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- May 17, 2016
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So I want to show an animation in an "Outside" map that occurs every 10 seconds or so. I've found that I can do that with a parallel process with a WAIT command followed by SHOW ANIMATION.
Here's my question: If I plop a bunch of these down in my map, is that going to contribute to a parallel process lag issue? Does the game check for whether it needs to execute the process even while it's in the WAIT command?
Then secondly, is there an alternative way to do this that is better? For maps with lots of animations, I assume a single parallel process that flicks a series of switches to activate animations will be better than multiple parallel processes.
then thirdly, performance wise, is it OK to flick like say 20 switches at once to trigger 20 concurrent animations, or should I expect performance issues with that?
Thanks for any and all help!
Here's my question: If I plop a bunch of these down in my map, is that going to contribute to a parallel process lag issue? Does the game check for whether it needs to execute the process even while it's in the WAIT command?
Then secondly, is there an alternative way to do this that is better? For maps with lots of animations, I assume a single parallel process that flicks a series of switches to activate animations will be better than multiple parallel processes.
then thirdly, performance wise, is it OK to flick like say 20 switches at once to trigger 20 concurrent animations, or should I expect performance issues with that?
Thanks for any and all help!