• 🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
  • ✅ The POLL for Hive's Texturing Contest #33 is OPEN! Vote for the TOP 3 SKINS! 🔗Click here to cast your vote!

[General] Monster (re)spawn trigger

Status
Not open for further replies.
Level 5
Joined
Dec 3, 2012
Messages
117
I was just wondering, is it better (performance/lagwise) to place mobs in the map using the object tool and create a respawning trigger, or is it better to spawn the monsters triggerwise and respawn triggerwise ofc
 
Level 23
Joined
Oct 20, 2012
Messages
3,075
If their are way too many things happening trigger wise on start up (like a mass of functions activated at elapsed time 0 seconds) it would could cause possible desync problems.

The units doesn't need to be created on map init all at once.. he can create a trigger which slowly creates them as time progresses.. like creating units after every 2 seconds until they're all created..

If he's making an RPG map, he could just spawn monsters by section.. Hero enters desert, spawn units at desert then remove units from the last area.. but that's just an example..
 
The units doesn't need to be created on map init all at once.. he can create a trigger which slowly creates them as time progresses.. like creating units after every 2 seconds until they're all created..

If he's making an RPG map, he could just spawn monsters by section.. Hero enters desert, spawn units at desert then remove units from the last area.. but that's just an example..

if u make units in one region and remove them in the other region this is bad to do. the reason its bad is that units constantly leak even if unit is removed. so constantly creating and removing units is a bad idea.
 
Level 20
Joined
Apr 14, 2012
Messages
2,901
I would prefer that you just make the creeps spawn and make them attack-move to another region and let them die of other causes. If you don't understand why, it's because they leak like deathismyfriend. If you want to know more about leaks there are many tutorials here on Hive regarding why you should understand and fix leaks.
 
Level 5
Joined
Dec 3, 2012
Messages
117
It's about an RPG.

Also, I really don't like the idea of when you leave a region the monsters get "attack moved to their death" What if you'd leave the area and quickly re-enter it, you'd see all the monsters running to their deaths, might look kinda lame from some perspectives D:
 
Status
Not open for further replies.
Top