Hiya peeps.
So I made a horde mode map but in my ignorance I completely forgot that adding new monsters to an already cluttered cemetery of dead monster actors can....well slow lower performing PC's down.
So I was wondering if I could use A_remove or something to that effect with a tic delay to make dead monsters vanish after death. This would definitely help with slower machines. I.e - mine
Tia!
Removing dead monsters after death help
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. If you still don't understand how to use a feature, then ask here.
Please bear in mind that the people helping you do not automatically know how much you know. You may be asked to upload your project file to look at. Don't be afraid to ask questions about what things mean, but also please be patient with the people trying to help you. (And helpers, please be patient with the person you're trying to help!)
- Gunslaher_Pi
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- Joined: Sun Jan 17, 2021 3:41 am
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Re: Removing dead monsters after death help
Code: Select all
Death.Remove:
TNT1 A 1
Stop
If you want right after die, the last frame should not be -1. Change to something that end with positive Tic and Stop.
#HackyFTW
Last edited by Logan MTM on Tue Jan 04, 2022 8:16 am, edited 3 times in total.
- Gunslaher_Pi
- Posts: 47
- Joined: Sun Jan 17, 2021 3:41 am
- Graphics Processor: Intel (Modern GZDoom)
- Location: Aussieland - 3D REALMS OG DESIGNER
Re: Removing dead monsters after death help
Awesome! Thank you so much! This will be key for when I finish my .wad
Especially since I'll have 4 players running around killing.
Thanks buddy!!!
Especially since I'll have 4 players running around killing.
Thanks buddy!!!
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Re: Removing dead monsters after death help
As a small bonus, you can also use A_FadeOut, since it looks smoother. Even better, combine it with something like A_CheckSight to only make the enemy despawn after you lose sight of him, to, you know, not dissapear in sight. Like this:
Just as a note, this does make enemies not being able to be ressurected, and i'm not using using a flag would make they revivable, but then it might not reduce lag as much.
Code: Select all
Death:
SPOS H 5
SPOS I 5 A_Scream
SPOS J 5 A_NoBlocking
SPOS K 5
DeathWait:
SPOS L 72 A_CheckSight("DeathFade") //Make this check every 3 seconds.
Loop
DeathFade:
SPOS L 3 A_FadeOut(0.1)
Loop
- Player701
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Re: Removing dead monsters after death help
Just for the record, the engine also provides built-in functionality to remove excess corpses which comes from Hexen; see A_QueueCorpse/A_DeQueueCorpse for details. Basically, you need to call A_QueueCorpse somewhere in the death state and A_DeQueueCorpse somewhere in the raise state. It also does not prevent monsters from being able to be resurrected. The maximum number of corpses is controlled via the sv_corpsequeuesize CVAR (default: 64), and can also be made infinite by setting the value to -1.