Howto Hitpoint System
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I have attached a little documentation about scripting an custom hitpoint system, I hope it is usefull.
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Nice stefan. I never knew you could actualy do it with an npcs server.
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I'm going back to school later, I've downloaded and will read it later :)
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It's excellent.
Although I wonder how much the npcserver will like it when 100 players are all hacking away at eachother? It best not get overwhelmed. |
Nice.
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Re: Howto Hitpoint System
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To my understanding as well people who use "string hackers" to hack the client. strings of the game need to know the string name. Why would you not be able to make a similar system only with more clientside refrence? |
Shouldn't this go to scripting forum? :\
lol i thought this had been posted in playerworlds forum. Looks nice Stefan, probably is very useful ^_~ |
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Re: Re: Howto Hitpoint System
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Very nice Stefan. I learned 2 new functions from that, getnearestplayers, and getareanpcs. =D
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I can possibly add yours. There will be more documentation for v3.1 scripting engine once it is released.
About clientside-system: a hitpoint-system should be secure and easy to use. On serverside you can build a database of objects which you can use to influence the hitpoint system, e.g. weapon strength and armour. If you don't script bad stuff into the hp functions then speed shouldn't be a problem at all. With 100 players playing on Graal Kingdoms the HP system uses less than 1% of the cpu time, although it's doing quite complicated hitpoint calculations. On most Graal servers the clientside scripts are a much bigger speed problem (I have seen servers with quite slow clientside weapon scripts which then lag the players while the npcserver is bored) |
Aight, I'll take your word for it.
Thank you for the input. ... How about compiled particle engine?? Want to use my script as a refrence ;) |
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