Imposter Posted December 14, 2012 Share Posted December 14, 2012 Hey guys, I've been going through the resource's code and have edited it heavily, but i am facing a few problems, the resource only syncs to a certain distance and then the cars stop moving until a player moves by, is there any way to remove that limit? Link to comment
manve1 Posted December 14, 2012 Share Posted December 14, 2012 If i'm getting you correctly: Most probably you could make traffic limit, where they can go or where they can and you should make that if there is distance from the player and a moving car you could use getDistanceBetween3D (( or something like this )) Link to comment
Imposter Posted December 14, 2012 Author Share Posted December 14, 2012 If i'm getting you correctly: Most probably you could make traffic limit, where they can go or where they can and you should make that if there is distance from the player and a moving car you could use getDistanceBetween3D (( or something like this )) What i meant to say was, the resource has a feature like this, and I've increased the value to about 1000, but it doesnt seem to change, when i go into the game, the cars drive to the end of my view distance (the default setting) which isn't supposed to happen, which makes me ask, how do i do it? Link to comment
Imposter Posted December 14, 2012 Author Share Posted December 14, 2012 Help please??? Link to comment
Anderl Posted December 14, 2012 Share Posted December 14, 2012 You can try removing that "limit" but I don't recommend you doing it. It will consume a lot more of CPU/RAM. Link to comment
DiSaMe Posted December 14, 2012 Share Posted December 14, 2012 If you mean that vehicles cannot move outside sync range, then that's because only client has physics. You can simulate the movement of vehicle by repeatedly checking if vehicle has no syncer and putting it closer to the destination point. That's how I did it in my NPC high-level control resource. Such movement is less realistic but precision isn't necessary when no players are around. Link to comment
Imposter Posted December 15, 2012 Author Share Posted December 15, 2012 If you mean that vehicles cannot move outside sync range, then that's because only client has physics. You can simulate the movement of vehicle by repeatedly checking if vehicle has no syncer and putting it closer to the destination point. That's how I did it in my NPC high-level control resource. Such movement is less realistic but precision isn't necessary when no players are around. I sort of understand what you mean, but can you explain in more detail? Link to comment
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