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| 01 Aug 2011 11:01 AM |
| To make a map that goes on infinitely without lagging? Like the map is loaded and/or created when you get to that part? |
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| 01 Aug 2011 11:03 AM |
| Im preeeeeeety sure, though im not a good scripter, im sure it has something to do with like... a map loop or sumthin like that |
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xvgigakid
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| Joined: 22 Jun 2008 |
| Total Posts: 4407 |
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| 01 Aug 2011 11:03 AM |
function create() --your map creating script here end
while true do create() wait(0) end
Does that answer your question? |
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| 01 Aug 2011 11:05 AM |
| Wait, but wouldn't that just create it right when the server begins? |
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xvgigakid
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| 01 Aug 2011 11:08 AM |
Yeah... But you can delay it.
while bob.Value == true do
Now whenever bob == true you can use it. |
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xvgigakid
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| Joined: 22 Jun 2008 |
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| 01 Aug 2011 11:10 AM |
And for your question about it not lagging. Simply make it so that all surfaces of the brick are smooth. Group the bricks and not just leave them lieing around. Group them in seprate piles depending on their characterstics. EX. Green Bricks go in green brick model Blue in blue model Red in Red model
Green, blue, red bricks go in the Brick Model Ect... Ect... Ect... |
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| 01 Aug 2011 11:17 AM |
| But if I want to make a game that you have to dodge obstacles for as long as possible, won't the massive number of bricks lag the game really badly? |
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agent767
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| Joined: 03 Nov 2008 |
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| 01 Aug 2011 11:41 AM |
| try to make the script create random obstacles everytime the players passes one and then remove the old obstacles the player had already passed |
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| 01 Aug 2011 05:25 PM |
| So like when the players position reaches a certain X or Y value? would that work? |
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| 01 Aug 2011 05:28 PM |
| It will lagg. More bricks == more lagg. |
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SDuke524
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| Joined: 29 Jul 2008 |
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