So I have a game where the player can do missions to earn cash/exp etc…
I have a mission where up to 30 zombies try to run at you, and you have to defend them off with a mounted turret. Because of the fact that this mission could in theory be done at the same time by at least 8 players at once. That would be some heavy load for the server. So I decided to make this mission entirely client sided.
The zombies and turret are all running client sided. But my original idea was to make 8 separate areas for players to each do this mission. But then I realized, and this is where my question is. If I spawn in the turret, and move the player via local script, and spawn the zombies locally. Can I just use 1 area?
How does that work, if I move a player to a position with a local script. Is he only there on his client? What happens if he starts moving afterwards, what does the server see?
I should clarify a bit. The game is a shopping mall overun with zombies. In the mall alone there will be something 200 zombies walking around with AI.
If in theory another 8 players have 30 zombie npcs running around, 8 * 30 → 240 more npc’s. I think that will cause some issues for me. So I thought making it client sided would be better. Also, if this theory I have works then I only need 1 area for this mission instead of making multiple * max player slots.
I think for players the ownership of their character is set to thr local player and for everything else its defaulted as server but if a player sits in a vehicle seat then it will give the network ownership to the player that sits
Ah shoot, you mean to say that if a vehicle seat has an occupant (even if created on client) then the server will update his position? Cause I was planning on making 1 mounted turret for each player on client, and then seating their player also on client.
So, looks like a seat created locally, the client can’t interact with it at all. The seat is essentially visual and not physical. Can walk right through it, no interaction.