[R-DEV]Arab wrote:
For the lag issue, I have a theory.
Replace the BasicInfo used in projectiles with ProjectileInfo, and test.
The theory is that having different networkableInfo names can make the networking run more organized and therefore run more efficient.
Haven't implemented this to the mod due to the level of test required to make sure there's no glitches, but it's worth a try.
No significant changes in speed, but also absolutely no any significant changes in collisions of an other non-networked projectiles.
Anyway, I'll have to test it more.
Thanks for answers, and another question: is there're any kind of tutorial explaining the using of forces?
I.e., I want to add some forces for ArmorComp, linked to HP.
I need the result in a plane start to roll left or right while being critically damaged.
Here's my example:
Code: Select all
ObjectTemplate.armor.addArmorEffect 30 e_jet_spin
Code: Select all
ObjectTemplate.activeSafe EffectBundle e_jet_spin
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 0
rem -------------------------------------
ObjectTemplate.addTemplate e_jet_spin_Force
ObjectTemplate.setPosition 0/20/0
ObjectTemplate.setRotation 90/0/0
rem -------------------------------------
ObjectTemplate.setStartOnEffects 0
ObjectTemplate.setStopOnEffects 0
ObjectTemplate.timeToLive CRD_NONE/-1/0/0
ObjectTemplate.randomAgeFactor CRD_NONE/1/0/0
ObjectTemplate.startAtCreation 1
ObjectTemplate.speedFromPhysics 0
ObjectTemplate.create ForceObject e_jet_spin_Force
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.force 1000
ObjectTemplate.constantForce 1000
ObjectTemplate.onlyWhenOccupied 0
I've planned to set the rolling force some meters away from the horizontal axis and turn it 90 degrees around vertical, so it would be a pure rotational force.
And I've got a strange result - the plane just shakes like an old washing machine, from the rotational force.
What I'm doing wrong?