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{{DISPLAYTITLE:Native Multiplayer}} | {{DISPLAYTITLE:Native Multiplayer}} | ||
{{AlertBox|This page only applies to Grand Theft Auto IV}} | |||
== tl;dr == | |||
* Native MP = GFWL modes | |||
* Custom sync = Empty and scriptable like SA-MP, FiveM, etc<br /> | |||
Making a roleplay server? Turn off native MP mode in [[ServerConfiguration|server.xml]]: {{InlineCode|<iv_nativemultiplayer>false<iv_multiplayer>}} | |||
== What is native multiplayer? == | == What is native multiplayer? == | ||
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* If you want to use elements in the same way as other GTA multiplayer mods, or the older games here on GTA Connected, you'll need to turn off native MP mode in server config. This will force GTAC to use it's own custom sync. Servers will be aware of elements and all can be handled using either GTAC functions or natives, although natives will only exist client-side. | * If you want to use elements in the same way as other GTA multiplayer mods, or the older games here on GTA Connected, you'll need to turn off native MP mode in server config. This will force GTAC to use it's own custom sync. Servers will be aware of elements and all can be handled using either GTAC functions or natives, although natives will only exist client-side. | ||
* When native multiplayer mode is ''disabled'', some internal "events" that IV uses are not currently handled or synced. This means things like when a player shoots another player, the damage itself won't be synced. | * When native multiplayer mode is ''disabled'', some internal "events" that IV uses are not currently handled or synced. This means things like when a player shoots another player, the damage itself won't be synced. A fix for this is currently in development. | ||
* The [element.id|element.id] is part of GTAC's own element handling and | * The [[element.id|element.id]] function is part of GTAC's own element handling and does not work on native multiplayer mode. If you're using native multiplayer mode, you will need to use natives to get the ID of an element. | ||
* When using native multiplayer mode, the server doesn't know how to read the sync packets, and only passes them along '''as-is'''. Any references to elements in this mode is handled by the games themselves. | * When using native multiplayer mode, the server doesn't know how to read the sync packets, and only passes them along '''as-is'''. Any references to elements in this mode is handled by the games themselves. |