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[DiscordArchive] Is it a different setting?

[DiscordArchive] Is it a different setting?

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rektbyfaith
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09-13-2023, 08:48 PM
#11
Archived author: stoneharry • Posted: 2023-09-13T20:48:15.363000+00:00
Original source

Increasing cell visibility for everytihng will:
A) Have a huge perf impact
B) Not fix: `I made a vehicle NPC that works like a public cart you can hop in to travel from point A to B and back, thing is it only loads when the player is near.`
rektbyfaith
09-13-2023, 08:48 PM #11

Archived author: stoneharry • Posted: 2023-09-13T20:48:15.363000+00:00
Original source

Increasing cell visibility for everytihng will:
A) Have a huge perf impact
B) Not fix: `I made a vehicle NPC that works like a public cart you can hop in to travel from point A to B and back, thing is it only loads when the player is near.`

rektbyfaith
Administrator
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09-13-2023, 08:48 PM
#12
Archived author: stoneharry • Posted: 2023-09-13T20:48:51.816000+00:00
Original source

You need to mark the npc as active so that the cell it is in will stay loaded even when no players are near the cell
rektbyfaith
09-13-2023, 08:48 PM #12

Archived author: stoneharry • Posted: 2023-09-13T20:48:51.816000+00:00
Original source

You need to mark the npc as active so that the cell it is in will stay loaded even when no players are near the cell

rektbyfaith
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09-13-2023, 08:50 PM
#13
Archived author: Titi • Posted: 2023-09-13T20:50:25.491000+00:00
Original source

yes you don't want to do that for everything, for a few NPCs it's reasonable it's already done for large creatures like fel reaver.

just set the creature to have the long visibility flag
rektbyfaith
09-13-2023, 08:50 PM #13

Archived author: Titi • Posted: 2023-09-13T20:50:25.491000+00:00
Original source

yes you don't want to do that for everything, for a few NPCs it's reasonable it's already done for large creatures like fel reaver.

just set the creature to have the long visibility flag

rektbyfaith
Administrator
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09-13-2023, 08:50 PM
#14
Archived author: stoneharry • Posted: 2023-09-13T20:50:51.009000+00:00
Original source

It will mean it stays active when players are further away. As soon as players leave that visibility distance, it will unload and stop moving.
rektbyfaith
09-13-2023, 08:50 PM #14

Archived author: stoneharry • Posted: 2023-09-13T20:50:51.009000+00:00
Original source

It will mean it stays active when players are further away. As soon as players leave that visibility distance, it will unload and stop moving.

rektbyfaith
Administrator
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09-13-2023, 08:51 PM
#15
Archived author: stoneharry • Posted: 2023-09-13T20:51:35.816000+00:00
Original source

so you're just reducing the symptoms rather than fixing the root issue
rektbyfaith
09-13-2023, 08:51 PM #15

Archived author: stoneharry • Posted: 2023-09-13T20:51:35.816000+00:00
Original source

so you're just reducing the symptoms rather than fixing the root issue

rektbyfaith
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09-13-2023, 08:53 PM
#16
Archived author: Titi • Posted: 2023-09-13T20:53:16.085000+00:00
Original source

didn't read everything I just answered to that
> Is there a way to map the npc load when far away from the player
rektbyfaith
09-13-2023, 08:53 PM #16

Archived author: Titi • Posted: 2023-09-13T20:53:16.085000+00:00
Original source

didn't read everything I just answered to that
> Is there a way to map the npc load when far away from the player

rektbyfaith
Administrator
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09-13-2023, 08:53 PM
#17
Archived author: Titi • Posted: 2023-09-13T20:53:48.871000+00:00
Original source

the active thing seems appropriate yeah never heard of it
rektbyfaith
09-13-2023, 08:53 PM #17

Archived author: Titi • Posted: 2023-09-13T20:53:48.871000+00:00
Original source

the active thing seems appropriate yeah never heard of it

rektbyfaith
Administrator
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09-13-2023, 08:54 PM
#18
Archived author: stoneharry • Posted: 2023-09-13T20:54:42.457000+00:00
Original source

Again, not looked at the code at all. But my assumption would be the grid manager looks at each cell and checks if there are any active worldobjects. If there are none we can unload safely.

Players would probably always be active. Creatures can be manually set active
rektbyfaith
09-13-2023, 08:54 PM #18

Archived author: stoneharry • Posted: 2023-09-13T20:54:42.457000+00:00
Original source

Again, not looked at the code at all. But my assumption would be the grid manager looks at each cell and checks if there are any active worldobjects. If there are none we can unload safely.

Players would probably always be active. Creatures can be manually set active

rektbyfaith
Administrator
0
09-13-2023, 08:54 PM
#19
Archived author: Titi • Posted: 2023-09-13T20:54:49.089000+00:00
Original source

afaik Epoch uses the transport system for their carts which probably automatically sets settings like those
rektbyfaith
09-13-2023, 08:54 PM #19

Archived author: Titi • Posted: 2023-09-13T20:54:49.089000+00:00
Original source

afaik Epoch uses the transport system for their carts which probably automatically sets settings like those

rektbyfaith
Administrator
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09-13-2023, 09:01 PM
#20
Archived author: MrBadWithNames • Posted: 2023-09-13T21:01:17.196000+00:00
Original source

To set the creature to active, do I have to do source code magic?
rektbyfaith
09-13-2023, 09:01 PM #20

Archived author: MrBadWithNames • Posted: 2023-09-13T21:01:17.196000+00:00
Original source

To set the creature to active, do I have to do source code magic?

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