| 08-15-2005, 03:47 PM | #1 |
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 |
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 | |
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This is the way around it :) Anyways what I'm tring to do is create doodads via triggers that have no collision and pathing. |
| 08-15-2005, 06:02 PM | #4 |
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 | |
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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 |
I doubt there are any memory differences between a static unit and a doodad. |
| 01-09-2006, 03:06 AM | #7 |
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 |
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 |
Give the doodad a mushroom pathing map. |
| 01-09-2006, 02:08 PM | #10 | |
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| 01-09-2006, 02:15 PM | #11 |
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 | |
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This should be moved to Gen Dev. |
| 01-09-2006, 03:55 PM | #13 | |
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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 |
not moving animations? 0.o oxymorons hurt my 'ead. |
| 01-10-2006, 02:41 AM | #15 | |
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