Preventing an object from being ghosted
by Bryce · in Torque 3D Professional · 02/06/2013 (11:47 am) · 3 replies
Hey guys. I apologize if this has been asked before, I've searched endlessly to no avail.
Here's the situation: I've got a few hundred invisible static shapes representing cover points in my mission. AI Players use these to stick to walls and objects to attack from. Well, I really only need these to exist (pardon my terminology) on the server side of things, so the AI can use them. The clients don't need these invisible markers transferred to them; that's a ton of unnecessary packet info.
EDIT: It's worth mentioning that these objects are StaticShape objects, using a datablock.
I don't really understand the network code well enough to know where that transfer-to-client stuff happens. Can someone point that out to me so I can write a console function that shuts ghosting off on certain objects?
Cheers,
-Bryce
Here's the situation: I've got a few hundred invisible static shapes representing cover points in my mission. AI Players use these to stick to walls and objects to attack from. Well, I really only need these to exist (pardon my terminology) on the server side of things, so the AI can use them. The clients don't need these invisible markers transferred to them; that's a ton of unnecessary packet info.
EDIT: It's worth mentioning that these objects are StaticShape objects, using a datablock.
I don't really understand the network code well enough to know where that transfer-to-client stuff happens. Can someone point that out to me so I can write a console function that shuts ghosting off on certain objects?
Cheers,
-Bryce
Associate Chris Haigler
Jester Dance
mNetFlags.clear(Ghostable|ScopeAlways);