I wanted to make an RPG type level where you level up the hero you choose and you level up spells, 4 spells per hero, and as you level them up they get more effects and become bigger. Can someone give me an idea of what the limit would be for a medium user so they don't lag out? Would a laser coming down on the area and then having a huge explosion(like 3 times the size of the nuke explosion) with a ring of fire at the base and some little rocks flying around be too much?
well it depends on the comp of the user, However you cant assume everybody has a great computer. So what you will end up with is a group of people telling you your map is laggy. So aim your sfx to the "average crowd" . I think anything with nuke and multiple actors can get quite laggy. maybe remove the ring of fire, and the standard size of the nuke is already pretty decent size, maybe increase only by .5?
This is going to be a long task making these spells. I want to make them amazing but I know even I wouldn't be able to run them if two or even three went off at the same time. Time to think out the crazyness of my spell making.
What you will reach is gfx lag caused by the excessive nuke model, no other system lag will happen if you use data editor (unless you make an infinite loop there, believe me, i tried :P)
1 suggestion is to force them to load low model (the one used for low setting), or use another less extreme model like raven seeker missile and scale them out
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I wanted to make an RPG type level where you level up the hero you choose and you level up spells, 4 spells per hero, and as you level them up they get more effects and become bigger. Can someone give me an idea of what the limit would be for a medium user so they don't lag out? Would a laser coming down on the area and then having a huge explosion(like 3 times the size of the nuke explosion) with a ring of fire at the base and some little rocks flying around be too much?
well it depends on the comp of the user, However you cant assume everybody has a great computer. So what you will end up with is a group of people telling you your map is laggy. So aim your sfx to the "average crowd" . I think anything with nuke and multiple actors can get quite laggy. maybe remove the ring of fire, and the standard size of the nuke is already pretty decent size, maybe increase only by .5?
This is going to be a long task making these spells. I want to make them amazing but I know even I wouldn't be able to run them if two or even three went off at the same time. Time to think out the crazyness of my spell making.
You also have to remember that if one person lags it will cause everyelse to have to wait.
There is a hardcoded awesomeness limit of 9000 in the editor. If you try to set the Awesome field any higher it crashes.
@RileyStarcraft: Go
That made me laugh!
@RileyStarcraft: Go
So you're saying I can't go OVER NINE THOUSAND!!!
@Keyeszx: Go
nice Fairy Tail avatar btw.
If you stick to the data editor for your spells with no triggers you shouldnt run into too many lag issues with your spells.
I suggest making some abilities first and then see if you have any trouble with them.
Just getting your abilities started can be pretty complicated at first.
What you will reach is gfx lag caused by the excessive nuke model, no other system lag will happen if you use data editor (unless you make an infinite loop there, believe me, i tried :P)
1 suggestion is to force them to load low model (the one used for low setting), or use another less extreme model like raven seeker missile and scale them out