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Removing objects

Posted: Fri Dec 14, 2007 8:01 pm
by gugusm
While playing, there are too many objects in some moments in my map (well, not quite mine, I'm scripting it). And I think that it is possible to remove a big amount of them easily, but how can I do that?

Posted: Sat Dec 15, 2007 9:03 am
by haravikk
Easiest way is to set them up with a life-span in Fear so they disappear after a while, you can use this to make them decay or such as well.

Just enter a value for lifespan and make sure that the projectile does not become dormant at rest (turn off detonates at rest if it is turned on as well, a lot of body parts that come with the game are for some reason).

Now your objects will disappear after a while!

Posted: Sat Dec 15, 2007 11:08 am
by rifthead
Is this fall muirthemne? (Map you're scripting, but not entirely yours, way, way too many units...sounds like it is haha) If it is try setting the arrows to biodegrade, and don't be afraid to shave off some light units.

Posted: Sat Dec 15, 2007 3:33 pm
by haravikk
Wait a second, is biodegradable a feature now?

Biodegrader

Posted: Sat Dec 15, 2007 3:47 pm
by Renwood
No its not a feature you still have to set it for each and evrey bit thats comes out from people getting killed or blown up.

on the Myth 4 tagset a.k.a Our farewell

We have a biodegrader for pretty much evreything.
We like to leave the metal bits like swords and axes. so normaly a thrall that gets blown up turns into a bunch of bodie parts plus their weapon.
and in the end you want evreything but the units weapon and or just their heads left. this way even with all the bodie parts gone you can still see the numbers that were killed, from the amount of weapons on the ground or a pure headcount of the heads laying around hehehe!

Feel free to open up our farewell b39 (TWA) tagset and see just how ooga did this for each unit.

www.myth4thewindage.com downloads section

-Renwood

Posted: Sat Dec 15, 2007 4:39 pm
by Zeph
this is how to make a biodegrader, others feel free to correct me if im wrong.


body part
uncheck becomes dormant at rest
lifespan, give it 60 to 300 seconds
promotion --> promote to 'none' both in projectile and projectile groups
promote at end of lifespan

Posted: Sat Dec 15, 2007 4:45 pm
by A-Red
Generally I don't like biodegrading in principle, and you'd be surprised what you can get away with without using it. If you need to, I'd only biodegrade some of the most common projectiles--arrows have been suggested already, and are a good place to start.

Posted: Sun Dec 16, 2007 5:58 pm
by gugusm
Thanks Zeph, it works fine.

To A-Red: Yes, I know, I like to see every of these pieces lying on the ground, but I'll have to do some reducing.

And Rift, yes, it is your map and it will be necessary to make this biodegrade for Thrall who are respawning, because if you are killing them very quickly, there will be tons of their pieces after some time. But everything apart it is OK.