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AI_GOTO optimation http://45.55.195.193/viewtopic.php?f=73&t=21388 |
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Author: | akblabla [ Fri Feb 04, 2011 4:51 pm ] |
Post subject: | AI_GOTO optimation |
I have a problem. I am currently making a gamemode which involves buildings producing units which automatically attacks the enemy. My problem is that the AIMODE_GOTO and AIMODE_BRAINHUNT lags horribly. My 250 fps drops to 10 for a sec when AIMODE_GOTO is set by lua. When i remove the AIMODE_GOTO from my code, the lag is completely gone. Anybody got some smart tricks to avoid it. I don't think I've had the lag in skirmish defense and anyother mode where the enemy comes by dropships. Here is the code where I use the AI_GOTO Code: function Battlegrounds:Teleport(from , to , actor) --Teleport the actor. actor.Pos = to; actor.Vel.Y = 0; --Make the actor glow for a while. actor:FlashWhite(1500); --Create the teleportation effect for both teleporters in the set. local fxa = CreateAEmitter("Teleporter Effect A"); fxa.Pos = from; MovableMan:AddParticle(fxa); local fxb = CreateAEmitter("Teleporter Effect B"); fxb.Pos = to; MovableMan:AddParticle(fxb); actor.AIMode = Actor.AIMODE_GOTO; actor:ClearAIWaypoints(); if actor.Team == 0 then actor:AddAISceneWaypoint(Vector(4128, 876)); else actor:AddAISceneWaypoint(Vector(120, 876)); end end |
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