| 05-22-2007, 02:20 PM | #1 |
Question: Im trying to create a system that removes the vision of the rear 180 degrees of a unit. I'm not sure how i should tackle this because the system has to attack 100+ units at a time with little or no lag. Front (Visible) (_) \___/ Behind unit (invisible to unit but visible to others) |
| 05-22-2007, 03:15 PM | #2 |
You can hold several LOS blockers in a line behind it, but I guess it would be laggy with only 20 units |
| 05-22-2007, 10:14 PM | #3 |
ummm, bad news, i talked to my project managers, he said something about 2000+ units on a full map... Im serious, i read it correctly... well actually he said 2400+ but i wanted to lighten the load a bit. I'd give more details but TerranUp would rather I keep it internal |
| 05-22-2007, 10:30 PM | #4 |
2000 units on B.net will run into problems with lag. Tell your project managers to stop smoking crack. Believe it or not, the food cap is there for a reason other than balance. |
| 05-22-2007, 10:36 PM | #5 |
I think around 500-700 units is the limit. Just a rough estimate though. |
| 05-22-2007, 10:38 PM | #6 |
There is no "limit" but that fact that the game engine starts to experience lag. Note, this doesn't include moving units, but stationary units. Also, if you have too many units on the screen, there starts to become rendering issues which can freeze some computers. |
| 05-23-2007, 09:57 AM | #7 |
we are going to use mini models and be zoomed it. |
| 05-23-2007, 12:33 PM | #8 |
You stand no chance with 2000 units - once I was making a TD and units started to lag with 700-800 of them on the field! |
| 05-23-2007, 01:02 PM | #9 | |
Quote:
2400 units isn't going to happen, unless we're not talking wc3 here but something like SupCom or SC2. Even if you have super low poly models to compensate for there being more of them, the wc3 pathfinding engine simply cannot cope when you try to move a couple of hundred units at the same time. |
| 05-23-2007, 03:50 PM | #10 |
Yea... TerranUp... hes.. a little crazy... Well, I've talked to Terran about limited it to 600 at least... well, the only problem I see about using sight blockers (which is why i posted here) is that they are doodads and have pathing (hence why they block sight) meaning that they are locked to the pathing grid to where and how they can be placed. |
| 05-23-2007, 10:12 PM | #11 |
WTF are you maing that needs so many units? |
| 05-23-2007, 10:26 PM | #12 |
hmmm does 2000 unit's (static + hidden) need a lot of traffic ? =) |
| 07-18-2007, 06:19 AM | #13 |
1000 moving units will kill WC3 pathing. Full stop. There is no way around it besides re-writing pathing, which would lag even more. As to the origional question, no. |
| 07-18-2007, 06:32 AM | #14 | |
Quote:
And don't ever try making more than 6-700 units, or even the bestest computers will get sucky. I don't know what Terran was thinkig with 2-fucking-thousand. EDIT: wewt, 1.3k posts! |
| 07-18-2007, 08:20 AM | #15 |
Ok, just because I link to an old thread doesn't mean you have to necromancy it. ;) |
