QUOTE(KABOOM @ Jan 6 2007, 11:43 PM)
Well ill be alot better tester now that i have a workin computer this time
. Also another lag causing posibility is the constant ordering of the mobile mode. Ordering the units to ur pointer and to the armor. Also I have no idea how u got to 4.5k triggers I know triggers and for what u made i can imagine around maybe 1.5 max.
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It would seem like that, but remember there's the behind the scenes stuff like mech drag, mech parts unselectables (for each mode), mech parts invinc settings (for each mode), range restrictions, deployment, recall, refund, purchases, failsafes, missile locking, missile firing, seeker bomb launching, messages and sounds, purchase triggers, help, dynamic spawners, deployment countoff system (the gas), parts deaths (adding to said gas), and of course the mech menu and mode switching.
Honestly when I started I thought of this like you would that it wouldn't take nearly this much work to accomplish. It's just when I decided I wanted it done professionally and completely (if not yet complete though) I ended up with the big mess you see now.
ADDITION:
Ok guys I need some advice. I'm about to start adding the overheat system soon (still working on that lag reduction, btw) but I'm still debating the exact mechanism for it. I intend it to replace the current deployment countoff system (the gas) so that you can have your mechs more quickly, but I need it to still act as a limit of sorts for players with their mechs.
The system I'd thought of was to simply limit the time you can keep modes active. For instance mobile mode might use only a little of your meter, offense mode might use up a lot, and intercept mode could be modified to actually recharge your meter (giving it some usefulness for a change). In fact with that system added I could allow players to be able to move their cockpits in offense mode (albeit slowly) with heavy drag, as there's no reason to strictly fix them in place like before.
How does this sound?
I'm also looking for a way to fix the drag system itself. Pointers are handy for moving around under drag, as I think it's quite graceless to have to r-click spam to get anywhere, but even the pointers system is a bit clumsy. I'll work on that later, though.