#Need some help with finishing a mission - creating a thread to consolidate the conversation.

1 messages · Page 1 of 1 (latest)

crimson furnace
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Hey all! 🙂 I have some questions on my mission. I'll repeat those I haven't had answered below:

  1. I want to scale an object for a multiplayer mission. I know that the Scale field is unreliable in multiplayer; what's the best way to do it?

  2. I have a lot of objects in my mission, so I wanted to find out a good rule of thumb on the limit on the number of objects that have simulation running - particularly AI enemies.

  3. How reliable is setFriend in a multiplayer mission? My mission starts off with the players running undercover, and as Zeus, I want to be able to flip the two sides between friends and enemies depending on the situation. I'd also like to be able to have them automatically engage if fired upon.

  4. How bad is CUP's tactical nuclear bombs for lag in multiplayer? These are the ones that can be fitted to aircraft hardpoints.

  5. How hard is it to create a script so that a vehicle with a light bar (say the new CUP Tigr OMON vehicles) have their lights flash? I'd love something that's simple but effective.

ivory compass
ivory compass
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Oh also actually regarding point 2 it really really depends on how good your server is and how optimised your mods are, if you have a lot of mods that are very heavy on performance then you won’t be able to have all that much down, I have found that generally speaking you can get away with a pretty large amount of stuff down but anything that doesn’t need to be interacted with should be either a simple object or have its simulation turned off

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Past that it’s really a case of what do you need to be simulated at once to make the mission? Try to only simulate things that are actively in the fight

crimson furnace
ivory compass