VGamingJunkie Posted September 19, 2013 The idea is to use 3D models for decorative purposes and, if the player is a good enough distance away, they're rendered as sprites to preserve performance. Update: Someone gave me a solution. I just use A_CheckRange to check the distance from the player. It requires a new version of GZDoom, though. 0 Share this post Link to post
Shadow Hog Posted September 20, 2013 I'd guess A_JumpIfCloser on a 0 tic state. Jump to a 1 tic state with the 3D model defined if the player is within a given distance, else fall through to another 1 tic state with the sprite defined, then loop back to the A_JumpIfCloser. This might not work well in multiplayer. 0 Share this post Link to post
VGamingJunkie Posted September 20, 2013 It made the object completely disappear. Not even just invisible, the object deleted itself. ACTOR EngineerHat : Soulsphere replaces Soulsphere { +LOOKALLAROUND Scale 2 States { Spawn: SOUL B 0 A_LookEx(LOF_NOSOUNDCHECK) SOUL B 0 A_JumpIfCloser(500,"Model") SOUL A 5 Loop Model: SOUL A 5 Goto Spawn } } 0 Share this post Link to post