| 06-23-2006, 09:14 AM | #1 |
Ok so i implemented vexorian caster system in my map, all went fine and well. Then I cloned the pentagram effect to use for one of my spells, worked fine in single, I didn't change any code except removing the damage code. Tried it in a real bnet game... everyone DC even if they weren't close to me when I casted it. So I figured there might have been to many special effects (it probably uses 100 flames at least). So I nerfed it down to 65 effects and set the timer that was 0 to 0.50 and changed it to 0 to 3 sec. Tried again, everyone DC. Ok I thought, let's drop the pentagram and just have some explosions. So i nerfed the whole thing down to some explosions in a circle around the caster. 15 effects using (Objects\Spawnmodels\Human\SmallFlameSpawn\SmallFlameSpawn.mdl) even now when i cast it and noone is around they still lagg. From 15 effects... Now I am wondering if this is a problem with the method that it uses in vexorian (AddAreaDamageForUnitLoc), which I assume does more calculations than needed since it is adding area damage. Or is this just a problem with special effects, that when adding over 15 in a short time people start lagging? |
| 06-23-2006, 01:11 PM | #2 |
What the hell are you calling vexorian? And I replied in thehelper. Also nobody should ever use the pentagram spell of the caster system map in a map. It was only a method to increase the number of downloads in wc3sear.ch --- A desync after the creation of many special effects was just what we needed, thanks blizzard |
