By itself it runs just as it should without any problems. But say for example we then introduce multiple players (split screen), when we try to run the function only one player will be able to press the button as the "player" pointer can only point to one object at a time. So now one would just say "Use c_trace/c_scan". Unfortunately this isnt an option as there are a LOT of buttons and tracing/scanning will slow down the game immensely. How would you be able to have an entity react to multiple players WITHOUT tracing/scanning?
Re: Pointers without any trace functions
[Re: exile]
#421926 04/28/1308:3404/28/1308:34
And this is within an entity function, how/what can I replace the "player" pointer so it will react to any entity within range? Remember, I cant use c_trace or c_scan as it will destroy computers with the amount of entities I will be having on screen lol.
Re: Pointers without any trace functions
[Re: exile]
#422161 05/03/1309:2405/03/1309:24
Yeah basicly check through the list of entities wich are to be considered for interaction with the button and then check who among those entities are within a given radius of the button and then only can you simply trace for contact .. Well that's one way