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 Post subject: Instance Maps?
PostPosted: Sun Apr 13, 2008 6:39 pm 
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So what would be a good way of going about figuring out how to code something like instance maps, where a player (or party) gets their own version of a map so there is no competition for bosses, dungeons, or loot? I don't know where one would start with something like this. don't even know if it's worth the time to code, but it is an interesting feature I was rolling around in my head. any thoughts?

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 Post subject: Re: Instance Maps?
PostPosted: Sun Apr 13, 2008 7:23 pm 
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The way mine work, is it basically has a pseudo NPC wander around till it hits a map edge, wherever it stepped = path.

then fill in the rest of the areas with the tileset's upper wall, then loop through the X/Y, and whenever a path is directly below the upper one, set a middle tile there instead.

Spawn NPCs however you like, then set anything that's not the ground tile to TILE_BLOCKED.

Mine's a bit more complete than that, but that's the gist of how it works.


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 Post subject: Re: Instance Maps?
PostPosted: Sun Apr 13, 2008 7:26 pm 
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Make copies of the maps in question and maybe when the player (preferably group with this method) goes into an instance, have the server run checks on the maps to make sure there's no one in them in their particular groupings. If one of the map groupings is open, let them warp to it.

It's probably just a silly way of doing it, but it's one step forward.

*waits for everyone else to make the leaps*

XD

EDIT: Just read Rezeyu's post and that sounds really awesome. :3


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 Post subject: Re: Instance Maps?
PostPosted: Sun Apr 13, 2008 7:30 pm 
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Well it depends on your setting also.

It mgiht be less laggy/more beneficial in general to have like templates.

Say one is an elbow bend, one is straight, one is diagonal, etc. then jsut place them randomly according to the link up points.


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 Post subject: Re: Instance Maps?
PostPosted: Sun Apr 13, 2008 7:45 pm 
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I would keep track of the players and NPCs instead of the maps. Let the players be on the same map, just don't let them know the other people are on the map at the same time.

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 Post subject: Re: Instance Maps?
PostPosted: Sun Apr 13, 2008 7:48 pm 
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Saves map space, I suppose. :3


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 Post subject: Re: Instance Maps?
PostPosted: Sun Apr 13, 2008 8:17 pm 
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Well for mine that doesn't work, since I don't deal with instances, mine's for plain map generation, I jsut figured it's the same idea.

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 Post subject: Re: Instance Maps?
PostPosted: Sun Apr 13, 2008 10:08 pm 
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Hmmm, maybe have a map attribute set up that sets a flag for that particular map to be set as an instance. And if it is, it can be redimed into an array that is the number of players/groups currently accessing it, and each player/party gets their own map in the array?

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 Post subject: Re: Instance Maps?
PostPosted: Mon Apr 14, 2008 2:12 pm 
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Keep in mind that the maps don't change at all when players go on, so just instance the players, npcs and dropped items.

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 Post subject: Re: Instance Maps?
PostPosted: Tue Apr 15, 2008 2:24 am 
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You could always do exactly what dave said, using robins information. An instance map type that lets only epople in the aprty be sent to the player when it updates player information on map load. The only problem with that that needs a work around is possibly working on instancing through a dynamic array NPCs and items so npcs arent randomly disappearing.

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 Post subject: Re: Instance Maps?
PostPosted: Wed Dec 08, 2021 2:42 pm 
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 Post subject: Re: Instance Maps?
PostPosted: Tue Feb 08, 2022 9:50 pm 
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 Post subject: Re: Instance Maps?
PostPosted: Fri Mar 11, 2022 9:48 am 
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 Post subject: Re: Instance Maps?
PostPosted: Thu Jun 02, 2022 4:52 am 
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 Post subject: Re: Instance Maps?
PostPosted: Fri Sep 09, 2022 3:25 pm 
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 Post subject: Re: Instance Maps?
PostPosted: Thu Oct 13, 2022 9:41 am 
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 Post subject: Re: Instance Maps?
PostPosted: Thu Nov 03, 2022 6:09 am 
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 Post subject: Re: Instance Maps?
PostPosted: Tue Dec 06, 2022 2:11 am 
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