Quick question when I create levels over 100 (or even 50 is pretty bad) adjusting things in the veterancy behavior makes the lag when doing anything unbearable.
Anyone know a way around this?
Edit Solved: Ty for all the help I will probably reduce the amount of xp needed to level (divide it all by 100 or something) then make some trigger to modify the amount of xp enemies give to decimals because I can only seem to set them as integers.
I haven't tried the method of going into the xml editor when levels get over about 100 though when I try to modify them through raw data it just appears blank and erases all the levels if I try to modify it in any way
The way I "solved" my lag problem was by using mouse machine (which I used for botting bgs in wow) and having it copy paste the levels overnight
He means in the editor. Whenever I do like 20+ levels its really hard to wait for a minute to wait for lag to stop and for my computer to catch up. Yea...I'd like to know an answer to this too.
the problem is I want to do like 800 levels and each level I do increases the time it takes to create another level, at 260 it takes a few mintues per level
I would guess that you could create that levels within the xml files outside of the editor.
You would have to open your map with an mpq editor and extract the data xml files and edit them. Afterwards you would need to throw them into the mpq again. You can use winMPQ for this.
actually I have a different problem now (I still have 260 levels in the veterancy) when my hero gets past lvl 74 it jumps to level 130 then 235 then261 then it shows that i am maxxed at level 0
Edit: Not really sure whats going on in my map here
even the veterancy with only 80 levels doesn't work, they just skip a bunch of levels after 24 or so
gonna attach a map to show what i mean in case anyone knows whats going on
Seems the veterancy skill has a cap of approx 513000 exp. If you exceed that number you are exceeding the number of bits allocated to exp. I advise you simple divide all the exp break offs by an integer and miniaturize the numbers.
Since having 10k exp being needed to get to level 2 is a bit much.
As for the lag, edit the xml files like Ahli suggests or edit the raw data (Ctrl + D). You don't need to enter all levels in raw data correctly; you can simply add a sufficient amout of |-s, the editor will fill the other values accordingly. Deactivate the combine structure values to edit the single level files without lag (heavily reduced, at least)
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Quick question when I create levels over 100 (or even 50 is pretty bad) adjusting things in the veterancy behavior makes the lag when doing anything unbearable.
Anyone know a way around this?
Edit Solved: Ty for all the help I will probably reduce the amount of xp needed to level (divide it all by 100 or something) then make some trigger to modify the amount of xp enemies give to decimals because I can only seem to set them as integers.
I haven't tried the method of going into the xml editor when levels get over about 100 though when I try to modify them through raw data it just appears blank and erases all the levels if I try to modify it in any way
The way I "solved" my lag problem was by using mouse machine (which I used for botting bgs in wow) and having it copy paste the levels overnight
You talking about ingame lag?
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
He means in the editor. Whenever I do like 20+ levels its really hard to wait for a minute to wait for lag to stop and for my computer to catch up. Yea...I'd like to know an answer to this too.
@DrSuperEvil: Go
yea like yuka said its lag in the editor.
the problem is I want to do like 800 levels and each level I do increases the time it takes to create another level, at 260 it takes a few mintues per level
I would guess that you could create that levels within the xml files outside of the editor.
You would have to open your map with an mpq editor and extract the data xml files and edit them. Afterwards you would need to throw them into the mpq again. You can use winMPQ for this.
Once the level exists it is faster to edit? Why not just add batches of 10+ and then have a coffee break.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
actually I have a different problem now (I still have 260 levels in the veterancy) when my hero gets past lvl 74 it jumps to level 130 then 235 then261 then it shows that i am maxxed at level 0
Edit: Not really sure whats going on in my map here
even the veterancy with only 80 levels doesn't work, they just skip a bunch of levels after 24 or so
gonna attach a map to show what i mean in case anyone knows whats going on
Seems the veterancy skill has a cap of approx 513000 exp. If you exceed that number you are exceeding the number of bits allocated to exp. I advise you simple divide all the exp break offs by an integer and miniaturize the numbers.
Since having 10k exp being needed to get to level 2 is a bit much.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
As for the lag, edit the xml files like Ahli suggests or edit the raw data (Ctrl + D). You don't need to enter all levels in raw data correctly; you can simply add a sufficient amout of |-s, the editor will fill the other values accordingly. Deactivate the combine structure values to edit the single level files without lag (heavily reduced, at least)