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How can I change the disappear time of landed projectiles?


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38 minutes ago, Seleucids said:

The projectiles thrown around in battles stay on the ground for some time. This increases CPU lag and is unecessary. How can I change the time the system waits before it cleans up the ground? Thanks. 

C++ ProjectileManager.cpp. would be nice to have configurable someday

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You can override the impactActorLifetime in the Attack component. There is also a DelayedDamage component, which I used in grapejuice as a workaround at some point (not anymore though). You're going to have to test OOS cases yourself although im fairly sure when doing it through DelayedDamage component it wont OOS.

Edited by Grapjas
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2 hours ago, Grapjas said:

You can override the impactActorLifetime in the Attack component. There is also a DelayedDamage component, which I used in grapejuice as a workaround at some point (not anymore though). You're going to have to test OOS cases yourself although im fairly sure when doing it through DelayedDamage component it wont OOS.

That's for impact actors not arrows, no ?

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9 minutes ago, Stan` said:

That's for impact actors not arrows, no ?

IIRC the delayed damage cmp does all. Might misremember though, been a while. 

Also, I doubt theres anything to gain from this at all if a projectile has no particles tbh.

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On 12/02/2025 at 11:06 PM, Grapjas said:

Also, I doubt theres anything to gain from this at all if a projectile has no particles tbh.

On really poor GPU it may make a difference. Given that such a poor GPU is usually paired with a week CPU (and we are mostly CPU bound) I agree that it's unlikely to help.

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1 hour ago, hyperion said:

On really poor GPU it may make a difference. Given that such a poor GPU is usually paired with a week CPU (and we are mostly CPU bound) I agree that it's unlikely to help.

I have a laptop which has 14 cores @4.5GHz but only an Intel Arc iGPU which relies on offloading tasks to its NPU. I have another laptop which runs Intel Iris. 

At the start of a game, I can get up to 500fps, then this value decays as more buildings are built and units trained. At 200 pop, I can sustain 80~140 fps. But when we have a full scale 1v1 battle with 140 inf each side, the frame rate drops to 3fps. If more than 2 players are involved, the GUI freezes completely until more than half of the units present are dead. 

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6 hours ago, Grapjas said:

Can confirm you can do this via delayed damage cmp, just tested it. Fun fact; only missed projectiles stay on the ground in vanilla (if they have an actor anyway).

Yeah that's intended behaviour. Thanks for testing :) can you share the code or make a mod ?

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