Garfanzo
|
  |
| Joined: 24 Apr 2015 |
| Total Posts: 742 |
|
|
| 11 Jan 2017 02:14 PM |
So I had this idea for my RPG style game I am making, making Local Monsters. The advantages I see is no kill stealing, (and there won't be any teams in this game so it's alright if others don't see them), also I can adjust the monsters levels for each individual so the maps don't get boring. But I do have a couple questions:
- Will monsters effect others lag? This is the maps reason I want to do this, so I can spawn monsters only around the individual, so that others don't get effected, and I won't need a whole map of monsters, just a few and it'll look good. - Will making monsters local mess up any scripts? - Is this a good idea? |
|
|
| Report Abuse |
|
|
Tarkol
|
  |
| Joined: 03 Feb 2010 |
| Total Posts: 425 |
|
|
| 11 Jan 2017 04:02 PM |
It's a great idea. Local items shouldn't create any lag for other users. As long as the scripts affecting the monsters are contained within the "monster" model then none of your scripts should be messed up.
~Praise the Sun~ |
|
|
| Report Abuse |
|
|
TimeTicks
|
  |
| Joined: 27 Apr 2011 |
| Total Posts: 27115 |
|
|
| 11 Jan 2017 04:03 PM |
it will be weird when you see someone fighting something invisible on your screen
kill stealing will always be part of rpgs ;)
|
|
|
| Report Abuse |
|
|
Wrathsong
|
  |
| Joined: 05 Jul 2012 |
| Total Posts: 22393 |
|
|
| 11 Jan 2017 04:04 PM |
it will be weird when you see someone fighting something invisible on your screen [2]
i don't see the problem if you just allocate xp/cash to everyone who did damage to the mob?
Ever wanted to learn how to script? Check out my YouTube channel: youtube.com/austintheslayer Want to see me code in action? Follow my twitch: twitch.tv/austinrblx |
|
|
| Report Abuse |
|
|
|
| 11 Jan 2017 04:16 PM |
Cool concept. If you plan on creating this, you need to research into local parts. The questions you asked (other than the third one) are all the extreme basics of local parts.
Personally, how I would do it, is turn FE on and have all monster generation/interaction done through localscript. |
|
|
| Report Abuse |
|
|
|
| 11 Jan 2017 04:18 PM |
"it will be weird when you see someone fighting something invisible on your screen"
You could load the monsters in for other players close enough, but they won't be able to do anything to it and will also be local for those players. Just an idea, though. |
|
|
| Report Abuse |
|
|
pketny
|
  |
| Joined: 27 Dec 2010 |
| Total Posts: 1162 |
|
| |
|
TimeTicks
|
  |
| Joined: 27 Apr 2011 |
| Total Posts: 27115 |
|
|
| 11 Jan 2017 04:19 PM |
@pkenty you are missing the point here.
@intended_pun
exploiters could also modify local monsters and get more points than other players. just saying :)
|
|
|
| Report Abuse |
|
|
|
| 11 Jan 2017 04:41 PM |
@Time Totally forgot about exploiters, you're right. Maybe make the one that shows up for other players just for show? |
|
|
| Report Abuse |
|
|
|
| 11 Jan 2017 04:43 PM |
| I feel like this could have potential, but at the same time I think it would be better if this were developed into some sort of advanced and detailed singleplayer RPG, but of course that would defeat the purpouse of having a local monster. Idek why I recommended this. |
|
|
| Report Abuse |
|
|
Garfanzo
|
  |
| Joined: 24 Apr 2015 |
| Total Posts: 742 |
|
|
| 11 Jan 2017 05:44 PM |
| @Tarkol So what you're suggesting is have the body of the monster itself local, and the rest of the scripts controlling it from elsewhere? If so, is there a specific spot they should control from? |
|
|
| Report Abuse |
|
|
Tarkol
|
  |
| Joined: 03 Feb 2010 |
| Total Posts: 425 |
|
|
| 12 Jan 2017 12:56 PM |
id make the entire monster local. All you've gotta do is something like M = Monster:Clone() M.Parent = camera All this assuming you had the variables set for the monster and camera to make them local. |
|
|
| Report Abuse |
|
|