No, not for me. I can have two instances at the same time before I get any lag, so this should never lag from a single cast. But then again if one had a computer that is under warcraft 3's minimum requirements.. Anyways did you end up trying it out for yourself?Doesn't it lag because of too much special effects?
Maybe sankaku was trying to insinuate that mapguy would believe the amount of effects used in the spell would cause lag, if mapguy himself used effects improperly. Like without destroying them for instance.What's that mean?
Thought so, lol. Oh wow that's great, I figured the amount of instances would be more like 4 for people with better computers. I forgot to mention that I use a crappy laptop, maybe that is what made my expectation so low.BRUTAL's right. Also my PC sees a performance drop only when there are about 8 instances or more
Yes the original idea was to summon a treant, but there are configurables for a reason.Wait... this summons a treant.
What happens if you design a spell to summon something like... sargeras?
Awesome spell, from the eyecandy-point of view!
Alright I'll change that then.1) [ljass]local Data d=Data.allocate()[/ljass] - You can replace [ljass]Data[/ljass] with [ljass]thistype[/ljass]. Since [ljass]thistype[/ljass] will return the struct name/
2) [ljass]call SetUnitScale(dummy,BEAM_SCALE,0,0)[/ljass] - Shouldn't you change the the y and z scale to BEAM_SCALE as well?
Sorry, I must have misread what you said initially.With 9 instances on the screen at the same time, my FPS went down to 40.
Also, I don't think I made it clear that only functions should be in UpperCamelCase. Method names should be in lowerCamelCase. That's no biggie anyway.