How to ajust the dissapperance of munitions.
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I dont know if this is possible in fl.
BUT if its possible i would need a lot of servercapacity and therefor push the serverload.
For example if u drop goods and mines in NY and later on in alpha theta and gamma the server would need to remind every position, orientation etc. of every single thing u dropped.
Since FL server can’t save thing in a ini file etc. i would be saved in the working memory and earlier or later u would reach a point with a very high serverload and maybe a servercrash.At this point i dont see a way to realize it.
Maybe it can be hooked but i’m not sure if item spawning is possible with hook and even than it would need extra working memory and cpu.Edit: Item spawning seems to be possible with hook but i’m still not sure if its possible in free space since FL does anything via object spawing, guess we need to ask wodka what he thinks.
I still see the problem that hook would need to know what a player/npc drops and than it would still need a effectiv way to spawn it.
And than the items would still be gone after a restart, same like in eve they’re doing a cluster maintenance every day to clean the universe from ship wrecks, cargo pods etc. -
Maybe there is a way to include something in flhook like per system, cos i can imagine some systems should be left out.
spawned_item = li01, 60
li01 being the system, 60 the time in minutes.
So if any of those nice kewl flhook coders, who think and talk in c++ code, can think of a solution?
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**I believe there is a command in the constants called ‘loot unseen lifetime’ or something like that. It is measured in milliseconds and if you set it to a really high value and someone stays in the system, the item in question will exist out of view for that time (1 ms = 1/1000 second)
I used this so that mined or dropped objects would not disappear during docking.
One problem though, if all of the players leave the system, the item will usually disappear, but not always.**
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Maybe there is a way to include something in flhook like per system, cos i can imagine some systems should be left out.
spawned_item = li01, 60
li01 being the system, 60 the time in minutes.
So if any of those nice kewl flhook coders, who think and talk in c++ code, can think of a solution?
… maybe better
spawned_item = mine01_mark01_ammo, 60
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What Sona is saying is that dropped mines don’t appear for someone who has just entered the area, as it’s a live munition, and live munitions are only transmitted to those in the area when they are fired; unlike, say, dropped cargo, which is created on the client’s machine upon entry.
Unfortunately, unless there was some seriously bizzare hex jump magic to be done (having munitions created for clients that have just entered the area), this probably isn’t very “fixable.”
Also, on a side note:
LOOT_UNSEEN_RADIUS = 5000
LOOT_UNSEEN_LIFE_TIME = 5
LOOT_OWNER_SAFE_TIME = 5
LS, are you sure those times are in milliseconds? I’ve been using this trio of values for some time, and I’m 99% sure that it’s actually in seconds.