Open Bennn3t opened 1 year ago
@Bennn3t It's been thought of before but will have to think about it, cause it would add overhead. Either an event handler would need to be added to every zone, or PZ would need to keep track of every enabled zone in memory. Maybe if it was behind some global dev/debug mode flag it'd be fine, cause I just don't want it effecting production performance.
To add, this can be kind of done now by using a ComboZone for your zones (which is good practice anyways) and then looping through those zones to call the draw
method on them based on their distance.
@mkafrin I understand your point, but I don't think it'll impact the production performance since it's only activated when the client enables the debug option. I remember using it on a server a few months ago, but I can't recall the exact method. However, working with polyzones using that command was much simpler back then. Now, toggling the debug through setting debugPoly feels like a hassle.
I hope you take a closer look at this because I truly believe it would be a fantastic addition to the PolyZone resource. It could be just as helpful to others as it was for me and my previous server.
when i do /pzcreate box i dont see it any idea what i should do?
@Chisomraph This issue has no relevance to this thread, open a new issue.
I find the polyzone debug option very useful. Imagine an example where we want to wage a war between gangs where an invasion will be carried out in that area, only if it is permitted and demonstrated.
Then we will create a command "invasion 3 on" ([polyzone id] [show]) to show a certain polyzone already created.
Would there be a way of making a command to globally debug all polyzones, /pzdebug [distance]?
This could be extremely useful when trying to quickly enable the debug option without having to enable it within the code and then restart the script.