Jump to content

Order related to Networking and NPC's


Recommended Posts

Posted

Hello,

I'm looking for a developer who can modify the HumanNPC plugin so that NPC-related changes are handled only on the client side, rather than update to the entire server.

 

On my server, I have target practice NPCs, and I need the following functionality:

 

When a player kills an NPC, or the Evade method (which teleports the NPC after being hit) is triggered, these changes should only be visible to that specific player.

 

For all other players, nothing should change — the NPC should remain in its original state.

 

 

In short, the goal is to isolate NPC behavior per player using networking limitations (e.g., player-specific network groups or similar methods).

 

If you have experience with such networking adjustments in Rust plugins, feel free to reach out.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
1.7m

Downloads

Total number of downloads.

7.8k

Customers

Total customers served.

117.8k

Files Sold

Total number of files sold.

2.4m

Payments Processed

Total payments processed.

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.