Maggi Posted June 11, 2011 Share Posted June 11, 2011 (edited) Lets discuss this scripting technique: Game 'phisics' (treat it is as game logic, game rules), Extending game core actions: various atomic actions is scripted at client side and each action has its ID. so, server only calls trigger_client_event() with action ID + arguments. Advantages: minimal bandwidth load + less CPU usage (at server side) Disadvantages: player can decompile or just see script contents and look at 'secret' data, or keyword moments (mechanics) of certain script, problem for anticheat. viewpoint: core GTA actions is also treated as scripts: ex: if I shoot somebody, I use action 'shoot' with params: target, bodypart, weapon_type, weapon_skill.. and the result of this sript will be target damage (loss HP). lets name this system as game phisics. So, We can extend game phisics by adding new features: 'shoot' action result depends on player health (If you have extremly low HP, your actions will not be so effective). Next, we can also add param blind (especially useful for RP servers) if you are get blinded (teargas or smth else) you just can't shoot. To be shorten: Gamemode declares ACTIONS that are represented as scripts on client side, thus extending CORE game RULES (phisics). server's task is to call actions + params for it!. Main conception: ALL actions are scripted at client side. So, server becomes director of movie named 'GAME'. Edited June 11, 2011 by Guest Link to comment
will briggs Posted June 13, 2011 Share Posted June 13, 2011 Thats good maggi And btw jaysds is only posting bullsh*t so he can get a higher post count how bored must he be... Link to comment
Orange Posted June 14, 2011 Share Posted June 14, 2011 @will: you're doing the same, lulz Anyway, I think that it's just making the server less overloaded. Who needs it? IMHO, nowadays, no server have that bad capacity so they can't perform special actions. Link to comment
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