementStreamIn : "When this event is triggered, that element is guaranteed to be physically created as a GTA object." Link to comment
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