LarryG on 4/4/2016 at 22:44
Is there an easy way to make excess corpses fade away? I think I can do it with a NVphantomTrap set to go off, say, n seconds after "Slain" is received, followed by a delete tweq (or NVDeleteTrap) set to go off once the body is fully faded to invisible. But is there an easier method? Maybe something that optionally deletes the body when you aren't looking?
R Soul on 4/4/2016 at 23:35
NVPhantomTrap sends PhantomOn and PhantomOff messages to itself, so you can use the former to trigger your delete system.
Yandros on 5/4/2016 at 00:48
I don't remember how I did it in Hammerite Deathmatch, but you're welcome to look if you want. All AI bodies faded out and then were deleted just as you're wanting to do.
LarryG on 5/4/2016 at 05:01
I ended up with a three script metaprop: NVRelayTrap, NVPhantomTrap, and NVDeleteTrap. The design note is:
[INDENT]NVRelayTrapOn="Slain"; NVRelayTrapOff="Null"; NVRelayTrapTDest="[Me]"; NVRelayTrapOnDelay=30000; NVRelayTrapOnDelayMax=120000; NVRelayTrapTOn="FadeMeOut"; NVPhantomTrapOff="FadeMeOut"; NVPhantomTrapOn="Null"; NVPhantomFadeOff=14000; NVDeleteTrapOn="PhantomOff"; NVDeleteTrapDeleteSelf=1[/INDENT]
The NVRelayTrap delays the fade and deletion by between 30 secs to 2 minutes. Then it triggers the NVPhantomTrap with the "FadeMeOut" message. When the NVPhantomTrap has made the object completely invisible, it triggers the NVDeleteTrap with the "PhantomOff" message.