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FPSC Classic Product Chat / destroy and activate or triggerzone which is better

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Troutflies
15
Years of Service
User Offline
Joined: 24th Feb 2011
Location: Stuck outside my map.
Posted: 27th Jul 2011 19:07
Just wondering which uses more proccessing power to spawn entities destroy and activate or tiggerzones?
Captain Coder
FPSC Reloaded TGC Backer
14
Years of Service
User Offline
Joined: 6th Jul 2011
Playing: Elite: Dangerous
Posted: 27th Jul 2011 22:23
I am not sure. Logic tells me that "destroy and activate" uses less processing power because FPSC knows to activate the entity in the IFUSED property after the first entity is destroyed, while a trigger zone is constantly checking to see if the player is within the zone.

It really depends on what is happening in the story or what you want to happen in the game. If you want the player to just be walking along, minding his own business, when he is suddenly attacked by lots of badguys out of nowhere, use a trigger zone. If you want the player to destroy something in order to get a reward (like a health pack), use "destroy and activate." That's how I view it.

Hope it helps,
Captain Coder
maho76
15
Years of Service
User Offline
Joined: 31st May 2011
Location: universe-hub, playing the flute
Posted: 28th Jul 2011 15:00
i thought the activate-trigger in the editor would be the same as when you use a zone, also checking a script constantly because it has to be done in a way. scripts are simply the language to tell fpsc what it should do (same for fpe/fps/fx etc.), that were my thoughts until now ^^

would be interesting if someone answers who knows for sure about that stuff (dbpro-coder, modder, tgc...)

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