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[General] Dummy Lag (?)

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Maker's new finding indicate that 0.00 death time and can't raise, does not decay is a better approach than remove unit.

It was more about using expiration time and setting death type to can't raise, does not decay is not any worse solution than using RemoveUnit.

Art - Death Time is the time between the unit dying and it starting the decaying process. The time is reserved basically for the unit to play death animation.

After death time is over, decaying begins. By default, flesh decay time is 2 seconds and bone decay is 88 seconds.

The decaying process can be skipped by setting death type to can't raise does not decay.

Basically death time doesn't matter much since it is low anyway. But there is no sense having dummy units linger there for 90 seconds (decay process time).

RemoveUnit can be used if you do not need to play a special effect on the dummy. Using expiration timer is the better option when you need to play an effect, the dummy has to stay there for a while for the effect to play completely. That is when the issue of death type arises.
 
Level 37
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Mar 6, 2006
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9,243
Doesn't this "Maker's new findings" should also be credited to me ?
About my system, remember Maker ?
Haha -,-"

Sorry, I do not remember your system. Could you post a link to it?

I have been saying a long time to set the death type to can't raise, does not decay.

What I tested a while ago was the issue about not nulling variables (globals) of destroyed objects and that units leak no matter what you do.
 
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