items/weapons being removed

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Darklord328
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items/weapons being removed

Post by Darklord328 »

im just wondering if there is anything possible for the items or weapons being removed. using only scriptings/coding or something like that. even though i do have that covered. im just wondering if (ifs) and (else) statements are in play since im trying to keep it to a minimal 35/60 FPS. if this is possible what is the best approach? and if this does require a lot of (ifs) (else) (else ifs) statements, just wondering if this is possible to do. for removing items/weapons if doom does become slow or something.

if to much items/weapons is spawned on the playing field it should be removed to reserve maximum FPS.

8-)

Side note: using zandronum for the source port.
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ramon.dexter
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Re: items/weapons being removed

Post by ramon.dexter »

Hard to find out what you have in mind. So, you want a script that would remove dropped items when there's too many of them? This could certainly be solved in eventhandler.
If your idead was different, please elaborate further.
Darklord328
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Re: items/weapons being removed

Post by Darklord328 »

ramon.dexter wrote: Sat Jul 08, 2023 12:20 am Hard to find out what you have in mind. So, you want a script that would remove dropped items when there's too many of them? This could certainly be solved in eventhandler.
If your idead was different, please elaborate further.
so, when the items weapons and or spheres spawns in. i would like for it to be a random delay between 35 too like 300 or so, thats when the items/weapons/spheres are removed.

i do not know if the eventhandler will have that feature in zandronum. if thats the case then it'll have to be zandronums 3.2 or higher.
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ramon.dexter
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Re: items/weapons being removed

Post by ramon.dexter »

Zandronum dont support zscript at all. So you have to come up with other solution. By the way, why not gzdoom? It has pretty solid netcode.
Darklord328
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Re: items/weapons being removed

Post by Darklord328 »

because im so used to having zandronum, its a bit faster compared to the gzdoom tbh, i'd rather prefer zandronum. sorry bout that. for the mod im working on it requires skulltag-data as well.

Edit: plus i have heavy decorate as well too. i do like gzdoom as well, don't get me wrong, i just have heavy decorate on zandronum, and for me, its the most played port for me. i rarely play on gzdoom.
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ramon.dexter
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Re: items/weapons being removed

Post by ramon.dexter »

You can already use decorate in gzdoom. And on top of it, you can use zscript.

With zandronum, you're limited to pretty outdated decorate. Like, decorate which even dont know anonymous functions, for example.
Darklord328
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Re: items/weapons being removed

Post by Darklord328 »

ramon.dexter wrote: Thu Jul 13, 2023 4:37 am You can already use decorate in gzdoom. And on top of it, you can use zscript.

With zandronum, you're limited to pretty outdated decorate. Like, decorate which even dont know anonymous functions, for example.
unfortuantely there is skulltag resources in the mod of mine tbh. without that, it'll give me errors. im so used to playing zandronum tbh.

edit: plus, i haven't known zscript so it'll probably take me like months for me to figure out on how to do this.. decorate took me like couple of years for me to hand write it. to this day, i still haven't been able to hand write the weapons.

Edit2: also, we should stay on topic on the items/removed weapons. i'd rather much prefer if this would be handled for zandronum. cause thats the only port i will most likely be on. and for this particular reason. zandronums forums doesn't have script/coding on their forums. zdoom forums does have this. we should stick to the topic.
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Re: items/weapons being removed

Post by SanyaWaffles »

There's certain things you're going to simply not be able to do in Zandronum easily or at all, it's why ramon.dexter was telling you that in part.

There's really no easy way to automatically cull items or monsters easily in Zandronum without the use of extensive ACS.
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Re: items/weapons being removed

Post by Darklord328 »

SanyaWaffles wrote: Fri Jul 14, 2023 2:09 pm There's certain things you're going to simply not be able to do in Zandronum easily or at all, it's why ramon.dexter was telling you that in part.

There's really no easy way to automatically cull items or monsters easily in Zandronum without the use of extensive ACS.
So, this needs to be tested extensive testing for ACS. im still a novice/intermediate at scripting, im not to advanced at it, if you could show me a couple of Examples of this, that would be great. so i can study it. and perhaps i can test it out with the zandronums scripts. not with zscript. or a zdoom wiki thingy!

Edit: if not thats fine! also, if i sounded rude about that, im sorry bout that! hopefully that'll be ok :roll:
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