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Custom Objects

08-31-2006, 11:49 PM#1
Evading Self
I searched around for this but couldn't find it. Anyways, speaking efficiency-wise- Is it better to edit existing spells/units/items, rather than creating many new custom ones?

I ask this because I created a new map with only my triggers. (At the time I thought that the massive amount of triggers was causing the nasty load time.) Then created a new map with just my object data, and it was the data causing it.

In the map I created many custom objects, and was wondering if the load times would be better if I avoided doing this.

Thanks in advance.
09-01-2006, 12:02 AM#2
Naakaloh
Triggers are a very minor part of the load time even if you have many of them. The largest parts, if I recall correctly, are the custom abilities and units.

I don't think you have any alternative to creating custom objects, unless you have some way of getting all of the stuff you need by just modifying what Blizzard gives you, which seems quite unlikely.
09-01-2006, 12:15 AM#3
Alevice
The widgetizer may work slightly better.
09-01-2006, 12:44 AM#4
Naakaloh
Unless I'm mistaken, Wigetizer will not speed up load times significantly if all his data is custom data.
09-01-2006, 12:59 AM#5
Alevice
If he edits original objects rather than new ones, loading time will certainly reduce.
09-01-2006, 01:02 AM#6
Evading Self
Quote:
Originally Posted by Alevice
If he edits original objects rather than new ones, loading time will certainly reduce.
Yeah I think I can manage that. The only things I'll have to make custom versions of are dummy Chain/Forked Lightning abilities. Which probably wouldn't do too much damage to the load time.
09-01-2006, 01:25 AM#7
Naakaloh
That depends on how many levels each has.
09-01-2006, 01:35 AM#8
Evading Self
Quote:
Originally Posted by Naakaloh
That depends on how many levels each has.
Each one of those has 3 levels- But 4 other abilities have 75 levels... which may be a cause to the problem.
09-01-2006, 02:57 AM#9
Naakaloh
Yeah... that's probably the main issue... If I remember correctly an ability with 100 levels has been tested to takes longer to load than 100 with one level each or something like that.
09-01-2006, 11:43 AM#10
blu_da_noob
What are you using these many-level abilities for? There is probably a better way.
09-01-2006, 12:04 PM#11
Evading Self
Quote:
Originally Posted by blu_da_noob
What are you using these many-level abilities for? There is probably a better way.
I'm using them as "attributes". Instead of the usual Strength, Agility, and Intelligence- The hero has 4 75-level abilities, named Strength, Vitality, Dexterity, Intelligence respectively. The reason I use those is because I want different effects for stats; ie. Strength = Critical Strike chance; and I can't avoid this because Dexterity = Evasion, which doesn't stack. ):
09-01-2006, 12:58 PM#12
MeanMachine
Is it so important that they are abilities? Can't you trigger them?(they can all be triggered just fine imo, well, except evasion).
09-01-2006, 01:13 PM#13
Evading Self
Quote:
Originally Posted by MeanMachine
Is it so important that they are abilities? Can't you trigger them?(they can all be triggered just fine imo, well, except evasion).
Criticals would be a pain to trigger, and without the multiple levels, I have nothing to reference with the triggers. ie. Each level of "Dexterity" provides 1% of Evasion. I could use variables, but then I'd have to mod the save/load system, and knowing me I'd ruin it.