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FPSC Classic Product Chat / Theory Question?

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ArcGames
15
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Joined: 26th Jul 2010
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Posted: 8th Sep 2010 03:56
This is just a theory question.

If entities, whether dynamic or static, decreases framerate when they are drawn on screen, couldn't this be avoided by having the ENTITY'S SPAWN AT START field set to NO and then using TRIGGER ZONES to activate the entity when the player goes into the TRIGGER ZONE and then have a second TRIGGER ZONE to de-activate the entity when the player goes into this second TRIGGER ZONE, thus wouldn't this help in keeping framerate up?

Now if that is true, would it be possible to have a TRIGGER ZONE activate more then 1 type of entity i.e. a house, a person, a tree?
nikas
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Posted: 8th Sep 2010 04:22 Edited at: 8th Sep 2010 04:23
This is possible of curse but only with the models set to static but i dont think tha game would look good with the models static..
Name all the models with the same name lets say x and then in the triger zone put the name and it will activate all the models with the x name

uman
Retired Moderator
21
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Posted: 8th Sep 2010 06:12
You can use the load and unload entities scripts.

You can apply to any kind of entity Dynamic or not.

What affect it has on FPS well that depends on many things. Less help now than it used to be as there are other things have greater influence now so the impact is not so noticeable me thinks apart from the fact that such scripts might need updating in the light of changes to the engine.

Ideally such features should be engine supported by default.



250 seamless textures : http://www.umedia.co.uk
ArcGames
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Posted: 8th Sep 2010 06:51
Quote: "You can use the load and unload entities scripts.

You can apply to any kind of entity Dynamic or not.

What affect it has on FPS well that depends on many things. Less help now than it used to be as there are other things have greater influence now so the impact is not so noticeable me thinks apart from the fact that such scripts might need updating in the light of changes to the engine.

Ideally such features should be engine supported by defaul"


What Load and Unload entities scripts are you talking about, what are the names of these scripts?
Scurvy Lobster
20
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Location: Denmark
Posted: 8th Sep 2010 09:59
This entity load/unload might be relevant to you: http://forum.thegamecreators.com/?m=forum_view&t=73014&b=23

Marc Steene
FPSC Master
20
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Joined: 27th Mar 2006
Location: Bahrain
Posted: 8th Sep 2010 11:11
But if you destroyed and reloaded the entity, if it had moved from it's original position if it was not immobile then it would appear to move back to it's original start point.

It may be worth looking into Project Blue's showentity and hideentity commands - I'm not sure if these will increase performance and you'd have to ask Ply about that. But as far as I know, dynamic objects are clipped as soon as they exit the view of the player anyway.


[b]FPSC MIGRATION: http://forum.thegamecreators.com/?m=forum_view&t=142497&b=21

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