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A Better Way to Encounter Encounters


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#1
MokahTGS

MokahTGS
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I'm running into a stuttering issue when I use the standard encounter triggers in Jabberwocky.  The game slows down a lot when the creature spawn in after crossing the triggers, and I'm wondering if there is a better way of doing things.  I do have NESS installed, and use it in other places, but I'm not sure that is the best solution for encounters that I want a bit more dynamic.

I also have the creature blueprints cached, but it doesn't seem to help.  I'm using the Tony's custom AI as well, but I'm not sure that would be doing it.

Anyone have any tips, suggestions?

#2
kamal_

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Fewer, more powerful, enemies rather than mobs of weak enemies will reduce the number of spawns and should (theoretically) reduce spawn lag. It sounds like you're already doing most of the tricks such as creature caching.



Also faster ai (such as Pain's) helps, or simpler ai for low intelligence creatures (reduced processing required).

#3
Lugaid of the Red Stripes

Lugaid of the Red Stripes
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The way to do it is to spawn-in the creatures on area load, and set them to script-hidden. Then you can have your encounter trigger unhide them at the right moment. All the lag then takes place before the PC is actually in the area, so the player doesn't notice it.



Another source of lag, besides the actual spawning, is the initial run of the perception scripts. When a bunch of creatures suddenly spawn-in, they all at once perceive each other and run through their perception scripts. Since each creature is perceiving all the other creatures, your processor load increases geometrically with creature number. For particularly large battles, I have a special variable set in their perception scripts that streamlines the whole process.