A
AlpHa!
Guest
how i can make that the dead npcs corpses and debris (gunship/apc/dropship_contanier) stay forever and don't dissapear?? i can't find anything to make that
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GonzoBabbleshit said:I think the important question is...do the alive corpses stay forever?
TST_Devgru Seal said:The strider automatically disappears so that it doesn't eat up your memory to quick...
Hunter_8472 said:Really?
For me, corpses stay, and all debris except Striders disappear if I leave them off-screen 4 a few secs.
In my opinion, corpses' staying and being decaled shud b an option in video settings.
said:By default all ragdolls fade out when X number are visible (4 I believe)
I've managed to mod the code so they never fade out, so I guess it can easily be modified so they instantly fade out.
The code I modded is in Ragdoll_shared.cpp
void CRagdollLRURetirement::Update( float frametime )
{
VPROF( "CRagdollLRURetirement::Update" );
//NIVEN removed all code to stop bodies vanishing!!!
// Compress out dead items
//int i, next;
//int iMaxRagdollCount = m_iMaxRagdolls;
//if ( iMaxRagdollCount == -1 )
//iMaxRagdollCount = g_ragdoll_maxcount.GetInt();
//for ( i = m_LRU.Head(); i < m_LRU.InvalidIndex(); i = next )
//{
//next = m_LRU.Next(i);
//if ( m_LRi].Get() )
//{
//if ( m_LRU.Count() > iMaxRagdollCount )
//{
//Found one, we're done.
//if ( ShouldRemoveThisRagdoll( m_LRi] ) == true )
//{
//m_LR i >SUB_Remove();
//m_LRU.Remove(i);
//return;
//}
//}
//}
//else if ( m_LRi].Get() == NULL )
//{
//m_LRU.Remove(i);
//}
//}
//If we get here, it means we couldn't find a suitable ragdoll to remove, so just remove one.
//while ( m_LRU.Count() > iMaxRagdollCount )
//{
//i = m_LRU.Head();
//m_LR i >SUB_Remove();
//m_LRU.Remove(i);
//}
}
Anything you need should be found in this chunk of code.
czrsink said:Technically, is Source still doing complex ragdoll calculations on a 'dead' Strider? If so, that's probably why the disappear, otherwise your CPU would be pleading for mercy.