IckyATLAS Posted November 10, 2019 Posted November 10, 2019 (edited) In the ME Trigger Delete and Spawner MCU does not work at all on Blocks. Is this normal. If it is not implemented this is an important limitation of the ME. I see no other ways to implement this functionality Edited November 10, 2019 by IckyATLAS
SYN_Vander Posted November 10, 2019 Posted November 10, 2019 Yes this is by design. You can only delete planes, vehicles, ships etc.
IckyATLAS Posted November 10, 2019 Author Posted November 10, 2019 Can't imagine that you set by design such a limitation. For what. It is simpler to delete a static object on a map than a dynamic one like a plane or train. Same for the spawning function. Personally this is not good design for an ME.
Alonzo Posted November 29, 2019 Posted November 29, 2019 On 11/10/2019 at 4:18 AM, IckyATLAS said: Can't imagine that you set by design such a limitation. For what. It is simpler to delete a static object on a map than a dynamic one like a plane or train. Same for the spawning function. Personally this is not good design for an ME. You have no idea how the game engine is implemented, so I think your sentiment is a bit strong there. It's frustrating, sure, but that's just how it is. Maybe for optimization purposes the game clients and game server simply maintain a 'static' state of the objects that can be there, and can then optimize rendering, LODs, meshes, etc etc etc. Then the only thing the server needs to tell the client is a bitmask for how much damage each block has taken, not constantly tell it what blocks are where.
IckyATLAS Posted December 1, 2019 Author Posted December 1, 2019 It is true that I have not considered the Server related consequences. I am in scripted campaign logic, so I tend to limit perception to that.
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