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defined areas on a map

Started by Zero Ame, March 07, 2008, 04:39:48 AM

Zero Ame

on some of the new maps coming out people have made it that when your in a room and you talk, next to your name the rooms name has been added. I cant figure out how its done so can someone help me out?

Taiyo.uk


player1

I asked about this quite a while back, but maybe/probably/Idontmeantosuggestanythinginsulting/whoknowsidk you weren't here at that time. You may find it informative, or not.

Cheers!

Zero Ame


player1

I also went back and found this: Further Design Tips from the Radiant Manual: The target locations are "line-of-sight." If a player can "see" it, and that target is the closest to the player, then that location message is displayed. Be conservative in placing location markers. Because of the way the location code is implemented, it causes a large amount of data to be transmitted regularly. It has been explained that the game serrver has to constantly keep track of, and update to the clients, a data table equal to all the location markers multiplied by all the players. Not only that, but it must calculate line of sight from players to location markers and calculate the distance from the location marker. Place the target locations in such a way that the entity can be "seen" from most, if not all, the positions that a player can stand in when it is inside that area. Fewer are better, even if it means that occasionally, a team mate is in an unknown location.

Enjoy...

Lava Croft

Generally, the target_location ents you use, the better.

Survivor

insert less in a certain spot in your favorite moderator's post.
I'm busy. I'll ignore you later.

Lava Croft

Quote from: Survivor on March 07, 2008, 04:13:34 PM
insert less in a certain spot in your favorite moderator's post.

Redman

target_location with message key.
Player activate the closest location name.

blood2.0

does anyone really care about this because i really don't wont to put them in my map to much work  :P.


Amtie

Quote from: player1 on March 31, 2008, 07:17:54 AM
Quote from: Lava Croft on March 07, 2008, 04:04:00 PM
Generally, the target_location ents you use, the better.

Why, performance wise, do less target_locations mean better?
Meow.

Can an admin set my name to Amtie please?

Survivor

Server has to keep track of position of all players in relation to most if not all target_locs. Still, on current day hardware, unless you go really overboard there should be no problem. On larger maps it certainly helps to include them if for mere team coordination, looks at kazior.
I'm busy. I'll ignore you later.

player1

Quote from: amt111 on March 31, 2008, 06:17:46 PM
Quote from: player1 on March 31, 2008, 07:17:54 AM
Quote from: Lava Croft on March 07, 2008, 04:04:00 PM
Generally, the target_location ents you use, the better.

Why, performance wise, do less target_locations mean better?

Quote from: tutorialBe conservative in placing location markers. Because of the way the location code is implemented, it causes a large amount of data to be transmitted regularly. It has been explained that the game serrver has to constantly keep track of, and update to the clients, a data table equal to all the location markers multiplied by all the players. Not only that, but it must calculate line of sight from players to location markers and calculate the distance from the location marker.

Amtie

Thanks player1 and survivor.
Meow.

Can an admin set my name to Amtie please?

techhead

If only there was an option to make it done using reigons, so that you could just do it by which loc_entity you were standing inside...
Saves valuable processing time, yes?
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Survivor

I'm busy. I'll ignore you later.

Amtie

Can't troy code this into his patch?
Meow.

Can an admin set my name to Amtie please?