Efe Karacar said:Ahm, does anyone know if too many mission triggers firing every few seconds same scene affect FPS? Right now, I have over 15-16 triggers running for several actions (Troop-specific AI mostly, I will eventually pile them together on one trigger but I also heard seperate triggers are more healthy for FPS.)
Would FPS be affected too much when it comes to running 30-35 triggers? Some would go loop for every agent to get troop IDs, some would check other stuff and so on.
Efe Karacar said:Would FPS be affected too much when it comes to running 30-35 triggers? Some would go loop for every agent to get troop IDs, some would check other stuff and so on.
DarkNord said:I "fixed" last problem but now i cant edit factions and parties and i need that do change SP...
Ramaraunt said:Is there a reason why troops aren't being added to this ferry station i'm working on, I'm using this pretty basic simple trigger, and even this doesn't work.
Efe Karacar said:I already knew that, what I was asking was if anyone tried such tests and his results afterwards.
DarkNord said:how do i edit scenes?
Tuple is Python. Slots are MBScript. If you don't know how to code in a language like Python your best bet is to use a OSP solution for arrays. Check the OSP section.Nate said:tuple so that I can use it for slot functionality.
kalarhan said:its not the amount of triggers, but what each one is doing and how optimized your code is. So test EACH one in separated and measure the FPS impact, and improve the ones that are causing a drop.
DarkNord said:Guys i created new troop (not really troop she's meant to be NPC)And gave her entry(60).compiled and all that but when in edit mode i add entry point 60 she is not there.Do i need to create dialogs so then she will be visible?.(And no im not stupid i would made dialogs i just wanted to see how she look in game).and i didn't found solution for my last problem abou scenes gets overwritten and if someone can tell me what to do dont give me these link as i already read them all.
DarkNord said:Ok everything so far is good.And what about World Map?Will it get overwritten when i compile because i dont want to make it in vain
slot_troop_will_join_prison_break = 161
troop_slots_reserved_for_relations_start = 165 #this is based on id_troops, and might change
slot_troop_relations_begin = 0 #this creates an array for relations between troops
#Right now, lords start at 165 and run to around 290, including pretenders
Nate said:I've been doing some research on slots.