| 03-28-2008, 04:09 PM | #1 |
Is there any way to use UnitAddAbility without getting the massive lag? |
| 03-28-2008, 04:19 PM | #2 |
Add the abilities to units during Init, this prevents first time UnitAddAbility lag. |
| 03-28-2008, 04:20 PM | #3 |
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 | |
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Thanks this was what i was looking for. =) +rep to both of you. |
| 03-28-2008, 06:25 PM | #5 |
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 | |
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| 03-28-2008, 09:42 PM | #7 |
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 |
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 | |
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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 | ||
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preloading is only needed for playable maps. (really) |
| 03-29-2008, 03:17 AM | #11 |
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... |
