25.02.2010, 18:25
Yes, I quickly realized that was the problem as I began debugging it, but thanks for catching my mistake as well. It's been there for at least as long as the rewritten invoke function was added, so I'm surprised that more people didn't experience at least some crashes. I just tested with 1,000,000 3D text labels spread evenly across the map, and everything went fine.
The next version will feature a few area detection natives and callbacks (thanks to DavidC for the suggestion). Areas are functionally similar to checkpoints, but they're invisible and offer a bit more control over the exact positions where players can be detected. These were pretty easy to add, but I haven't tested everything extensively, so I'll put the new version up whenever I'm finished.
The next version will feature a few area detection natives and callbacks (thanks to DavidC for the suggestion). Areas are functionally similar to checkpoints, but they're invisible and offer a bit more control over the exact positions where players can be detected. These were pretty easy to add, but I haven't tested everything extensively, so I'll put the new version up whenever I'm finished.