Implementing ships.
Hey guys,
Just wondering, would it be possible to implement ships currently with the current NPC wander code? I'm just thinking that if the ship is a npc type with the correct wander points set up for each zone that it passes through, then the ships can be spawned in each of those zones as a NPC and travel from grid point to grid point. There might need to be 2 columns added to the grid point table, a wait time at certain wander points (the docks, and the starting zone point), and a starting time based on time of day that it starts from its first point. The engine might even need to calculate a spawn location based on the grids and the time the zone server comes up.
So the ships don't actually travel from zone to zone, but rather just wander between the points in a zone. You can synch up the grid points between the zones with the zone points so that when a player travels from one zone to the next, he just happens to zone from a ship to another ship of the same name in the second zone. Also, you have to synch the wandering of the ships between the zones to guarantee that another ship is on the other side of the zone waiting for you. This would work even if the zone is not loaded on the zone server, because when a new zone is loaded, the ship would be at the starting point waiting for the ship from the previous zone.
Of course, somehow, when the player gets on the ship, he/she needs to start inheriting the ships coordinate transforms. Does the client engine already support this, or is this a server side issue?
Just my little thoughts, I don't quiter know the nature of the server side engine, but from what I can see, I thought that this might be a less painful way of implementing ships.
|