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PathManager::transmitPaths

by Sam Redfern · in Torque Game Engine · 06/23/2008 (6:40 am) · 4 replies

Does anyone know why Paths are all ghosted to the clients? Surely they're of interest only to the server?
Is there a neater way to stop this happening, other than commenting out the PathManager::transmitPaths and PathManager::transmitPath functions?

#1
06/23/2008 (9:41 am)
My only guess is that the client needs that information to render the paths in the Mission Editor.
#2
06/23/2008 (1:02 pm)
Afaict in my TGE 1.3-based codebase, it's only used client-side by PathedInterior.
#3
06/23/2008 (1:22 pm)
Nathan: yeah, that's what I figured too, but other objects are a bit smarter than that and specifically check for this before being ghosted.

Orion: I'm on a 1.3 codebase too, in our case it's Paths used for AIWheeledVehicle objects.
#4
06/23/2008 (1:36 pm)
TransmitPaths sets up gClientPathManager, which when i grep for that seems to be only significantly used by PathedInterior. gServerPathManager otoh, is also used in Path::updatePath().