I just had a thought, but is it possible to set up Region3’s without using parts? Perhaps I could do that and generate Region3’s in a formulated manner (so it’s the same every time) between two points on the corners of the map and assign values to those Region3’s, and then whenever you’re trying to place objects or do certain things within a Region3 it’ll just compare that to a set of saved data that gets pulled from a datastore. ![]() ![]() I think if there is no other option besides a parts-based chunk-claiming system then I’ll definitely have to experiment with it and see how ROBLOX’s engine can handle it and if I’ll need to modify the scope of my game at all. I have no clue if I can post game links on this forum, but if you’d like to see a very brief and rudimentary demonstration you can go to my profile, go to my main group, and then go to the “Lobby / Map” game. We’re essentially replicating a world map and the player would be able to travel between persistent regions of the world. The scope for our game and community is much larger than just that. We’re doing something similar to this, but in a different way. I know this probably sounds like a complicated idea, so ask any questions you may have and I’ll try to clarify on my goals here. I’m not necessarily asking for code, but just wondering if something like this would be realistically possible with ROBLOX’s engine, and for some pointers in the right direction about how to implement such an idea if possible. I’ll also need to access the plots in real time, as well, to see if you have faction permissions to build in that claim.īeing able to visualize the plots would be valuable too, for both claiming those plots as well as seeing both your own and other faction’s claims. I’m interesting in knowing if there is a way I could somehow generate plots of land and be able to, when saving persistent data, to see what buildings are within that region, so I can save them. I don’t want to use individual parts to create plots if I don’t have to… the realms / maps I will be using in this project will be very large and I do not think doing that would realistically be feasible for my time. ![]() ![]() For the record, I am building a persistent medieval world, and land claiming would work similar to something like the Towny plugin on Minecraft, if you’re familiar. You’ll realistically be able to build anywhere on the map, but only the stuff in claimed plots will be saved / persistent. I want a player, such as a faction leader, to be able to claim chunks of land that they can build on. I’ve been popping in every now and then for pointers on some things, but I am about to begin work on a major part of my game, which is claiming lands.
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