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UnitAddAbility lag

03-28-2008, 04:09 PM#1
RolePlaynGamer
Is there any way to use UnitAddAbility without getting the massive lag?
03-28-2008, 04:19 PM#2
Alexander244
Add the abilities to units during Init, this prevents first time UnitAddAbility lag.
03-28-2008, 04:20 PM#3
Meanie
In the initialization trigger you can preload the ability by adding it to a unit and then remove the unit after. I believe the Caster System also has a function for preloading spells so they wont lag ingame. Besides the only abilites that lags are abilities with many levels.
03-28-2008, 04:31 PM#4
RolePlaynGamer
Quote:
Originally Posted by Meanie
In the initialization trigger you can preload the ability by adding it to a unit and then remove the unit after. I believe the Caster System also has a function for preloading spells so they wont lag ingame. Besides the only abilites that lags are abilities with many levels.

Thanks this was what i was looking for. =) +rep to both of you.
03-28-2008, 06:25 PM#5
Toadcop
or convert spells into SLK table so only the effect's in spell will lag. (at first usage) (SLK can hold only up to 4 levels)
// to convert objects into SLK tables (and txt files) use PitzerMike's Widgetizer.
03-28-2008, 06:48 PM#6
Troll-Brain
Quote:
(SLK can hold only up to 4 levels)
so it's useless if we have some spells with more than 4 levels ?
03-28-2008, 09:42 PM#7
RolePlaynGamer
hmm SLK wont work because i have 100 levels for some of them. It's for an equipment system.

And i already figured out how to solve it.
03-28-2008, 11:09 PM#8
Toadcop
4 levels get converted and the rest lvls are still in war3map.w3a...
thats why it makes not much sense to make abilitys with more than 4 lvls... (for heroes)
03-28-2008, 11:24 PM#9
Vexorian
Quote:
Originally Posted by Toadcop
or convert spells into SLK table so only the effect's in spell will lag. (at first usage) (SLK can hold only up to 4 levels)
// to convert objects into SLK tables (and txt files) use PitzerMike's Widgetizer.
UnitAddAbility lag is removed when the map is widgetized? That kind of makes my opinion on blizz even worse... Is this confirmed?

I would still preload the abilities at init since using the widgetizer on every test map looks like overkill...
03-28-2008, 11:48 PM#10
Toadcop
Quote:
UnitAddAbility lag is removed when the map is widgetized? That kind of makes my opinion on blizz even worse... Is this confirmed?
no AddAbility is still there xD. i use custom SLK for my BX-TRSII (for the bonus mod) and i don't preload them. yeap just tested the abils with out effects (for example armor bonus etc.) DON'T lag if added first time. you can check it self... (i talk about abils from SLK)

Quote:
on every test map
omg lmao... TT who care what abil will lag at middle of the testing gaming O_o !? (cause you ussualy test maps on it development) aka logic leak.
preloading is only needed for playable maps. (really)
03-29-2008, 03:17 AM#11
Vexorian
A one liner preload doesn't sound like the end of the world to me, in comparison to having to stand freezes whenever you test the map I would pick the one liner...