Specific question. Are there enough waypoints, as is, for 3 planes? (in the project above)
All planes share the same series of waypoints. This reduces the total number needed, to keep lag at bay. Once the last waypoint is used it starts back at the first one. However, if you "catch up to" an active waypoint (placed by any of the planes) then your plane can't place more until the active one(s) are removed.
Sadly, if Hopscotch worked better this wouldn't be an issue. I've already avoided the use of bumps with the waypoints as that kills the performance. But creating more than a few hundred clones also starts causing lag
I wanted to allow up to 10-12 planes which, I think, would need around 1800 waypoint clones. Hopscotch can do that but the fps will drop.
I could also accomplish the waypoints without clones using arrays, but as Hopscotch doesn't have arrays I'd need thousands of variables and a whole mess of If Then Else blocks. Not a viable solution.
2nd question. Can you tell much difference between the version below and the version above? I increased the number of waypoints to 1800. The fps dropped to ~30 so I doubled the plane speed. Net effect is it should seem similar (except waypoints won't place as closely when dragging quickly)