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SA-MP 0.2.2 Discussion!
But, There is a limit of objects, 100 and fifty somthing I think, So it will be Hard to Make the island as good as it seems.. because I am sure objects will be required for other features aswell...
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(07-06-2007, 10:55 PM)Grove link Wrote:But, There is a limit of objects, 100 and fifty somthing I think, So it will be Hard to Make the island as good as it seems.. because I am sure objects will be required for other features aswell...

There will be an objecthandler in 3.0 which will allow us to use way more than 150 objects.
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w00t How lol????? omg Nice!
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* Ronald_McDonald creeps in...
Interesting point. I suspect that the limit of 150 objects still applies as creating any more than this apparently causes instability. However, by using a clever handler you can make it appear as though the limit is actually higher by creating and deleting objects on-the-fly (dynamically) in certain situations e.g. some objects may be created during a minigame or when players are within a given distance to them and then destroyed afterward, therefore freeing up object slots. In the worst case scenario the total objects in the game mode at a given instant would probably reach 150 or just below it. I could be wrong, Peter may have other tricks up his sleeve, but this is how the current property system works due to the limit of one checkpoint per player at a time.

Ronald

Oh and I don't script/play anymore, but I did write a property handler thingy a few months back.
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(07-09-2007, 03:32 PM)Ronald_McDonald link Wrote:* Ronald_McDonald creeps in...
Interesting point. I suspect that the limit of 150 objects still applies as creating any more than this apparently causes instability. However, by using a clever handler you can make it appear as though the limit is actually higher by creating and deleting objects on-the-fly (dynamically) in certain situations e.g. some objects may be created during a minigame or when players are within a given distance to them and then destroyed afterward, therefore freeing up object slots. In the worst case scenario the total objects in the game mode at a given instant would probably reach 150 or just below it. I could be wrong, Peter may have other tricks up his sleeve, but this is how the current property system works due to the limit of one checkpoint per player at a time.

Ronald

Oh and I don't script/play anymore, but I did write a property handler thingy a few months back.

Oi :)

LVP 3.0 has been tested with over 800 000 objects loaded. That's about 20 times GTA: San Andreas ;)
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Quote:LVP 3.0 has been tested with over 800 000 objects loaded. That's about 20 times GTA: San Andreas ;)
Well there you have it, Peter has spoken!
And that's an awful lot of objects...which pretty much ruins my theory (for objects anyway) :>

* Ronald_McDonald goes back to the drawing board
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ROFL 800000 objects  :D :D :D
btw hi ronald  :w
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off topic: ron its great too hear from you!  :9~

(07-09-2007, 04:11 PM)Ronald_McDonald link Wrote:Well there you have it, Peter has spoken!
And that's an awful lot of objects...which pretty much ruins my theory (for objects anyway) :>

* Ronald_McDonald goes back to the drawing board

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(07-09-2007, 03:57 PM)Peter link Wrote:Oi :)

LVP 3.0 has been tested with over 800 000 objects loaded. That's about 20 times GTA: San Andreas ;)

Omfg

Oh My ******* god

800,000 Objects :/

One question:

HOW?
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800.000 objects, 20x San Andreas. Sounds like Peter built his own city  8)7
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