Efficient Attachment Sync 1.0.3

   (10 reviews)

2 Screenshots

About This File

Most of the server developers (ones that don't patiently wait for *something large*, though this resource is powerful enough) use their own server-side object attachments implementation that represents some large JSON with all the object and attachment information. This resource lets you cache "static attachments" in the client-side code so thanks to efficient utilization of the shared data it just uses a small shared variable to do the attachment processing without any need to create server-side objects nor send its data.

 

For example, if you want to attach a specific object to specific ped bone with spefic bone offset and object rotation, this will only use a ~4-8 byte shared variable keeping it accurate. User-made implementations I have seen before usually take ~100 bytes per an object.

 

API: Client-side

  • mp.attachmentMngr.register(attachmentId, model, bone, offset, rotation)
  • mp.attachmentMngr.addLocal(attachmentId) (synced!)
  • mp.attachmentMngr.removeLocal(attachmentId) (synced!)

 

API: Server-side

  • player.addAttachment(attachmentId, remove)
  • player.hasAttachment(attachmentId)

 

Example Resource

There's an example resource in /client-packages/epic-attachments folder. It lets you toggle attachments (there are like 30 attachments) using a NativeUI-based menu. Thanks to root for his contributions made to the example resource.

 

 

 


What's New in Version 1.0.3   See changelog

Released

Added player.hasAttachment (server-side)

  • Like 5



User Feedback

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest

n0minal

  

Awesome resource, I'll use it on my server.

Share this review


Link to review
Sethan

   0 of 1 member found this review helpful 0 / 1 member

Great resource, thanks

Share this review


Link to review
Jengas

   0 of 1 member found this review helpful 0 / 1 member

Best!

Share this review


Link to review
Morbo

   0 of 1 member found this review helpful 0 / 1 member

Thx

Share this review


Link to review
Original

· Edited by Original

   2 of 2 members found this review helpful 2 / 2 members

C# when to make it more ok? 

Share this review


Link to review
hubba

   0 of 1 member found this review helpful 0 / 1 member

it's ok

Share this review


Link to review
Jaimuzu

   1 of 2 members found this review helpful 1 / 2 members

it's epic

Share this review


Link to review
kemperrr

   0 of 1 member found this review helpful 0 / 1 member

It's ok

Share this review


Link to review
rootcause

   1 of 2 members found this review helpful 1 / 2 members

it's ok

Share this review


Link to review