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Entity creation
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ZRPT1 Offline
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Post: #11
RE: Entity creation

(09-02-2011 05:38 AM)Your Computer Wrote:  
(09-02-2011 05:32 AM)ZRPT1 Wrote:  What i want to do is still possible, it's just it would require me to make a line of coding for EACH ENTITY. Do that 20 times, set timers for those 20 items, and it's NOT fun.

For loops can help with that; should bring things down to a few lines of code (if the entities are named conveniently).

I'm more worried about the lag it may/may not cause moving 20+ entitys at once.
09-02-2011 05:47 AM
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Your Computer Offline
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Post: #12
RE: Entity creation

(09-02-2011 05:47 AM)ZRPT1 Wrote:  I'm more worried about the lag it may/may not cause moving 20+ entitys at once.

If they're low poly entities, then it shouldn't be that much of a problem. If you're planning on moving dead corpses or enemy entities, then it should lag like crazy.

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(This post was last modified: 09-02-2011 05:52 AM by Your Computer.)
09-02-2011 05:52 AM
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ZRPT1 Offline
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Post: #13
RE: Entity creation

I'd have around 3600 polygons moving at once.
09-02-2011 05:58 AM
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Your Computer Offline
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Post: #14
RE: Entity creation

(09-02-2011 05:58 AM)ZRPT1 Wrote:  I'd have around 3600 polygons moving at once.

One graveyard corpse is more than that and it took over 12 of them to lag my map. Not sure what entity you plan on using, though.

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09-02-2011 06:16 AM
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ZRPT1 Offline
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Post: #15
RE: Entity creation

Alright, at least what i want is do-able. Thank you.
09-02-2011 06:19 AM
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MrBigzy Offline
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Post: #16
RE: Entity creation

It wouldn't help to recreate them in a scene and export as dae anyway; poly count is poly count, the lag wouldn't be based on how many meshes you have at once. And it might seem like scripting a lot of stuff will cause a lot of lag, but it most cases it really won't.
09-02-2011 05:22 PM
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