| 04-28-2008, 01:32 PM | #1 |
Ok, i took 4 days without sleeping to draw terrain for my RPG Project, Neverwinter Nights.. After finishing, i was eager to test it..but..Oops..The map lags so much.. I tried to reduce the number of doodads, from 26.000 to 22.000, but that can not solve my problem..hu hum what should i do now, dont tell me t must abandon my map... |
| 04-28-2008, 02:18 PM | #2 |
i think you should just abandon the map. joking, are you sure the lag is from the doodads? if so then i suggest having them triggered into existance when units come within an area, or loaded once the actual map has loaded (placed on from a trigger rather then already being there) And also make sure you have the full black mask on in scenario->map options. |
| 04-28-2008, 05:25 PM | #3 |
If lots of those doodads are trees, I suggest increasing pathing map size of the trees you are using to use less trees to block the same spaces. |
| 04-29-2008, 11:04 AM | #4 |
Thanks for your help, Gorman and Furion...I will try both solution u suggested, now i have somw other questions: -How can i apply fog affect to my map? I tried with both preference and triggers but it do not perform as i wished. In this case, i just got a whole white screen or slight color based effect. (I do not understand this trigger clearly). What i want is a white fog (maybe like Silent Hill?) -How to make my map midnight all time? -How about the Game Preload action? what does it do? can it be triggered at map ini? -Do u know any system that can make your henchmen uncontrollable? like the system for pet here? -Thanks in advance |
| 04-29-2008, 11:25 AM | #5 |
- You should be looking in (From the main menu bar) Scenario->Map Options; Then uncheck the "Masked areas are partialy visable" box, and use the linear fog on white, with maybe ZMin = 300 and ZMax = 1000 (or the default settings ^^) - To make ur map midnight permanently simply change the Time Of Day setting in Scenario->Map Preferences; to midnight - You shouldnt trigger it in map ini, as that loads before the map starts, just put in "Elapsed game time = 0" and then make it create the doodads that you want using the "create doodad at location" trigger action - I dont know any system to make henchmen uncontrollable, but it could be easy to do if you make them an of another race but an ally to you, give them the "Wander (neutral)" ability, and make a trigger so when you move they move to a random location near you. Or just make a periodic event (every 1 second) to make them attack move to a random location near your hero. |
| 04-29-2008, 11:36 AM | #6 |
To set time of the day to midnight, Trigger: For makeing units uncontrollable, i believe you can try making them a ward... - ThonGod |
| 04-29-2008, 02:46 PM | #7 |
Wards can still right click. |
| 04-29-2008, 03:27 PM | #8 |
Be Careful with the Wander ability - They'll always wander when it triggers, no mater what they're doing. If they're fighting something, or even using a casted spell (Flamestrike + Wander = FAIL), or even just walking somewhere. You can give them only a small area to wander in (The AoE section of the wander ability deals with that), but they'll still move in the middle of doing stuff. Yeah, Gorman the Preferences section is only for how it appears in the editor. It'll still change around during the game, just like how preferences doesn't affect in-game sky. You have to set it with a trigger. |
| 04-29-2008, 06:21 PM | #9 | |
Quote:
I would create the henchman for a computer player, change their color but not their ownership to yours, then order them periodically (every 1.5 seconds or so) to patrol to your hero. That way, they will attack when you attack, flee when you flee, and cast their abilities on their own (Or at least the ones the AI knows when to cast. The AI knows when to cast all autocasts (obviously) and some other spells. For example, I know the AI knows when to cast Cyclone (NE druid) but not when to cast Anti-Magic shell (UD banshee). For the ones that the AI does not know how to cast, you could save the henchmen to a unit group and then have triggers that cast the abilities under certain conditions; for example, you could cast Starfall when there are more than 6 enemy units around.). |
| 04-30-2008, 04:01 AM | #10 |
great help, thanks alot ^^..About the henchmen, i was also wondering about every 4 secs, order my companion to attack/move to my position (or patrol???) as your solutions, Gorman and Furion. .But does the event cause leak, my friends? -Thanks ThonGod for the time trigger. One last question/// 6 slots of inventory is far not enough...May i ask you about a simple inventory system, or good bagpack that can double it? You know, AAA System, i did all the needed steps to implement it, but still bugs...while sir Vexorian's one is large and hard to understand.... |
| 04-30-2008, 04:45 AM | #11 |
Holy shit. 22,000 doodads? Is that even POSSIBLE in a map?? Anyways... What I do in my map (which is mainly forest), is I use Boundary (you can paint it from the terrain palette) in place of trees that nobody will ever see, ever. It saves a LOT of doodads. No, the event won't leak as long as you clean up all your locations/groups/etc. |
| 04-30-2008, 09:30 AM | #12 | |
Quote:
The thing is, if you have the henchmen attack-move to your position, and then you start fleeing, the henchmen will not follow you, they will keep attacking until they have killed the enemy in sight or died to it. Because attack-move IS "attack everything on the way to this point." The advantage of using Patrol is that units attack when you attack, and move when you move, and defend you when you are standing still. In GUI it is actually called "Follow", but on the in-game interface it is called patrol, this behavior is what happens when you patrol a unit instead of a point. |
| 05-01-2008, 10:02 AM | #13 | |
Nice, thanks..I will try this.... Quote:
-Eh, can u show me the right trigger to clean all leaks, as u said, my friend? |
| 05-01-2008, 11:11 AM | #14 |
I can't, really, because I'd have to make the entire trigger for you... And I don't know GUI anymore. I do know that there are functions to destroy groups and the like, though I'm fairly sure you'd have to use the locals trick and destroy them. |
| 05-01-2008, 03:25 PM | #15 |
If you make the trigger, I will tell you what actions you need to clean it up. |
