Talk:Logic scene list manager
What does this entity achieve? Doesn't seem to be much help to me. --TomEdwards 13:17, 6 Aug 2006 (PDT)
- It can clean up old entities...probably useful because they would be considered for level transition otherwise...it can save a few cycles maybe because of the smaller entity list—ts2do 18:19, 6 Aug 2006 (PDT)
- There must be more to it than that. Can anyone from Valve give us a hint? --TomEdwards 09:31, 18 Aug 2006 (PDT)
- it just deletes a scene entity after its been executed—ts2do 11:01, 18 Aug 2006 (PDT)
- Yes, it will remove LCS entities or other LSLMs if a newer one in the list is told to start. This was created for complex scene setups with branches and dynamic events so you don't have to cleanup triggers to old scenes manually. Plus it actually removes the entities, so it cleans up the entity data as you move forward in the map. --JeffLane 18:50, 18 Aug 2006 (PDT)
- The nature of the complex setups is what I'm after. It's always best to give a concrete example when writing tutorials. Are they the sort of thing that would be handled through the response system if they weren't map-specific? --TomEdwards 07:28, 19 Aug 2006 (PDT)
- Yes, it will remove LCS entities or other LSLMs if a newer one in the list is told to start. This was created for complex scene setups with branches and dynamic events so you don't have to cleanup triggers to old scenes manually. Plus it actually removes the entities, so it cleans up the entity data as you move forward in the map. --JeffLane 18:50, 18 Aug 2006 (PDT)
- it just deletes a scene entity after its been executed—ts2do 11:01, 18 Aug 2006 (PDT)
- There must be more to it than that. Can anyone from Valve give us a hint? --TomEdwards 09:31, 18 Aug 2006 (PDT)
This is all for choreographed scenes, not responses.—ts2do 13:17, 19 Aug 2006 (PDT)