drop: Difference between revisions
Jump to navigation
Jump to search
No edit summary |
No edit summary |
||
Line 1: | Line 1: | ||
back to [[Scripting_Reference#D|COMREF]] | |||
<h2 style="color:#000066">'''drop ''array'''''</h2> | <h2 style="color:#000066">'''drop ''array'''''</h2> | ||
'''Operand types:''' | '''Operand types:''' | ||
array: [[Array]] | '''array:''' [[Array]] | ||
'''Type of returned value:''' | '''Type of returned value:''' | ||
Nothing | [[Nothing]] | ||
'''Description:''' | '''Description:''' | ||
Drops a particle into the scene. | Drops a particle into the scene. | ||
Array is in format [[ParticleArray]]. | |||
'''Array''' is in format [[ParticleArray]]. | |||
'''Comments''' | '''Comments''' | ||
Particle systems created by drop are client-side effects, that means they are affected by multiplayer locality. | Particle systems created by drop are client-side effects, that means they are affected by multiplayer locality. | ||
If a mission is designed for play on a dedicated server, you should consider excluding drop commands from the host for efficiency. | If a mission is designed for play on a dedicated server, you should consider excluding drop commands from the host for efficiency. | ||
Through thoughtful use of MP 'spoofing', drop works just as well as [[camCreate]]. | Through thoughtful use of MP 'spoofing', drop works just as well as [[camCreate]]. | ||
This means you have the 'real' bullets and bombs generated on the server, while having the clients duplicate the script at the same time, only this time using harmless versions of the lethal stuff created on the server. | This means you have the 'real' bullets and bombs generated on the server, while having the clients duplicate the script at the same time, only this time using harmless versions of the lethal stuff created on the server. |
Revision as of 11:33, 16 April 2006
back to COMREF
drop array
Operand types:
array: Array
Type of returned value:
Description:
Drops a particle into the scene.
Array is in format ParticleArray.
Comments
Particle systems created by drop are client-side effects, that means they are affected by multiplayer locality.
If a mission is designed for play on a dedicated server, you should consider excluding drop commands from the host for efficiency.
Through thoughtful use of MP 'spoofing', drop works just as well as camCreate.
This means you have the 'real' bullets and bombs generated on the server, while having the clients duplicate the script at the same time, only this time using harmless versions of the lethal stuff created on the server.