Well the whole point of it is to hide doodads for a player in a region. The problem is getting the agent attached and removed for the hide messages to be sent. I was thinking that perhaps I should just create the agent for every doodad on the map and just send the hide message to it and not destroy it but that's basically doubling the number of doodad actors.
I know it's been awhile but I've been playing with this trying to get it to work on doodads. Right now I can send a message to doodads in a region with send actor message to game region with filters.
So with this could we create a method to hide all the actors in a "zone" in a first person map to improve frame rates? Or would the cost of hiding them all not be efficient?
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@Renee2islga: Go
Well the whole point of it is to hide doodads for a player in a region. The problem is getting the agent attached and removed for the hide messages to be sent. I was thinking that perhaps I should just create the agent for every doodad on the map and just send the hide message to it and not destroy it but that's basically doubling the number of doodad actors.
I know it's been awhile but I've been playing with this trying to get it to work on doodads. Right now I can send a message to doodads in a region with send actor message to game region with filters.
But I'm having a hard time sending the messages signal show signal hide and eventually destroy to the newly attached actors.
I can send a message to every doodad in the map to destroy via the region thing so I know the messages are reaching all the doodads.
So with this could we create a method to hide all the actors in a "zone" in a first person map to improve frame rates? Or would the cost of hiding them all not be efficient?