IckyATLAS Posted September 1, 2019 Posted September 1, 2019 In certain cases both are equivalent. After all a proximity trigger with a given distance parameter, is equivalent to a Check Area with a Sphere format with a radius with same value as the aforementioned distance. This stands true for two objects and if one of the objects is on the ground. In this particular case what is more costly in terms of resources on the CPU, or can we say that both will be similar.
Gambit21 Posted September 4, 2019 Posted September 4, 2019 Who knows. I personally have not had a problem with the amount of pure logic in a SP mission - regardless of the MCU type. Use whatever you find most appropriate in that circumstance. Even if you’re concerned about say check zones, you can control how many are active at any given time.
SYN_Vander Posted September 4, 2019 Posted September 4, 2019 I wouldn't worry too much about checkzones vs proximity triggers performance wise. The latter is useful in SP missions if you want to trigger a specific plane (usually the player). I used a gazillion checkzones in my RoF missions years ago and they never gave me problems. The complex trigger however is another matter. I have seen issues when you use too many of those enabled right from the start.
IckyATLAS Posted September 4, 2019 Author Posted September 4, 2019 Ok thanks. Taken out of my worry-list ?
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