I would assume yes, but i can also assure you that you wont reach it Pretty sure ive hit about 1000 before, and no noticeable difference. Just be sure to create as much of the dialog as you can during map init. Creating a dialog with a few hundred items will require loading time. Once it is made though, it is set.
Just be sure to create as much of the dialog as you can during map init.
I read in a tutorial that you should have the dialog trigger run manually from your initialize trigger. Is that the same as it being on initialize, or is that meant to let it run after the initialize?
Yeah. What a lot of people do is use action definitions, and then run all of those definitions in an init trigger. You should only have 1 map init event, and if you init a lot of stuff (about 10,000 lines for me) you can't put it all in a single trigger.
Tldr: yeah, loan/run dialog creation trigger on map initialization
Its not so much about how many dialog items are displayed, but rather which type of item and what it displays.
For example, when displaying a portrait, showing a story mode model, then yes, your performance will certainly suffer because the game needs to render a high polygon model. When you have 1000 empty labels... probably nothing will happen.
Talking about labels. The amount of text in a label can influence performance as another example.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Around 50+?
I would assume yes, but i can also assure you that you wont reach it Pretty sure ive hit about 1000 before, and no noticeable difference. Just be sure to create as much of the dialog as you can during map init. Creating a dialog with a few hundred items will require loading time. Once it is made though, it is set.
Skype: [email protected] Current Project: Custom Hero Arena! US: battlenet:://starcraft/map/1/263274 EU: battlenet:://starcraft/map/2/186418
I read in a tutorial that you should have the dialog trigger run manually from your initialize trigger. Is that the same as it being on initialize, or is that meant to let it run after the initialize?
Yeah. What a lot of people do is use action definitions, and then run all of those definitions in an init trigger. You should only have 1 map init event, and if you init a lot of stuff (about 10,000 lines for me) you can't put it all in a single trigger.
Tldr: yeah, loan/run dialog creation trigger on map initialization
Skype: [email protected] Current Project: Custom Hero Arena! US: battlenet:://starcraft/map/1/263274 EU: battlenet:://starcraft/map/2/186418
Its not so much about how many dialog items are displayed, but rather which type of item and what it displays.
For example, when displaying a portrait, showing a story mode model, then yes, your performance will certainly suffer because the game needs to render a high polygon model. When you have 1000 empty labels... probably nothing will happen.
Talking about labels. The amount of text in a label can influence performance as another example.