| 12-19-2002, 12:21 AM | #1 |
I am creating a Mario Kart Battle Mode Map, in this map you control the kart, by use of the item shop (idea based on mr.123 War Kart map; I have already gotten his permission). In this map you can fire 'shells', which are basically a unit type that is ordered to move across with the map via triggers. I want the shell to have collision detection, if it comes into close contact with either a kart, or another shell. The method I have done this is every 0.1 seconds (because the shells are in constant motion), to check every single unit of type ‘shell’, and detect if there is a collision. This works when there are only a few shells on the map, but as more are added so does the lag, also as time passes the lag that builds up. I am fairly certain the cause of this, is that the trigger is not finished executing before its called again, and thus there is lag, but I am not certain that is the case and do not know what to do if it is. Has anyone experienced this problem and/or come up with a solution… any help will be appreciated. -Aiursrage2k |
| 12-19-2002, 12:40 AM | #2 |
Instead of making a periodic trigger, make the trigger run itself when it finishes. This way, the trigger won't stack above itself and maybe lag is reduced. |
