DOES ANYONE KNOW HOW TO MAKE A HOUSESYSTEM IN SOURCE 5530
I WANT TO KNOW WHICH FILES SHOULD I WORK ON IT.
I WANT TO KNOW WHICH FILES SHOULD I WORK ON IT.
Saving a map for every players is a lame idea, that shouldn't even be called "dynamic maps", you know ?Quote:
Is fucking easy to code house system because is just about to create a dynamic map for each player and save it in database.
There is no little example. Dynamic maps aren't universal in sources. There are many ways to implement them. Basically, you load a copy of the map, give it a unique identity, send the identity using packet 1110, and teleport the user to it. If you don't know how to do that, then you'll just have to bite your lip and deal with that you've been given. That's the problem with being a consumer.Quote:
Can anyone just give me a little example of code.
Thanks for me right?Quote:
First you post in wrong section ( #reported wrong section ).
I will give you some info. about House system so let's start warehouse id is 44, maps id : Level 1 : 1098 , Level 2 : 1099 : Level 3 : idk , Level 4 : 601 , Level 5 : 3024 , to put warehouse inside of house you need to load floor for maps. Is fucking easy to code house system because is just about to create a dynamic map for each player and save it in database.
You want to make new data pools to keep track of entities and furniture, and check for them during screen updates such as walking and jumping, then you want to force players to only have less than 5 players in a house at a time? Not only is that a performance hit, but a major setback in gameplay for the house system. You rather do all of that than implement dynamic maps? Here's why we use dynamic maps, it's a perfect example: to minimize unnecessary checks. We use dynamic maps to copy maps (so effects on the map are unique to the owner / players on the map). All of the unnecessary checks you'd be making for furniture, monsters, and players makes your idea very inefficient. That's why we don't implement that idea.Quote:
I know this is an old thread but I wish to add the house system and I don't want to use dynamic maps.
I am asking why nobody thought about this following idea:
Instead of 1 map for every character, why not teleport everybody on the same map and only spawn other players according to what team members you have. From what I remember to get inside somebody's house you'll need to be in the same team as them.
Now once again I mention this: 1st team of 5 members gets inside the Level 1 house map and another 2nd team of 4 members gets inside the same Level 1 house map.
Now, we have the two arrays of both teams, why not only send the spawn packets to the players within the same team instead of making some strange dynamic map?
I didn't try to implement this but I think this would be better...I tried to use a leaked dynamic map system but failed and then thought about this idea...anybody with some experience could tell me if this would work?