Hystix
Feb-09-2016, 14:05
I'd like to get various point of view on this issue for the FMB if possible. I'm starting to get into it for Clod.
I'm interested in getting things to work for MP successfully.
I would like to potentially get a Flak gun to spawn into existance when an aircraft approaches from 5km away and despawn when it goes further than that away. It would have to remain spawned as long as there are multiple aircraft within that range but as soon as the count goes to zero, it is allowed to despawn.
Question 1; Does the TpassThrough trigger work for like this in MP? Or is it mainly intended for single player mode and only one aircraft.
Question 2; Does the TpassThrough trigger take up bandwidth of the server, therefore limiting the number of players I can have in a mission the more triggers I have on the map? Other sims (BOS) have two different triggers (examples are zone check vs complex triggers), where the zone check is only really a load on the CPU, and doesnt add additional strain on the bandwidth of the server.
I'm interested in getting things to work for MP successfully.
I would like to potentially get a Flak gun to spawn into existance when an aircraft approaches from 5km away and despawn when it goes further than that away. It would have to remain spawned as long as there are multiple aircraft within that range but as soon as the count goes to zero, it is allowed to despawn.
Question 1; Does the TpassThrough trigger work for like this in MP? Or is it mainly intended for single player mode and only one aircraft.
Question 2; Does the TpassThrough trigger take up bandwidth of the server, therefore limiting the number of players I can have in a mission the more triggers I have on the map? Other sims (BOS) have two different triggers (examples are zone check vs complex triggers), where the zone check is only really a load on the CPU, and doesnt add additional strain on the bandwidth of the server.