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Hmm, there are other ways besides triggeraction().
Though, I suppose, with a chests system, if you really have 5000 then its best to have all data pre-loaded and only call server to flip things. Save your chest information to a variable on the clientside, not text file. Text File = Hard Drive, Variable = RAM. It can't be saved to a client variable for obvious reasons. Use something like player.chests |
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Even a mb for just chests seems a little excessive.
If you're worried about an array not being accessible, maybe create a quick GUI to edit people's chests and such? |
2 kb = 5-6 chests already.
It isn't nothing big, a body is like a mb btw. |
Save that data into a clientside var, don't need large file loading everytime I change level.
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clientside var.
hm, I could. do you mean something like: Load an array called playerchests? ( so it doesnt show in attr? ) |
You should save all chest-related information in an array called player.chests on the clientside. It would be cleared on logout so you would need to have it sent to client on login and make sure you save any changes to server.
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Hm, and it could be of any size :o?
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I have yet to find a limit on array sizes, as long as the array is only read by script and not displayed like client flags or dbnpc flags then it should be fine. You can allocate arrays in programming of any size as long as you have the memory to store the data.
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rep++ |
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We cant script for custom RC now can we? Stefan should fix this problem. |
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So..........what is the purpose of all this?
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