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Anyone Have MCU Logic for Area Capture Without Using Flag (For tanks driven by players)


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Posted

Salute,

I am currently starting work on a new multi-player project where I will have multiple capture points. The ground being captured by player driven tanks. Previously I have used the Flag MCU but end up getting the "server multiplayer overload message" and if I am correct this could be caused by the number of flags I used. 

I THINK (please feel free to put me right if I am incorrect about this) I recall seeing somewhere a long time ago that check zones come relatively cheaply as far as CPU load etc?

I had considered using Counters but again, due to the number required am concerned this too may be too much of an over head.

 

So I was wondering if anyone has used them (or knows how they can be used) so that either of two sides can drive into a "zone" to capture the point. It will need to be able to change hands of course back and forth. I would be looking for it to held without the need for a tank to stay within the zone.

At the moment I have achieved it but it is the last side to enter the zone holds it (I have two check zones, one for each side), even if they then get killed and a tank from the other side is still sitting in the zone.

I am hesitant to use the "Complex Trigger" as I recall these too are heavy on CPU cycles.

As always your advice and guidance is very much appreciated.

 

Regards

DD_Friar

 

 

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