I’m new to the whole mapping thing, but I’d like to make a little map so me and my friends could play it.
So anyway, I now have the beginnings of a large office building, and the objective I had in mind was “A group of 1337 Allied Commandos has an operation behind enemy lines: trash the Gestapo/Wehrmacht/whatever headquarters to interrupt their logistics”
I thought that would be a nice change from the standard ‘dynamite this’ or ‘fetch that’.
The point would be to destroy a certain number of (maybe all?) chairs, desks, bookcases, etc etc etc. Now I have a few questions about this:
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Does the engine like large numbers of destroyable objectives? I already have quite a few (windows), and my fps is down to 120 or so. (its 200+ in a simple box map, and about 30-40 on railgun). I fear that my fps will totally die if I place a hundred or more items that can all be destroyed.
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Does the net-code like large numbers of destroyable objectives? After all, the game has to keep track of which items have been destroyed, and all that info has to be send to all players.
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Is it even possible to make a mission like this without a LOT of scripting. I was hoping that you could make a trigger area, and give all the chairs etc a certain flag. I dont know the script language, but in my ideal world, this would be possible:
if (FlaggedItemsInTriggerArea) < 10
DeclareAlliedVictory
Or something like that :D. So when there are less than 10 flagged items remaining, the allies have won. So… is that possible or do you need to write some giant script?
And an unrelated question:
I just started building my structure (only the walls, floors and staircases are finished), but already the xy, yz and xz views are really crowded so to say. Is there any way to make the finished parts invisible in those views? I ask this because I use xy, xz and yz to line up certain parts of the building with other parts, but the ammount of lines is becoming so giant that I cant see what I’m lining up with what.
Thanks in advance for any awnsers 
