Karuzo Posted April 16, 2014 Share Posted April 16, 2014 Hey Guys, So i'm trying to put a map to the dimension 38 and tried that using the dimension argument in the meta.xml like that: "apartment_dm.map" dimension="38" /> But i just don't see the objects, and yes i am in the dimension 38. Do i have to do something else to put the map to that dimension ? Link to comment
Bonsai Posted April 16, 2014 Share Posted April 16, 2014 You could just go through all objects and set their dimension. Link to comment
Saml1er Posted April 17, 2014 Share Posted April 17, 2014 (edited) Server side: local Map_Data = { } local MapName = "Your Map Name" local me_load = xmlLoadFile ( ":" . . MapName . ."/meta.xml" ) local m_map = xmlFindChild ( m_load ,"map", 0 ) local m_mData = xmlNodeGetAttributes( m_map ) if m_Data then local ma_load = xmlLoadFile(":" . . MapName . . "/" . . m_mData["src"] ) for k, v in ipairs ( xmlNodeGetChildren( ma_load ) ) do -- Now loop and doop --- ....... Some code --- For Creating objects Map_Data [ #Map_Data + 1] = { "object",model, x, y, z, px,py,pz, LOD } -- that "object" is just to specify that its an object when you loop in i,v pairs then use ------ if v[1] == "object" then -- CREATE THE OBJECT IN CLIENT SIDE NOW end end For creating objects in another dimension then: Client side: -- Client side is better, you can send tables from server side for the the players in team local m_Objects = { } _createObject = createObject function createObject (model, x, y, z, px,py,pz, opt) local px = px or 0 local py = py or 0 local pz = pz or 0 local opt = opt or false local m_Cobject = _createObject(model, x, y, z, px,py,pz,opt) if m_Cobject then table.insert { m_Objects, m_Cobject } -- insert into a table so you can destroy it with loop when you want to stop the map return m_Cobject end end local Map_Elements = { } --------------------------------- when creating the objects in client side then for _,v in pairs ( Map_Data ) do if v[1] == "object" then local elem = _createObject (v[2], v[3],v[4],v[5],v[6],v[7],v[8],v[9]) -- replace the coordinates with the map coordinates Map_Elements [ #Map_Elements + 1 ] = elem -- insert it into table so you can remove it with a loop later end end ------------------------- when removing them function RemoveElems () for k,v in pairs ( Map_Elements ) do if isElement (v) then destroyElement (v) else v = nil end end Map_Elements = { } end P.S I was first creating all objects in server side but after talking with Gallardo I decided to make them in client side because he advised me to keep the server side free and I know that its really complicated stuff but if you try to work on it then you'll understand how everything works Edited April 17, 2014 by Guest Link to comment
Gallardo9944 Posted April 17, 2014 Share Posted April 17, 2014 You don't need to set dimensions unless you're sending things serverside. Send them via client and hide other players clientside by setting their dimensions to non-zero ones. Link to comment
Karuzo Posted April 17, 2014 Author Share Posted April 17, 2014 I think i didn't explained it very well, i just have a map(TDM-Map), which i want to set to a different dimension. Link to comment
Saml1er Posted April 17, 2014 Share Posted April 17, 2014 You don't need to set dimensions unless you're sending things serverside. Send them via client and hide other players clientside by setting their dimensions to non-zero ones. Yes, you're right. I totally forgot about that since the objects will be created for client so there's no need to send players to other dimensions. I think i didn't explained it very well, i just have a map(TDM-Map), which i want to set to a different dimension. That function doesn't work the way you want it. You'll need to create everything manually. Check the code again. Link to comment
Karuzo Posted April 17, 2014 Author Share Posted April 17, 2014 Alright , thanks ill give it a try Link to comment
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