Well, I might need to explain it a bit more.[R-DEV]Rhino wrote:Interesting way of doing it, with spawning basically splitting the firebase into lots of different pieces but I see a few problems with it.
The first problem like you mentioned, performance. For starters having lots of networkable objects just for a single deployable isn't a very good idea, + also having lots of draw calls where normally you would have one, all of which are not very good and with 128 players possibly coming in the future, we need as many networkables as well can get epically when it comes to insurgency where this seems like a big waste of networkables tbh and we wouldn't want to see servers crashing due to the networkable limit being exceeded.
The next big problem I see is that with multiple objects spawned, all having there own armour points, where the base is the only real bit that actually is the firebase, destroying it so all bits of the firebase destroy in one go is going to be a total pain in the *** as you will end up with someone knifing the radio, and only the radio will get destroyed, leaving everything else still there and the firebase's HP still at 100%.
The way the script work is with the repair point callbacks in python. Each time a player is awarded a repair point, python adds to the fobs progress counter. When a fob is spawned or when players get a repair pont, the damage of the fob is set to -300 to let us keep the wreck geom.
When the progress counter reaches a specific number(let's say 5 for now), python spawns the build stage that should be shown. When the progress counter reaches the next number(10 for example) The last build stage is deleted and the new one is spawned.
Here are the build stage objects i used(Note that these are just some testing stuff):

When the progress counter has reached its limit, the last build stage is deleted and the damage of the firebase is set to max, so you will get the firebase geom. This way you will start with one networkable, have two networkables when building, and end up with one networkable.





