| 12-29-2006, 05:55 PM | #1 |
I'm designing a new feature for my map which reqires 11 short segments of wall that are removable, but still completly impassable and can substitute for a permanent wall, in-game. Since I can't edit cliff height, I tried using detructibles and pathing blockers, this should work, however each short segment of wall requires 4 destructibles and 64 pathing blockers, a total of 44 dest. and 704 small (both) pathing blockers, will this affect the game's lag, as the game already can get laggy and I can't put more stress on it. |
| 12-29-2006, 06:23 PM | #2 |
I would just like to know why you are using both destructables and pathing blockers - how about just destructables? Or units? |
| 12-29-2006, 06:36 PM | #3 |
No appropiate pathing maps. |
| 12-29-2006, 07:10 PM | #4 |
I don't really understand your system, but usually having too many destructibles affects lag, however I'm not sure if this counts for pathing blockers, seeing as they have no model. You could always make your own pathing maps though. |
| 12-29-2006, 07:15 PM | #5 |
whatever lag is. I remember an old guy called Xaran describing a way to make destructable and walkable wall. Bottom line: abuse elevators |
