Graal Forums  

Go Back   Graal Forums > Development Forums > NPC Scripting
FAQ Members List Calendar Today's Posts

 
 
Thread Tools Search this Thread Display Modes
Prev Previous Post   Next Post Next
  #1  
Old 01-18-2008, 06:25 AM
DustyPorViva DustyPorViva is offline
Will work for food. Maybe
DustyPorViva's Avatar
Join Date: Sep 2003
Location: Maryland, USA
Posts: 9,589
DustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond reputeDustyPorViva has a reputation beyond repute
Send a message via AIM to DustyPorViva Send a message via MSN to DustyPorViva
Rescripting default baddies

Well, I think every classic server would benefit from the default baddies being rescripted in GS2... so I thought I would discuss some here.
My main curiosity is whether they should be serverside or clientside. I'll post my opinions about both:

serverside:
- Baddies will be able to be taken down with others
- baddies will be, of course, 'synced' for all players. If you see a baddy there, so will everyone else.
- can be used for 'multi-player' dungeons, where it takes more than one player to beat it. On the clientside... this can be done, but everyone will be doing their own thing when it comes to killing the baddies.
- Jumpy movement. Since there is a min 0.1 timeout on serverside, movement wouldn't be as smooth.
- Biggest factor: because it's on the serverside, lagging will have a big effect on how the baddy operates. If you lag, the experience can be easily ruined as things like attacks and such are delayed from server to client.

clientside:
- one person won't be able to clear the way for others
- usages will be much more 'one-player' type of feel.
- no walking through a whole dungeon without encountering a baddy because someone else killed them
- smoother movement, of course!
- you will be the only target. Could easily be scripted to chase other players, but since it's on the clientside... other players won't be seeing the same thing you are so it won't make sense.
- fast response. Even if you're lagging, since the baddy is operating on the clientside you won't notice any negative sideeffects(except for serverside things like drops).

I've also had an idea of syncing clientside and serverside info on movement/position so I could get the benefit of clientside and serverside... but since you can only send data to the clientside through attr's... I don't think that worked.
Anyways, I think getting these done will help a lot, and I'm willing to collaborate ideas with anyone here to get them done. I don't care about getting the details done, I can get the middle-stuff done... I'm more worried about creating a baddy that takes the best of both worlds, though feel free to discuss anything else about them. If you want me to post my details about what I've learned with baddies since I've been studying them, just post so and I will.
Reply With Quote
 


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT +2. The time now is 03:01 PM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2026, vBulletin Solutions Inc.
Copyright (C) 1998-2019 Toonslab All Rights Reserved.