Thread: 2nd map region + clipping per player?

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  1. #1 2nd map region + clipping per player? 
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    Hey all. I'm in need of some information.

    When you have 1000 players in a server, say everyone has POH of their own.
    POH is located at coordinates 4000, 4000, 0 for instance, always.

    Whenever a player goes into somebody else's house, does the server add clipping according to the house layout, for that player who entered the house?

    TL;DR == Is clipping added per player for instanced/dynamic areas such as Player Owned Houses.

    Thanks in advance --- AkZu
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    Yes i belive so if you have region clipping.
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    Quote Originally Posted by Poesy700 View Post
    Yes i belive so if you have region clipping.
    Ok, well that's what I thought too..

    Now I just need to get the data from the original regions and save it so I can also freely rotate the data clock or anti clock wise.

    Tricky but yeah!
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    Quote Originally Posted by AkZu View Post
    Ok, well that's what I thought too..

    Now I just need to get the data from the original regions and save it so I can also freely rotate the data clock or anti clock wise.

    Tricky but yeah!
    How are you planning to make this if a player gets a new playerId every session?

    How are you going to store which object is spawned where for which player please dont tell me you are cramming it all in the player save lol?
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    Wtf ur on. If I reference this around dynamic map region, I joint lumby and varrock chunks together, .. I'm taking the original data as it hasn't changed, and then just rotate it if has to and thats it.

    And if I make example out of POH, as the POH can be customized it will have the layout structure by default on the house owner, everytime somebody joins it takes the data from the house owner so the server knows that the player who joined can only walk on set locations.


    Also if somebody does get kicked of the house the temporary data for clipping will be reset and it will be send again whenever the player joins another house. Simple as that 123!
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    Quote Originally Posted by AkZu View Post
    Wtf ur on. If I reference this around dynamic map region, I joint lumby and varrock chunks together, .. I'm taking the original data as it hasn't changed, and then just rotate it if has to and thats it.

    And if I make example out of POH, as the POH can be customized it will have the layout structure by default on the house owner, everytime somebody joins it takes the data from the house owner so the server knows that the player who joined can only walk on set locations.


    Also if somebody does get kicked of the house the temporary data for clipping will be reset and it will be send again whenever the player joins another house. Simple as that 123!
    What will be customizable if you are not using the POH map ? Like custom placing chairs and stuff?
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    House builder ( the owner ) has set of data, we can name it the clipping data. Now you can't enter somebodys house whilst they're building it.

    All the clipping data will be applied as temporary data to other players who join the house, so that it all works out.

    I'm gonna write it soon.
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    if you just send the packet then there's no server-sided clipping

    and PoH coordinates are pretty much randomised btw
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    Quote Originally Posted by Riddle View Post
    if you just send the packet then there's no server-sided clipping

    and PoH coordinates are pretty much randomised btw
    Of course I'm all in talking here about if I needed to add clipping when somebody enters somebodys house, and I should.

    Also there is not enough coordinate base for 2000 houses, why have them placed random when u can place them to 1 position?
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