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oRPG Creep System Help

08-09-2004, 07:35 AM#1
Thrall_89
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
wwsage
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
Thrall_89
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
wwsage
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
Thrall_89
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
wwsage
So true, so true >_>

Anyways gl on your map.