correct as far as I'm aware.Th3Exiled wrote:What I meant was the actual limit itself isn't a feature of the code, it's a by-product unlike the maximum player limit which is intentionally put there. You're not going to find anything to the effect of "if networkables >1024 then CTD" whereas the maximum player limit is enforced by the game itself. As such, short of reprogramming that part of the code, which we aren't allowed to do, there's not much we can do.
Exiled.
The player limit was purposely put in the code, the code was made to support 128 players from the start, just DICE didn't want to go down that path, so they put some extra code in to limit the players to 64. The Networkables limit is simply a biproduct of how the code works.
And even if we had unlimited networkables, tbh I really doubt we would end us using them on dest objects and dynamic objects. Dest objects are a serious recourse hogger, not in networkables but also in mesh memory and more importantly, the amount of lightmaps they require. They basically take up double the resources a normal building takes up, and have loads of gameplay issues with them like you can't put caches in them etc. Dynamic objects while cool, offer nothing to gameplay other than a bit of immersion.





