Product Chat / Improve level memory by recycling data

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Defy
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Posted: 22nd Jan 2019 15:42 Edited at: 11th Jun 2019 02:09
*Just an idea for cloning to be implemented into stock build - My system is now outdated due to update.

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Teabone
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Posted: 22nd Jan 2019 15:49 Edited at: 22nd Jan 2019 15:50
Really wish we could have actor fade/entity fade. SO when they die they can fade out, rather than teleport. Since we can adjust shader values with lua variables its... possible, i just dont know much about the shaders :/

Quote: "Spawn to cords on terrain and not in air when engage, I used CollisonOn(--entity number--) Y = 0"


oooh i was having an issue with floating zombies after spawning.
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Belidos
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Posted: 22nd Jan 2019 16:10
Quote: "What happens if I delete an entity will it ruin my script, no, though if you delete entity 8 and you have 40+ entities, you should place an entity on the map, which will fill this void in the listing."


You can use the name of an entity in the ifused field of a trigger zone to make it spawn, so if you name all the entities that should be triggered from that trigger zone the same, then it will trigger them all when walked into, that way you don't have to worry about entity numbers at all.

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Defy
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Posted: 22nd Jan 2019 16:16 Edited at: 11th Jun 2019 01:17
@Belidos hi, sorry for any confussion

@T-bone, have fun
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Pirate Myke
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Posted: 22nd Jan 2019 17:43
Yes has always made the next entity the next available ID number. Does get crazy trying to keep track of things this way, as you could be weeks into a map and then delete something and every script that relies on entity number ID is whacked.

Wish it would just add the next highest number and be done with it.
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Teabone
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Posted: 22nd Jan 2019 17:54
I've started to rely a lot more on entity names than the ID due to this exact issue actually. Started doing that recently. With some nil checks to ensure no crashes if a memory cap prevents an entity from returning that data for some reason.
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AmenMoses
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Posted: 22nd Jan 2019 20:24
The system I employed for slaur3n's cowboy game was to reuse entities, i.e. he has just a few collectables that respawn after use so basically they are still the same entity, they are just hidden until respawned..

Same for NPC's, to get around the popping issue the NPC's only respawn when the player isn't within a set distance and is not looking in their direction.

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Teabone
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Posted: 22nd Jan 2019 20:50
Quote: "Same for NPC's, to get around the popping issue the NPC's only respawn when the player isn't within a set distance and is not looking in their direction."


and im assuming your using the preexit functions?
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AmenMoses
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Posted: 22nd Jan 2019 21:55
Nope.
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DVader
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Posted: 26th Jan 2019 17:15
Quote: "Wish it would just add the next highest number and be done with it."

That would be very wasteful as every time you deleted an object you would get gaps in the list, which eventually could add up to a significant size. It's definitely better working as it does
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3com
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Posted: 28th Jan 2019 23:07 Edited at: 28th Jan 2019 23:07
Not sure if I've got the point here, if so, why does not use entity name, instead of entity id?
I'd wrote this lua script and if works fine for me in one project I'm working now:



Add this script to each entity you want and relief in their name, of course each has to have diffente name if yoy want to act in only one at time. ID can change but name does not.

If I don't got the point right so, excuse me.
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Defy
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Posted: 30th Jan 2019 10:42 Edited at: 11th Jun 2019 01:18
Hi 3com, yeah, name usage works, should have thought about that. cheers for your reply.
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3com
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Posted: 30th Jan 2019 16:00
I did something like that times ago, even open a thread but I can't found it; anyway I can post here the files if you want to try, but firts at all I would like to clarify something due tha I overwrite my module_combatcore file.
I've notice ai_soldier lua file has changed and add some exit stament as follow:

function ai_soldier_exit(e)
module_combatcore.releasecover(e)
end

I was searching for module_combatcore.releasecover(e) stament in my module_combatcore file, but I can't found it, does you've in your file?, or maybe is my fault when I overwrite that file?
I've cheked and re-cheked files via steam but it does not touch that file, don't know why, or maybe someone miss to add that function to the final file.

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