• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

[General] Several questions

Status
Not open for further replies.

Kusanagi Kuro

Hosted Project: SC
Level 10
Joined
Mar 11, 2012
Messages
708
Hello guys. Another short thread today :D. I have some question:
1/What affects the loading time of the map? I've seen many map with large size (DotA for example) have a loading time faster than some smaller map. Is there any way to make that?
2/What does pre-loading mean? How can I do it?
3/Does morph ability affect the unit variable? I mean if I have 1 unit which has been set into a variable, then I used some morph spell with that unit, will my variable be changed to the later unit? (The unit I morph to)
That's all. Thks for reading. +rep to anyone answer (some will receive later though cuz it said need to spread around before give again :D).
 
Level 28
Joined
Sep 26, 2009
Messages
2,520
1) number of doodads/units preset in the map, imported stuff, not very effective codes, too many variable arrays with high size, etc.

2) Pre-loading is a controlled lag, so your game won't lag in important part of the game.
When you add an ability (or create unit with it) for the first time, a small lag happens. Preloading means you create 1 unit at elapsed time like 0.5 sec and give and remove each and every ability that needs it. This way you will lag as well, but it won't be during game in some crucial time.

3) I made test couple weeks ago with metamorphosis. Before morphing and after, the demon hunter had same hadle id and morphed unit remained in same variable, so it should be ok.
 
1. Anything inside tha map. Reals and integers cause less reduction, but strings are.. huge.

if u are tlking about reals integers and string arrays then they are all the same. The main problem is most ppl think they have to set them to the indexes that they are using. this is not the case tho. Check out my tutorial things a guier should know in the variable editor section.
 
Level 11
Joined
Mar 27, 2011
Messages
293
Preload is a way to load the variables necessary and basic to improve the performance of systems, spells and so on. For example, instead of setting all the properties when a unit fire a spell, create a trigger for activation and one for configuration.
Hope it helped. Anything, contact.
 
Status
Not open for further replies.
Top