So I'm trying to figure a way to implement a method to limit the number of plot poles that a player has deployed. The only way that I can figure to do it is when a player goes to place a plot pole, the script checks every item, filtering for plot pole, and looks at the owneruid to determine if the current player already has X number in existence.
Anyone have any better, more subtle, ways of accomplishing this? I figure searching through every object will cause some serious heartburn for client performance when they try placing a plot pole, thus the reason I'm looking for suggestions.
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OSUapoc
So I'm trying to figure a way to implement a method to limit the number of plot poles that a player has deployed. The only way that I can figure to do it is when a player goes to place a plot pole, the script checks every item, filtering for plot pole, and looks at the owneruid to determine if the current player already has X number in existence.
Anyone have any better, more subtle, ways of accomplishing this? I figure searching through every object will cause some serious heartburn for client performance when they try placing a plot pole, thus the reason I'm looking for suggestions.
Thanks!
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