[Release] [Plugin] Server-Sided Virtual Worlds/Dimensions

Great release! Not sure what it does, and the link is dead, and there are no screenshots, and there are no videos or anything, and. Wait. What about the release is great again?

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Un-private your github plez?

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oops :face_with_hand_over_mouth:
gimme a minute
edit: unprivated, sorry!

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This is similar to the implementations that others have written, but this is the first public one, thanks.

However, I am skeptical whether this works in it’s current form. Reason being: you are sending entity handles/ids over the net, but these handles will be different across clients. Are you sure this works with multiple clients? Perhaps you need to use EntityToNet and NetToEntity to get the proper handles?

By itself this resource does nothing. This is more of a tool for developers to use by triggering certain events. If a person doesn’t know how to use this then they shouldn’t, it’s very simple.

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Ahh! Alright thanks for clarifying that

This is similar to the implementations that others have written, but this is the first public one, thanks.
However, I am skeptical whether this works in it’s current form. Reason being: you are sending entity handles/ids over the net, but these handles will be different across clients. Are you sure this works with multiple clients? Perhaps you need to use EntityToNet and NetToEntity to get the proper handles?

Good point, I ought to further debug this and make proper changes if necessary.

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This is honestly pretty sick man!

Not sure what I’m going to do with this yet. I think some of the drag servers can probably use this though. Excited to see what’s next

FINALLY!!! YES THANK YOU! Great fking release. Thank you so much, I’ve been dying to get this. Thank you again. Can I hug you?

FINALLY!!! YES THANK YOU! Great fking release. Thank you so much, I’ve been dying to get this. Thank you again. Can I hug you?

not yet buddy, I have yet to test this with more than one player on the server

Fuck. If you still need someone to help test it lmk.

Nice release, quick question…

Why is this in there?

Citizen.CreateThread(function()
    while true do
        while myworld ~= 0 do
            SetPedDensityMultiplierThisFrame(0)
            SetScenarioPedDensityMultiplierThisFrame(0, 0)
            SetParkedVehicleDensityMultiplierThisFrame(0)
            SetRandomVehicleDensityMultiplierThisFrame(0)
            SetSomeVehicleDensityMultiplierThisFrame(0)
            SetVehicleDensityMultiplierThisFrame(0)
            ClearPlayerWantedLevel(PlayerId())
            Citizen.Wait(0)
        end
        Citizen.Wait(1000)
    end
end)

Are there otherwise bugs with collisions?

This was out of personal preference, I’m using this on a server I’m working on for a player race mini-game and I’d rather not have NPCs or NPC vehicles during the race.

By the way I pushed a little update that fixed entities not disappearing after switching between virtual worlds.

Ok, thank you for the quick reply :slight_smile:

I was gonna make something like this! Thank you

I created a pull request, since you are sending local entity id over the network to other machines.

My PR >>>should<<<, no guarantee, fix this problem but is not tested.

Is it right what i am understanding… Its like different instances? So we could use it for e.g. esx_property??

Looks like this is not instancing, but simply hiding a player from another. You will see opening doors and will hear other players that are hidden.

Well if you got any better way of doing this, release it on the forum :slight_smile:

I never stated that this is a bad release, but gave clear information. Calm yourself.