Re: Condition Zero Missions IT OUT!!!
The location technique you are describing here can be compared to the Quake3 TDM info_loc entity (it basically reports which the player is closest to at any given moment). Here is the problem with location entities... the engine has to track which zones can see which players and broadcast it to every other player (possibly every server frame). Now in a Q3 4 on 4 match, that's not usually too bad, but if there are too many of those entities it starts to lag. Add to that the larger player volume in CS games (often 12-16 players total) and you are talking about a severe impact on the broadcast packets. While it's a neat feature, it's probably not the best thing for a game that's mostly played online with large numbers of players.