| 01-22-2009, 09:46 AM | #1 |
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 |
preload spells, add\cast them on map init. lag caused by string table. |
| 01-22-2009, 12:59 PM | #3 |
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 |
Ill try it thanks. |
| 01-22-2009, 02:14 PM | #5 |
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 |
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 |
"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 |
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 |
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 | |
Quote:
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 |
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 |
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 |
Effects as in spell Sfx? |
| 01-23-2009, 04:45 AM | #14 | |
Quote:
correct |
| 01-23-2009, 05:28 AM | #15 |
Captain Griffen Lol? you dont need separate unit for every ability, this is joke from caster system... |
