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Posted: Mon Nov 14, 2005 6:48 pm
by Baak
Hi All--
I have a bunch of projectiles on a map. Each of these projectiles has a "local projectile group" associated with it (done in Fear). When I run the map, only some of the projectiles have the lpg running - others do not.
Am I running into some kind of limit here? Like the total number of projectiles plus the lpr projectiles hits a limit so the engine stops showing the lpr's?
I've tried everything I can summon to make this work, but it just doesn't happen. I always get some with the lpr's and some without.
It'd be like having a "Wight w/flies" army where not all of the Wights have the flies buzzing around them...
Help!
Second odd quirk: When a unit picks up a projectile that has a lpr associated with it, the lpr *stays on the ground* and doesn't disappear until the projectile does. Is there a way to make this work properly?
Thanks in advance!
Posted: Mon Nov 14, 2005 7:17 pm
by ChrisP
The limit for simultaneous LPGRs is 96. The particle limit for all combined LPGRs is 512, and this is not affected by how many regular projectiles exist.
I think Jagman discovered a solution to your second problem. If you have Mazzarin's Demise V, try taking a look at the projectile L paladin's holy armor.
Posted: Tue Nov 15, 2005 1:46 am
by Baak
Very cool - thanks - will check on the Mazz V unit too!
Question related to the LPGRs: If you *had* a large number of them, but then they all expired (like puffs of smoke to introduce things) would those count against the 512 total? I'm wondering because I might well get up there before the point where I see the LPGRs that "stick around" (don't expire) never being generated.
As in: if you generated 500 projectiles that had puffs of smoke introducing them, so the puffs vanish, and then 25 of these projectiles have LPGRs on them that continually generate (like Wight flies), would this possibly cause the last 13 of them to not generate the Wight flies?
Thanks for your help again in advance!
Posted: Fri Nov 18, 2005 1:12 am
by ChrisP
I think the answer to your question is no, LPGRs started at a time when the particle limit is overrun will not begin generating particles once the number of particles dips to a safe number. But I could very easily be wrong about this and I would conduct tests before taking my word for it. Let me know what you discover.
Posted: Sun Nov 20, 2005 4:03 pm
by haravikk
As long as the temporary LPGRs are deleted properly, such as by having the flags set so that it deletes when all particles are gone, and give the particles a lifespan. Or alternatively have them timed using the overall lifespan settings (it's in the middle somewhere).
I'm not certain if LPGRs created after the limit is hit would create particles or not, I would think it simply wouldn't create any until there is a free allowance for it; like a first come, first served type system, but a persistent group would keep trying; "Please sir, can I make a particle now sir?" "NO!" replies Myth until two hours later when all the dwarves are dead.
Posted: Tue Nov 22, 2005 9:00 am
by Guesty
Speaking of overall lifespans, how do you create such a thing? It is evidently most useful in any kind of Large map such as RotD or Mazz.
Posted: Tue Nov 22, 2005 7:00 pm
by haravikk
The lifespan of an LPGR? The options down the centre of the LPGR tag's screen in Fear deal with lifespan. First the starting state (if you want it to fade in, or scale from a small size to a big one or something).
Then the overall lifespan, after it has completed its start state, it will count this many seconds before entering the end state (or immediately deleting itself if there is none).
The end state is just the same as start, for fading out or scaling down, stopping the creation of particles etc.
The alternative is having an LPGR that only creates X particles, and once these are gone deletes itself, in which case you set the appropriate flag ("Deletes after projectiles expire", I think that's how it's labelled, but I'm not sure as I don't have Fear handy).