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Number of Creatures per Area/List


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4 réponses à ce sujet

#1
jackkel dragon

jackkel dragon
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In my module, almost the entire plot is going to take place in one or two areas in the same area list. The thing is, the area would look very empty without ambient characters around, and I was wondering "how many npcs can be walking around before load times and lag start to become a problem?"

#2
Challseus

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I'm not sure of a hard number, but I can tell you, if it gets too much, it will crash the game. A few months ago, I had damn near 8 areas in the same area list, with at least 50 npcs, all using ambient animations. As I continued to add more, I started getting crashes. Once I remove them, or pull areas out of the area list, the crashes went away.

So, add away, until the game crashes (not entirely serious) Posted Image

#3
jackkel dragon

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I hope ~50 is a high enough number for two areas! ;p



I guess I'll have to "destroy" npcs that contibute to the plot then disappear, rather than just de-activating them. And maybe spawn in new npcs rather than place them in the toolset.



...Actually, that sounds easier than using "TeamAppears," and reminds me of my NWN spawning days (frought with bugs from custom systems that never worked. ;p)

#4
Proleric

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Spawning multiple creatures via CreateObject can cause lag. Having inactive creatures appear is much smoother.

UT_TeamAppears does exactly what it says. Laying down a trigger with the TRIGGER_ENCOUNTER_TEAM variable set to the team number is even easier.

My impression is that inactive creatures place almost no load on the engine (even if they have ambient animations).

#5
jackkel dragon

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I'll keep TeamAppears and triggers in mind, it's very easy to set up and use.