View Single Post
Old 02-29-2008, 01:42 PM   #4 (permalink)
beng
Senior Member
 
Join Date: Jan 2008
Posts: 324
Default

It is important in that the more modules an object has, the more it demands from the CPU. This is why the object CINE_USA04_PARADROP_AmericaInfantryRanger has a lot of modules commented out, with the comment
; - Removed to *hopefully* improve USA04 Framerate.
Because at the start of USA04 there are a load of these objects being dropped by parachute onto the Iranian oil fields, and if they had all their modules they would slow the frame rate down significantly.

Where possible it is good to reduce the number of modules by removing useless ones, and combinig them into single modules that can do the job of 3 or 4 different modules.

For example, all of these 4 modules:
FXListDie
DestroyDie
CreateObjectDie
FireWeaponWhenDead

Can be combined into a single module:

InstantDeathBehavior
FX =
OCL =
Weapon =


You brought up a good point about the Marauder. It is meant to have a turning turret but they forgot to put the Turret code in the AIUpdateInterface module. Adding to that it's jerky locomotor, it makes it waste a lot of time jerking around before it can fire. Also it cannot fire whilst moving, unlike other tanks.

And this is not really that important but have you noticed how when the GLA terrorist explodes by his own action, he does the exploded flailing death animations, but when he is exploded by enemy fire (fire, explosion, or crush type weapons) he does the non-exploded death animations although his dynamite pack goes off?
beng is offline   Reply With Quote