Author Topic: CreateClientObject( player, Vector(X, Y, Z), Angle );  (Read 294 times)

TurboGrafx

  • Full Member
  • ***
  • Posts: 230
  • Karma: +32/-31
    • View Profile
CreateClientObject( player, Vector(X, Y, Z), Angle );
« on: November 21, 2016, 03:06:38 pm »
I feel That objects should be moved to client scripting, There is so many reasons, I will only list the best reasons,

Objects could be installed onScriptLoad() Client side.
*Regardless of the /reconnect bug, This would be the ultimate patch.

Better missions could be scripted like the export missions. You could manually add the red line when a player does a export.

This would become very helpful when custom objects are added, You could easily have a lot more objects in the players world for housing in apartments or whatever your desire is.

Recreating custom race tracks, While having many custom objects in a players world It would be most efficient to be able to add and remove these objects client side.

Want more reasons just ask and I will tell you why  ;)

rwwpl

  • Full Member
  • ***
  • Posts: 125
  • Karma: +17/-6
  • LU-DM Team
    • View Profile
    • LU-DM Team
Re: CreateClientObject( player, Vector(X, Y, Z), Angle );
« Reply #1 on: November 23, 2016, 02:14:43 pm »
Quote
Objects could be installed onScriptLoad() Client side.
*Regardless of the /reconnect bug, This would be the ultimate patch.

But information about objects are downloaded from the server, and they are on client-side. And the client should automatically remove objects after /reconnect. This bug can be fixed, without any new functions.

 

© Liberty Unleashed Team.