
Mysterion
Joined: Aug 9, 2008
Nice shot, but too bad your @$$ just got SACKED!!!
|
Posted: Nov 28, 2010 11:54 PM
Msg. 1 of 19
Does anyone know how to keep dead bipeds from disappearing from a map after about 15 seconds? I have placed several around a map I am modding, but after about 15 seconds, they vanish.
|
|
|

Maniac1000
-Helpful Poster-
Joined: Feb 24, 2007
|
Posted: Nov 29, 2010 01:09 AM
Msg. 2 of 19
The words "garbage collection" keep coming to my head. I dunno where to look but i think its something to do with garbage collection.
|
|
|

MoooseGuy
Joined: Aug 10, 2008
I Approve This Message.
|
Posted: Nov 29, 2010 01:21 AM
Msg. 3 of 19
Something like this... uh.... is this in multiplayer? If so, there's a slim to none chance of being able to change this. If it's singleplayer, the bipeds should stay there until collected by script. So yeah, which is it?
|
|
|

Mysterion
Joined: Aug 9, 2008
Nice shot, but too bad your @$$ just got SACKED!!!
|
Posted: Nov 29, 2010 10:18 PM
Msg. 4 of 19
multiplayer...
|
|
|

Georgespartan01
Joined: Nov 1, 2010
|
Posted: Nov 29, 2010 10:25 PM
Msg. 5 of 19
Yes i have the same problems, I posted many threads about my problem, and no one answers ¿Whats wrong with this forum?
|
|
|

Mysterion
Joined: Aug 9, 2008
Nice shot, but too bad your @$$ just got SACKED!!!
|
Posted: Nov 30, 2010 12:10 AM
Msg. 6 of 19
I don't know whats going on. It's seems more difficult to get scripting help than it was just a few months ago.
|
|
|

Gamma927
Joined: Jun 12, 2008
Steam: gamma927
|
Posted: Nov 30, 2010 12:11 AM
Msg. 7 of 19
This isn't a scripting issue. Garbage collecting is natural for multiplayer, and I see no way to delay that.
|
|
|

Noobyourmom
Joined: Mar 23, 2010
|
Posted: Nov 30, 2010 06:06 PM
Msg. 8 of 19
A solution would be to convert these bipeds to scenery models, so they wouldn't be collected. I have yet to learn modeling, so I don't know how easy that would be.
|
|
|

MoooseGuy
Joined: Aug 10, 2008
I Approve This Message.
|
Posted: Nov 30, 2010 08:33 PM
Msg. 9 of 19
Yeah since this is multiplayer, it automatically collects garbage. You would have to make a scenery, like noobyourmom said.
|
|
|

Mysterion
Joined: Aug 9, 2008
Nice shot, but too bad your @$$ just got SACKED!!!
|
Posted: Nov 30, 2010 08:44 PM
Msg. 10 of 19
Is there some way to script them to remain in the location their initially placed in?
|
|
|

Gamma927
Joined: Jun 12, 2008
Steam: gamma927
|
Posted: Nov 30, 2010 09:48 PM
Msg. 11 of 19
You could continuously create them anew, but that would be both inefficient and wasteful, particularly if there are multiple bipeds. The best solution would be to create the dead bipeds as scenery.
|
|
|

MoooseGuy
Joined: Aug 10, 2008
I Approve This Message.
|
Posted: Dec 1, 2010 05:21 AM
Msg. 12 of 19
This. Plus what you could do is have those scenery objects attach to a dying biped and detatch (in a script), then have that dead biped be destroyed when dead (in guerrilla). This would create a dead body where a specified biped has died (does not work with generalized encounters).
|
|
|

Gamma927
Joined: Jun 12, 2008
Steam: gamma927
|
Posted: Dec 1, 2010 11:33 AM
Msg. 13 of 19
Or add it into the death effect. However, this is not necessary if you only want the bipeds that were placed initially to remain.
|
|
|

Mysterion
Joined: Aug 9, 2008
Nice shot, but too bad your @$$ just got SACKED!!!
|
Posted: Dec 4, 2010 11:12 AM
Msg. 14 of 19
After quite a bit of experimentation, I just found that this actually works in multiplayer maps: (script continuous create_blue_deadmarines (begin (object_create_anew blue_deadmarine1) (object_create_anew blue_deadmarine2) (object_create_anew blue_deadmarine3) (object_create_anew blue_deadmarine4) (object_create_anew blue_deadmarine5) (object_create_anew blue_deadmarine6) ) ) They remain in the map where initially placed!
|
|
|

MoooseGuy
Joined: Aug 10, 2008
I Approve This Message.
|
Posted: Dec 4, 2010 11:17 AM
Msg. 15 of 19
Add a sleep 150 to the end of that to reduce lag.
|
|
|

Gamma927
Joined: Jun 12, 2008
Steam: gamma927
|
Posted: Dec 4, 2010 12:17 PM
Msg. 16 of 19
Quote: --- Original message by: Gamma927 You could continuously create them anew, but that would be both inefficient and wasteful, particularly if there are multiple bipeds. What I said still stands. Sure, it might work, but it has the potential to cause heavy lag for lower end computers.
|
|
|

MoooseGuy
Joined: Aug 10, 2008
I Approve This Message.
|
Posted: Dec 4, 2010 12:21 PM
Msg. 17 of 19
Quote: --- Original message by: Gamma927Quote: --- Original message by: Gamma927 You could continuously create them anew, but that would be both inefficient and wasteful, particularly if there are multiple bipeds. What I said still stands. Sure, it might work, but it has the potential to cause heavy lag for lower end computers. Quote: --- Original message by: MoooseGuy Add a sleep 150 to the end of that to reduce lag.
|
|
|

Gamma927
Joined: Jun 12, 2008
Steam: gamma927
|
Posted: Dec 4, 2010 01:20 PM
Msg. 18 of 19
Reduce the lag, yes, but you're merely delaying the inevitable. It will still lag on older computers, just on 5 second intervals. Object creation is not perfect, especially not with this netcode.
|
|
|

Mysterion
Joined: Aug 9, 2008
Nice shot, but too bad your @$$ just got SACKED!!!
|
Posted: Dec 4, 2010 08:06 PM
Msg. 19 of 19
Since they were disappearing at around 15 seconds, I added (sleep 400) to the script to decrease the number of create_anew increments.
|
|
|