[DiscordArchive] though if it's just 300 soldiers, couldn't you just random them around across the 32 bits you alread
[DiscordArchive] though if it's just 300 soldiers, couldn't you just random them around across the 32 bits you alread
Archived author: <o> • Posted: 2022-07-18T20:11:27.316000+00:00
Original source
though if it's just 300 soldiers, couldn't you just random them around across the 32 bits you already get?
Archived author: whatwere • Posted: 2022-07-18T20:11:55.328000+00:00
Original source
Each individual soldier can be talked to to hide or appear.
Archived author: <o> • Posted: 2022-07-18T20:12:16.504000+00:00
Original source
then you need 300 bits
Archived author: whatwere • Posted: 2022-07-18T20:12:45.770000+00:00
Original source
The real goal is actually secret "items" scattered around the zone, like hidden loot in a real RPG.
Archived author: whatwere • Posted: 2022-07-18T20:13:38.077000+00:00
Original source
But yeah, a lot of bits seems mandatory which is why an std::map seems appropriate. Loading it from the database shouldn't be too hard.
Archived author: <o> • Posted: 2022-07-18T20:13:53.061000+00:00
Original source
i'm not sure how you would use an std map for this
Archived author: <o> • Posted: 2022-07-18T20:14:15.166000+00:00
Original source
oh wait i think i get it
Archived author: whatwere • Posted: 2022-07-18T20:14:31.997000+00:00
Original source
Each NPC has at once only one index for their phase, just check if the std::map has key of it's index which is a bool set to true (or false if not)
Archived author: whatwere • Posted: 2022-07-18T20:14:39.812000+00:00
Original source
Since std::map returns default values if it's key is empty.
Archived author: <o> • Posted: 2022-07-18T20:15:23.524000+00:00
Original source
just make sure this doesn't use the actual phasing system, but instead hijack visibility packets only for those specific gameobjects. unfortunatley, the way trinity is set up nowadays there is no way to access the entry from the phasing system itself