2020-04-29, 06:34 PM
To provide more background: my server allows players to reside in custom virtual worlds where they can build their own maps. Manipulating IDs is quite common and simple, but for the reasons I've already mentioned, the IDs must be consistent. If a player sees an object with a specific ID, they must be able to use that ID for manipulating the object, and they also must be able to tell that ID to others who can see that object. You'd be surprised how many people can quickly grasp this concept. Without this feature, open.mp would be simply unusable for me.
Now this is tied to the limit of 1000 objects, which also provides a convenient way to stop the server from being overloaded by user-made objects. I also use the streamer in cases where larger maps are created, but working with the standard static objects is more convenient. I have modified YSF to allow selectively showing "global" objects to players, so I can simulate objects being visible to specific virtual worlds. I don't know if there is a better solution to the same requirements, but this is what I have settled on.
Now this system is fine, but there is this thing affecting all entities that their global pool is limited, while only a section of them is displayed to a particular group of players in a single virtual world. I could spend some time reimplementing the system based fully on player objects, but I thought this could be nifty to have as an option.
Now this is tied to the limit of 1000 objects, which also provides a convenient way to stop the server from being overloaded by user-made objects. I also use the streamer in cases where larger maps are created, but working with the standard static objects is more convenient. I have modified YSF to allow selectively showing "global" objects to players, so I can simulate objects being visible to specific virtual worlds. I don't know if there is a better solution to the same requirements, but this is what I have settled on.
Now this system is fine, but there is this thing affecting all entities that their global pool is limited, while only a section of them is displayed to a particular group of players in a single virtual world. I could spend some time reimplementing the system based fully on player objects, but I thought this could be nifty to have as an option.