Thanks man. I seriously didn't mean to bite your head off back there. I am just on the receiving end of these kind of "surely you can just ..." suggestions on the server, Whirlpool and here every day (lol, even Veilo does it to me
) and I just get a bit rawr about it sometimes because I feel like i am the only one with any idea how hard/impossible the implementation would be (which I know is not true - it just feels that way at the time).
The main reason I get frustrated is actually because I _do_ care and really do want to help fix these things and make it perfect for everyone. If I didn't I would just ignore these posts
But yeah, I am swamped with TODO lists of things were I actually do know exactly what I need to code and just need to find the time to do it. So for things like this where there isn't even a clear mechanic/algortihm decided on for how we tackle the problem ... I am kinda hoping others can chip in and spend some time thinking through the issues and then just give me discrete functions to write code for.
I don't mind helping out with explaining the core elements either to facilitate people working on it ... for example, the key issue with R3F objects is that only have 2 parameters to them currently:
- Lock state
- Owner's Side (team)
They currently don't even know what exact player owns them (hence the reason I don't yet have Indy group support for lock/unlock blocking).
So knowing who should and should be able to do whatever to them is contingent on a knowing a bunch of other things they currently don't know.
So you really need to break down everything you want to restrict or enable to basic functions and then try and work up a system of rules that can be determined with the information available (or work out what new information we need to add to the objects in the form of variables).