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Posted

I'd like to make player blips that are visible on the entire map

I found this resource by rootcause but it only works for streamed players, I thought of multiple solutions:

First one was creating blip on serverside with NAPI.CreateBlip and updating their position but the problem here is localplayer will also get his blip(I don't want the localplayer to have the player blip)

Second solution I thought of is updating player blips every 0.1 seconds by making a list of all player blips positions and colors and sending it to clientside using json format. This would be too inefficient because after serializing for each player there would be 70 chars, lets say 200 players -> 70 * 199 (blips, no local player) * 200 (to all 200 players) * 10 (10 times per second) = 26 MB/s needed. I'm guessing blips on serverside r done using udp(?) and are more efficient so streaming over serverside would be better. How would I go on to hide localplayer if they are serversided

 

Posted
4 hours ago, fl1k said:

I'd like to make player blips that are visible on the entire map

I found this resource by rootcause but it only works for streamed players, I thought of multiple solutions:

First one was creating blip on serverside with NAPI.CreateBlip and updating their position but the problem here is localplayer will also get his blip(I don't want the localplayer to have the player blip)

Second solution I thought of is updating player blips every 0.1 seconds by making a list of all player blips positions and colors and sending it to clientside using json format. This would be too inefficient because after serializing for each player there would be 70 chars, lets say 200 players -> 70 * 199 (blips, no local player) * 200 (to all 200 players) * 10 (10 times per second) = 26 MB/s needed. I'm guessing blips on serverside r done using udp(?) and are more efficient so streaming over serverside would be better. How would I go on to hide localplayer if they are serversided

 

Hey! Personally I use, and I've not had any issues since downloading it. You simply install the files, as it says to in the link, and then you join the game. Once you join the game, you can do /blipc to enable the screen (Seen below), of which, you press " ' " and it'll open.

 

Posted
45 minutes ago, SparkMyte said:

Hey! Personally I use, and I've not had any issues since downloading it. You simply install the files, as it says to in the link, and then you join the game. Once you join the game, you can do /blipc to enable the screen (Seen below), of which, you press " ' " and it'll open.

 

You haven't read my thread, this is not what I'm looking to do

Posted
On 8/26/2021 at 5:35 PM, fl1k said:

You haven't read my thread, this is not what I'm looking to do

OMG sorry lmao, I misread it, I didn't see the player blips bit.

 

Posted

Sorry if I'm not reading into this carefully but, If you don't want localplayer to have a blip, simply check for mp.players.local == entity in any form of DataHandler / Render for your client-side blips. My general solution to handle joint server/client side blips is:

  • If player is in local streaming distance, set blip client-side. Do mp.players.local check on a custom data handler to display accurate, directional blips for streamed in players.
  • Once a player streams out, hand the job to the server, updating all blips every X seconds

To be fair, the solution I've implemented required a lot of playing back and forth and doing checks to get working. There is likely a more appropriate way.

On 8/26/2021 at 12:18 PM, fl1k said:

How would I go on to hide localplayer if they are serversided

My best guess is to use a combination of the above. Handle it client-side first, and only apply server-side blips to those out of streaming range of the local player (note that these blips will not be directional). Please ask more questions though so I can look into it more specifically! :)

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Posted
32 minutes ago, sparx said:

Sorry if I'm not reading into this carefully but, If you don't want localplayer to have a blip, simply check for mp.players.local == entity in any form of DataHandler / Render for your client-side blips. My general solution to handle joint server/client side blips is:

  • If player is in local streaming distance, set blip client-side. Do mp.players.local check on a custom data handler to display accurate, directional blips for streamed in players.
  • Once a player streams out, hand the job to the server, updating all blips every X seconds

To be fair, the solution I've implemented required a lot of playing back and forth and doing checks to get working. There is likely a more appropriate way.

My best guess is to use a combination of the above. Handle it client-side first, and only apply server-side blips to those out of streaming range of the local player (note that these blips will not be directional). Please ask more questions though so I can look into it more specifically! :)

That's exactly the way I imagined and implemented it, thank you for your reply. I update all blips every second and check if distance is over 500, if it is under 500 I use streamedIn blips

I implemented it today, I'm still testing it. Main concern I had was usage of upload, as that is lets say 15 bytes every second for 200 players * 200 players who will get the data

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