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    The truth is...
    SirGelatina - OfflineDate: Wednesday, 25.08.2010, 3:13:32 AM | Message # 1

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    I've got no idea of how to represent troops. There, i've said it. For that reason, troop system isn't even started yet. I mean, BillboardGUI will probably create too much lag. Using multi-brick mini troops would make the game have too many bricks. Meshes lag a lot. I'm lost, i'm completely lost, and i have no idea of how to do it. And i have no way to continue my work on RaC3 if i don't find a good way to do this. Does anyone have a brilliant idea that will possibly save RaC3? :3

    PS.: Remember that "Combat system contest"? What i really meant there was that i wanted a way to represent troops. I don't think anyone understood that... lol

     
    4camera - OfflineDate: Wednesday, 25.08.2010, 4:07:47 AM | Message # 2

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    OOOOOOOHHHHHHHHH.......
    Why is this such a cruel fate?

    You know have bricks are named x|y? How about logging where the troops are in a .shared table?
    After all, script chars take up WAY less space than bricks...

    My best guess is this:
    shared.SirGelatina.UnitType1 = {"x|y", "23|12", "13|23"}
    shared.SirGelatina.UnitType2 = {"x|y", "3|2", "23|4"}
    --etc

    Thats all I gots...
    (I'm *VERY* sorry if I failed you!!!)


    4camera, Orc Representative. (Hammer of Destruction)

    I will apologize for my stupid crazy ideas later.

    Message edited by 4camera - Wednesday, 25.08.2010, 4:08:03 AM
     
    Titamatic - OfflineDate: Wednesday, 25.08.2010, 4:20:55 AM | Message # 3

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    shock Hmmmm, you should still use meshes, but have different amount of troops in one mesh. For example: you could make single troops, when you make one it creates the mesh, but when you make two the first troop get's doubled. Once it reaches ten of the same troops it creates another mesh on the 11th wich can gather 9 more troops into it, this should take out tons of lag. People only use the command to attack another player, this shouldn't affect the game play.

    PS.Dragons can't go into catapult meshes, only catapults can; same with all the other troops.


    Location: Albuquerque, New Mexico.
     
    s1085 - OfflineDate: Wednesday, 25.08.2010, 5:01:52 AM | Message # 4

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    Hm... Well, the lag might be less if we use buildthomas's forum post, http://www.roblox.com/Forum/ShowPost.aspx?PostID=32408242 ...

    But this is very recent, and so this might have unforeseen consequences that no one saw yet, and it will reduce the quality of the game...

    As for the troops thing, i think you should use meshes, they has worked well in your other game, so i don't think in this game they will be any different... If you think this can't work (because of "meshes create lag" even though i don't completely understand it...), then you can use simple objects such as a motor part, or something, to replace some troops in the game...

    Or if the lag you are worrying is the type of lag that occurs when troops move, or time ticks, and not the lag the whole game is, then you can modify the script to move part of all the troops in the game in one second, and another part in after 3 seconds, and so on...

    All i can think of for now...


    s1085
     
    Chip007 - OfflineDate: Wednesday, 25.08.2010, 9:21:49 PM | Message # 5

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    Quote (s1085)
    (...)buildthomas's forum post, http://www.roblox.com/Forum/ShowPost.aspx?PostID=32408242 ...

    Oh, yes.
    Without going into a wordwall of text. dry
    I've been doing the same thing with my older computer that burnedout. Since RAC 3 doesn't have many maps that have "materials", it's pretty much usless for RAC 3, the only thing that would have to be changed is 'Plastic Quality' and it has a few side effects to it good and bad. and we all know that someone is almost likely, going to mess up something on thier Machine. 'FrameManger'should be turned off.
    ALSO, there is also something called 'MinCullDistance', which acts with FrameManger. Default, it's set at 50. It culls the non-Important bricks, OR in a short way of putting it, controls how far you can see bricks in the distance. Frame Manger MUST be turned off though.

     
    johnynguyen3 - OfflineDate: Thursday, 26.08.2010, 1:00:26 AM | Message # 6

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    I agree with titamatic's idea, but size = amount of units.
    (Small = 10 units)
    (Medium = 50 units)
    (Large = 100 units)
    (As big as map = 9001 units)

    Last one was a joke cool

     
    4camera - OfflineDate: Thursday, 26.08.2010, 1:41:37 AM | Message # 7

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    How about a cube is displayed above the square that has a number on it representing how many troops are on it? And it is color-coded for team, and a shape decal is displayed for what type.

    4camera, Orc Representative. (Hammer of Destruction)

    I will apologize for my stupid crazy ideas later.

     
    trappingnoobs - OfflineDate: Thursday, 26.08.2010, 6:17:57 PM | Message # 8

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    BillboardGui's don't lag, I have a place with like 50 of them and over 2000 bricks and it's fine. smile

    Hai.
     
    SirGelatina - OfflineDate: Thursday, 26.08.2010, 9:14:45 PM | Message # 9

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    I hope you're right, trapping... i'll need at least 200 of them.
     
    trappingnoobs - OfflineDate: Saturday, 28.08.2010, 2:49:59 AM | Message # 10

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    decals flash though, go to my first place look at the one above the spawn,. for some reason it show a smiley face for a split second, nothing to worry about though.

    Hai.
     
    Kzb - OfflineDate: Saturday, 28.08.2010, 4:47:30 PM | Message # 11

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    4camera's post(Msg #8) Will work.Trust me.Ps:More scripts needed though.

    An In-training Rac3 Mapmaker
     
    MonsterA95 - OfflineDate: Sunday, 29.08.2010, 8:24:08 AM | Message # 12

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    Quote (trappingnoobs)
    BillboardGui's don't lag, I have a place with like 50 of them and over 2000 bricks and it's fine.

    I've looked into fixing lag and viruses before, and with gui's two forms of lag emerged:

    Personal Lag- lags one person, gui exclusive, and doesn't affect game ticks. WCS: One player is losses connection

    Normal Lag- Lags the game itself, and as such everyone else. WCS: Game freezes, and multiple players will lose connection based on their connection strength.

    Granted both will appear as just lag, but guis won't cause the usual lag as much.

     
    Kzb - OfflineDate: Sunday, 29.08.2010, 8:37:35 AM | Message # 13

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    He's right.I think.

    An In-training Rac3 Mapmaker
     
    ShroudedDarkness - OfflineDate: Tuesday, 07.09.2010, 5:35:46 AM | Message # 14

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    I dont think I can help....Sorry D: sad
     
    Sharky98 - OfflineDate: Tuesday, 07.09.2010, 11:48:38 PM | Message # 15

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    Map size idea is brilliant. We need a troop linit.

    ~Sharky98, the forum shark~

     
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