| 08-09-2004, 07:35 AM | #1 |
Hey, I do have a system of creep respawning for my map that works fine and all that good stuff... but I thought that perhaps if I used a little different approach on how to spawn/patrol the creeps it might help reduce lag, problem is I can't figure out how to do without creating a bundle of lag. So, perhaps you can help... Ok, I'm trying to set it up so that the creeps will only spawn (or perhaps respawn?) and attack-move (now remember, I'm looking for anti-lag and without memory leaks methods of doing it here) when a unit owned by a player is in the general area (Think FF oRPG). Any suggestions? I looked around the Repository and **I** didn't see anything... but I seem to have a bad habit of overlooking things in there. So if you can help I would most grateful. Thanks for your time. |
| 08-09-2004, 12:14 PM | #2 |
You could set a rect around the whole thing so when a unit enters the creeps go on and when it leaves the creeps go off |
| 08-09-2004, 04:42 PM | #3 |
Yeah, I tried doing that but I couldn't manage to set it up so that it didn't create a lot of lag. Any suggestions? |
| 08-09-2004, 05:25 PM | #4 |
Does it create lag when you spawn the creeps or when you use a trigger to make them move? if it's spawning the creeps causing lag, you could try to spawn them with a wait time inbetween, or make a trigger on map init that preloads the models of the creeps that you will be spawning the most often to recude model lag. If it's making them move then i am not sure how to recude that lag, unless you somehow created an AI for all creep camps >_> |
| 08-09-2004, 07:16 PM | #5 |
Well this type of trigger it would seem is still a bit beyond my knowledge, I'll just have to stick with the system I have right now and perhaps once I release the map someone will see and offer to help. Thanks guys, we did our best but sometimes you just have to settle for what works. |
| 08-09-2004, 07:38 PM | #6 |
So true, so true >_> Anyways gl on your map. |
