Game Development Community

Mission file paging - possible?

by Mister Nobody · in Technical Issues · 05/06/2007 (9:26 am) · 2 replies

I'm investigating a project for a psychology research group. I need to determine if TGEA can do dynamic mission file paging. I know it can handle terrain paging, but I need to determine if this can be done with mission files as well. Essentially, if a player gets near the geographic boundary of the current mission file, it would determine if an adjoining mission file is available, and if so, load that mission file and any visible DTS/DIF models that are associated with it.

Does anyone know if that's possible with TGEA?

Thanks!

#1
05/06/2007 (11:19 am)
Eh, maybe. have you looked at what a .mis file has?
it's all just torque script commands to create new items.

If you keep track of your items, you should be able o delete and load up these items as needed.
#2
05/06/2007 (3:49 pm)
I do know that the mission file is script, but I'm not very familiar with Torque script in general.

However, I'm really trying to determine two things:

1. Is mission file paging supported right out of the box?

2. If not, how complicated would it be to make the engine work with multiple mission files in memory? For example, I know that the call to CreateServer takes a single mission file parameter, not a list of them. This implies that the engine is built to handle only a single mission file at a time. How complicated would it be to make the engine work with multiple mission files and swap between the two when a player is coming close to the current mission boundary?