I'm not 100% sure on what you mean, but 193 - SPR_DISS is basically a blank sprite.How would one go about making a state with no sprite? Not a completely transparent sprite, but really no sprite? Would you just put the sprite to -1 or leave it blank?
How are you actually planning on detecting when the player is "far enough away", anyways? The only SOC-based method of doing that I'm familiar with, A_TurretFire callback, is inefficient and is only worth it for performance reasons if what it's preventing is a major drain, like the special firing mechanism used by the trap gargoyles in ATZ.Well what I'm doing is making all the scenery objects so that they stop rendering when they are far enough away from the player. So I want the game to legitimately render nothing to save time when the object is too far away, switching to the real sprite when close enough. Like how ambient-sound things or player start or the like don't render a sprite.
EDIT: Disregard the above. I actually looked up the sprite and saw that it was an empty, non-erroring sprite :-P
How are you actually planning on detecting when the player is "far enough away", anyways?
I am not sure how the sprite disappearing ideas outside a certain area is going to work in a multiplayer game. I would try shadowhog's ideas first.
If it were me, I would have the objects' SpawnState be an invisible state lasting 1 tic and looping back to itself forever with A_Look as the action and Var1 set to, say, 1280 fracunits all around the object. Then, I would have the objects' SeeState be visible, last 1 tic, go to the SpawnState after it's finished, and have no action. That way, the object will appear as soon as the player moves within range and disappear when they move out of it.