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decoman

Crowd sourced zombie movement

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I just got this idea for perhaps allowing more zombies to move about and to move enmasse.

How about using the left over cpu power of a gamer's own multicore cpu, to help the server he plays on to calculate zombie movements. Leaving combat resolution to the server.

It should be arranged so that a player cannot tamper and dictate where the zombies appear, to avoid griefing others.

Perhaps a player's cpu could also resolve combat information, when resolving data for an anonymous player on some randomly chosen part of the map. All that is needed is the server to send some kind of contextual data that the cpu has to respond to, as a limited task, obvivious to where this is happening on a map.

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Can't work when the mod seemingly has to crack the source code to make modder's code work.

It's basically inserting code using a third party program, and making it run differently. That's how modding really works.


[vanilla code here]


{Insert code}
.........v
[vanilla ^ code here]

100% of the vanilla Arma II isn't coded to work perfectly to mods from the start, and what Bohemia did was change up a part of the code to allow mods to work after Operation Arrowhead it seems.

So this means about 60% of the code isn't natively moddable without cracking it?

Edited by dra6o0n

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