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GTA IV's Multiplayer Object/Ped Limit and LCPDFR 1.0

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Merry Christmas everyone! Going to make this quick so I'll get right to it.

 

 

In GTA IV multiplayer, most people know that there is a max spawned-in object/ped limit(80+ limit?), once that limit is reached, peds/objects/vehicles no longer have physics and are solid as rock.  I currently have a released cleanup script with my PublicHostGame mod but wanted to know if there is a way to boost the max limit versus mass deleting everything.

 

 

Couple questions I have for community and LCPDFR Devs:

 

1.) I read the devblog on multiplayer and I am excited that this has been addressed, what I'm curious about and remember hearing years ago was that Callouts were going to by synchronized through multiplayer so that all players receive the same callouts. This would not only be amazing but it would also help limit the amount of objects/peds/vehicles spawned in.  Of course you can always just have one player on Callouts to simulate this, but I'd like to see a synchronized callout system.

 

2.) Is there any other way to bypass object/ped/vehicle limit in multiplayer?  I know some scripts in past have grabbed the environmentally spawned multiplayer peds/vehicles so that it would not have to spawn in new ones, however I dont know if those count towards the limit once and if the character is "set as mission character".  Anyways, I'd really like some input on this subject.  Thanks!

  • 2 weeks later...
  • Management Team

I've also written an article on the blog about IV's limits and how to bypass them. Put simply, the objects are stored in fixed-size arrays and you have to hook the pool (list) creation to change the size of them. An example how to do this is on the blog as well: http://devblog.lcpdfr.com/2013/08/engine-insights-part-iii-developing-a-solution-hooking-pool-creation/

Please do not PM me unless really necessary (knowing you helps). If you think you need my attention in a topic, tag me.

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