Author Topic: Drop Item Time: ∞  (Read 928 times)

Could anyone tell me a way that I could modify the time an item remain in the world after it is dropped? It would be much appreciated.

Woah, that's not a good idea.

It would be better if someone made a mod where the item was dropped, and it turned into a brick of some sort where you can pick up the weapon.

That would be awesome. I'm trying to develop some kind of loot system for my Stalker RPs, but I haven't gotten anywhere, unfortunately. That was my only idea thus far.

That would be awesome. I'm trying to develop some kind of loot system for my Stalker RPs, but I haven't gotten anywhere, unfortunately. That was my only idea thus far.
interesting.

Making the drop time limit infinite is a bad idea. After about an hour or less of fighting/normal game play the amount of lag from item models would be lethal.

Making them become a brick to reduce that lag would also be impossible, it would have to be a shape file, it couldn't be a .blb. Making the item model into say, a box or something more simple could work, but would still lag to a point. I'm also not sure if that's what you meant.

To be most effective, you should make the drop time limit a good length of time so items don't stack forever. Perhaps 1 min - 50 seconds.

how about a floor cap instead? as in, after x number of items have dropped old ones will disappear upon each new drop.


Making them become a brick to reduce that lag would also be impossible, it would have to be a shape file, it couldn't be a .blb. Making the item model into say, a box or something more simple could work, but would still lag to a point. I'm also not sure if that's what you meant.

Let me explain

I drop my item, and the first place it touches, well, the system recognizes where it can place a brick(siba's small chest for example) and after it's been set down, a player can click on it, and pick it up.
If a player dies, they drop a full chest, and players can open that chest up and take what they want from it.
If they take everything, then the chest disappears.

Also, these chests are fragile, so they should have health.

-snip-

This would have the same effect as just spawning an item. The shape file still have about the same amount of faces depending on the item. It would be like having a base plate full of the default chest bricks, it still lags despite being a brick.

I do however like that method, but I still feel they should go away after some time..

This would have the same effect as just spawning an item. The shape file still have about the same amount of faces depending on the item. It would be like having a base plate full of the default chest bricks, it still lags despite being a brick.

I do however like that method, but I still feel they should go away after some time..
Siba once filled the entire Bedroom floor with default chest bricks, I joined and didn't lag at all. No drop in FPS either.

These are all awesome ideas. I'm not the best at coding, but with some instruction, I would gladly create something,

Siba once filled the entire Bedroom floor with default chest bricks, I joined and didn't lag at all. No drop in FPS either.
Chests don't move, can only be rotated to face 4 possible directions, and don't use DTS models.

This would have the same effect as just spawning an item. The shape file still have about the same amount of faces depending on the item. It would be like having a base plate full of the default chest bricks, it still lags despite being a brick.

I do however like that method, but I still feel they should go away after some time..
It doesn't even have to be a chest.
It could be something like a really low poly model to blb of a brick.