HomeUser Control Panel (unavailable in archive)ForumsTutorialsArt GalleryResourcesMaps

Units vs Doodads

08-15-2005, 03:47 PM#1
Zandose
Hey. I was wondering if units create more lag and/or take more processing power instead of doodads. The reason behind this questions is that doodads are not working for my purpose so I'm going to be using the doodad models on units instead. Thank you.
08-15-2005, 03:50 PM#2
Kalvorod
I believe units cause much more lag than doodads, someone correct me if I'm wrong but that's what I seem to remember.

What problem are you having, maybe I can figure a way around it.
08-15-2005, 04:52 PM#3
Zandose
Quote:
Originally Posted by Kalvorod
I believe units cause much more lag than doodads, someone correct me if I'm wrong but that's what I seem to remember.

What problem are you having, maybe I can figure a way around it.

This is the way around it :) Anyways what I'm tring to do is create doodads via triggers that have no collision and pathing.

I've tried putting doodad models on destructables (Eg Trees) but the pathing is still effected a bit. When a unit goes right on top of the destructable it goes off the ground a bit. Also you cant use triggers very well on destructables (let alone doodads).

The only other option is to use units with doodad models and use the "Locust" ability.
08-15-2005, 06:02 PM#4
Taur
I suggest you go ahead and use units, unless you're thinking of tree doodads that'll be used in plenty, or other such doodads, then reconsider...
08-15-2005, 07:52 PM#5
Zandose
Quote:
Originally Posted by Taur
I suggest you go ahead and use units, unless you're thinking of tree doodads that'll be used in plenty, or other such doodads, then reconsider...

Plus I don't think you can use tree models on units. Anyways I don't need tree models on units, that can be handled though normal destructables
08-15-2005, 09:07 PM#6
Vexorian
I doubt there are any memory differences between a static unit and a doodad.
01-09-2006, 03:06 AM#7
Kalvorod
Units cause much more lag, especially in large numbers. I know because I tried to make a map filled with units/doodads in which you must "dig" through them. Units lagged much more.
01-09-2006, 03:32 AM#8
Earth-Fury
units have more attributes and propertys, theirfore one would tend to assume that units will cause more "lag" then doodads. (and more then destructables as well.)
01-09-2006, 03:45 AM#9
Tiki
Give the doodad a mushroom pathing map.
01-09-2006, 02:08 PM#10
Vexorian
Quote:
Originally Posted by Kalvorod
Units cause much more lag, especially in large numbers. I know because I tried to make a map filled with units/doodads in which you must "dig" through them. Units lagged much more.
I don't really beleive in that afirmation, cause it could have been caused by memory leaks and other issues
01-09-2006, 02:15 PM#11
Thunder_Eye
If the units have animations that can cause alot of lag.
Covered the whole screen with gyrocopters and it laged pretty rough :P
01-09-2006, 03:09 PM#12
Panto
Quote:
Originally Posted by Thunder_Eye
If the units have animations that can cause alot of lag.
Covered the whole screen with gyrocopters and it laged pretty rough :P
Aye, but that's true of any object. The amount of polys in a model is a factor in the lag that the object creates.

This should be moved to Gen Dev.
01-09-2006, 03:55 PM#13
Thunder_Eye
Quote:
Originally Posted by Panto
Aye, but that's true of any object.

Yeah I know but since they discussed that units lag more I thought It might be because they got the animation, not all doodads have animations or am I wrong. (atleast not moving animations)
01-09-2006, 08:05 PM#14
Earth-Fury
not moving animations? 0.o oxymorons hurt my 'ead.
01-10-2006, 02:41 AM#15
Extrarius
Quote:
Originally Posted by Earth-Fury
not moving animations? 0.o oxymorons hurt my 'ead.
You can have animations that don't involve movement, such as changing alpha values or changing textures.