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Removing Spell Lag

01-22-2009, 09:46 AM#1
Kino
No this isnt actually a trigger question.

I need to know how to remove the minor lag when a player uses a custom spell for the first time in game.

Even if the spell isnt triggered it still lags a little why is this so?
01-22-2009, 10:15 AM#2
DioD
preload spells, add\cast them on map init.

lag caused by string table.
01-22-2009, 12:59 PM#3
Anitarf
I don't think you need to cast it, having/adding it to a unit on map init should do the trick: that's what xepreload does.
01-22-2009, 02:13 PM#4
Kino
Ill try it thanks.
01-22-2009, 02:14 PM#5
Ammorth
custom triggered effects may need to be preloaded with the preload natives if you are introducing a bunch of different effects at the same time.
01-22-2009, 02:32 PM#6
Kino
Hang On Ive got a new problem...

The map im making is a hero builder thus, I am unable to have a unit at initialization that has thr skills I need to preload.

This is because...
1) There can only 5 hero skills on a unit at max, Ive got like 20+
2)Hero skills cant be added to spellbooks or non hero units.

If i added all the skills needed via trigger to a preloader unit at game start would that still work?
01-22-2009, 02:38 PM#7
Anitarf
"hero skills" are just regular abilities with the added option of being included in the learn skill menu of a hero in the object editor (that's why they have the extra learn tooltips, icons and hotkeys). You can add or remove them to/from units with triggers at will and they will be treated like regular abilities.
01-22-2009, 02:44 PM#8
moyack
Just to mention, is some rare cases is necessary that the spell gets casted in order to preload them properly.
01-22-2009, 09:59 PM#9
DioD
Anitarf
This is kinda stupid to instal system for calling:

createunit +
1*ability number addability
+ remove unit

lines of natives.

Also preload can be done from pure GUI or ever OE, cos you can place unlimited number of skills to unit.
01-22-2009, 10:32 PM#10
Captain Griffen
Quote:
Originally Posted by DioD
Anitarf
This is kinda stupid to instal system for calling:

createunit +
1*ability number addability
+ remove unit

lines of natives.

Also preload can be done from pure GUI or ever OE, cos you can place unlimited number of skills to unit.

It's actually:

Create unit.
n*Ability add
Remove unit.

Rather than:

n*Create unit.
n*Ability add
n*Remove unit.
01-23-2009, 03:06 AM#11
Kino
Im abit confused here...

So If i add the abilities via trigger to a unit at game start will it still preload?
01-23-2009, 03:53 AM#12
Ammorth
Yes, except for the effects, which you must use the preload natives on their paths Preload("YourEffectPath.mdl"). Unless the effects are really big, this line is usually not needed.
01-23-2009, 04:03 AM#13
Kino
Effects as in spell Sfx?
01-23-2009, 04:45 AM#14
Ammorth
Quote:
Originally Posted by Kinorhynkar
Effects as in spell Sfx?

correct
01-23-2009, 05:28 AM#15
DioD
Captain Griffen
Lol?

you dont need separate unit for every ability, this is joke from caster system...