Technical support > Feature Requests
Destroyable Objects
Mattn:
--- Quote from: "adamssl" ---Fascinating info. Actually Zenerka, if you don't mind, could you provide a very high level overview of what would be required to add this feature? Or a list of limitations for why it's problematic?
--- End quote ---
* There is an upper limit for server entities - it should not be exceeded
* as Zenerka stated - manpower is missing - as always
XaverXN:
According to what Zenerka said, we just need particles and sound, the rest is up to the person mapping. So not much to code here, is there?
The problem I see with destroyable objects is that its a "property" assigned to a brush - so you would have to split up e. g. a fence in a lot of small brushes that are func_breakables so the damage seen will be any near the impact position. That results in a lot of brushes, and a lot of entities - which have an upper limit as Mattn just stated, not to mention performance costs.
Its probably the best to have a few brushes that are destroyable - which the player can guess - like windows, that fence, an already cracked wall, chairs.
At least with the current 'break-system' thats more suitable than having the goal of a even nearly realistic breaking behaviour of most map pieces.
Wanderer:
--- Quote from: "Mattn" ---* There is an upper limit for server entities - it should not be exceeded
--- End quote ---
What would this value be?
Mattn:
1024 is the upper entity (edict) limit (MAX_EDICTS)
Zenerka:
--- Quote from: "XaverXN" ---According to what Zenerka said, we just need particles and sound, the rest is up to the person mapping. So not much to code here, is there?
--- End quote ---
Particles, sounds AND code support for every type of breakable material (which is needed to calculate particle and sound type). That is if you break a window, you want to hear breaking glass sound and see breaking window particle, etc.
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