Interior instances

I cant find any info on instanced interiors like garages, is it possible to isolate a client when entering a interior so cars and peds is only synced to client belonging to that group, would allow more then 1 player entering a garage at the same time and end up in their own instance.

if not, could this be added? maybe something where group 0 is the main world, and u can add id’s and assign players to them, guess its more like a filter on the serverside on who to sync what to rather then loading a different world.

SET_ENTITY_LOCALLY_INVISIBLE #
// 0xE135A9FF3F5D05D8 0x51ADCC5F
// SetEntityLocallyInvisible
void SET_ENTITY_LOCALLY_INVISIBLE(Entity entity);

SET_ENTITY_LOCALLY_VISIBLE #
// 0x241E289B5C059EDC 0x235A57B3
// SetEntityLocallyVisible
void SET_ENTITY_LOCALLY_VISIBLE(Entity entity);

Thank you,

that works, but i can still hear the other player, a way to intercept the update over the net between them would be better but i don’t think that is possible.

Im using SetEntityVisible(player, false) once and a loop that set it visible localy while inside for now, just wish there was a better way of doing it

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