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Server versions from pipeline ID 3245 and above have added a ‘routing bucket’
functionality, which is similar in concept to💷 the ‘dimension’ or ‘virtual world’
functionality seen in prior non-Rockstar GTA network implementations.
For those unaware
or lazy to search, one💷 can assign a player or entity to a routing bucket, and they will
only see entities (and players) that belong💷 to the same routing bucket. In addition to
that, each routing bucket will have its own ‘world grid’ for determining💷 population
owners, so even if you have population enabled, you’ll notice nothing unusual at all
when using routing buckets.
Example use💷 cases include:
Multi-mode servers where you
want to have different games go on without affecting other games
Session/party
systems
‘Character screen’ being instanced💷 differently from gameplay going on
Example
use cases do explicitly not include interiors. Interiors should be using the
traditional ‘conceal’ native💷 functions, or the future support for 3D-scoped routing
policy, which will also allow specifying any ‘instanced’ zone for MMO-style servers💷 so
a server can have a map area ‘dedicated’ to a player/party on a mission but still be
able to💷 see everything going on outside that zone.
See the linked timestamp in this GTA
Online trailer to see why interiors should💷 not be handled using this support in GTA V,
where this was fine in GTA3 series titles because they did💷 not have any interiors
looking outwards.
The natives to use are as follows:
Note that these natives require
OneSync to be ‘on’,💷 not set to ‘legacy’ mode, and at this time might still route game
events such as explosions and projectiles –💷 this will be fixed in a near-future server
version, as will support for sending network events to a specific routing💷 bucket only.
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