Author Topic: Projectile Lifetime  (Read 914 times)

Offline DKealt

  • Posts: 110
  • Cookies: 4
Projectile Lifetime
« on: October 07, 2009, 08:13:06 PM »
I've been trying to optimise my install, using things like correcting the projectiles lifetime to limit the no. of objects in a scene.

I always assumed that all that was required to do was modify the "GetLifetime" part of the projectile script. However, I've tested this on a few torpedoes and apparently modifying the value does nothing.

What is it that needs to be edited?

Offline Bones

  • Moderator
  • Posts: 3354
  • Cookies: 639
  • SPAAAAAAAAACE !!!
Re: Projectile Lifetime
« Reply #1 on: October 08, 2009, 01:59:59 AM »
Doesn't 'GetLifetime' work only with pulse projectiles like disruptors, pulse phasers or torpedoes set as a pulse weapon like on Sovereign or Prometheus ???

Offline teleguy

  • Posts: 363
  • Cookies: 53
Re: Projectile Lifetime
« Reply #2 on: October 08, 2009, 04:43:59 AM »
IIRC you have to add
Code: [Select]
pTorp.SetLifetime( GetLifetime() )to the torpedo script.

Offline DKealt

  • Posts: 110
  • Cookies: 4
Re: Projectile Lifetime
« Reply #3 on: October 08, 2009, 09:20:46 AM »
Ah get it yeh,

that part was missing on a few of my scripts.

Thanks