Scripting limits
Posted: Mon Nov 26, 2007 4:26 am
Okay i had this kind of problem :
I had acli that randomly sends waves of enemies selecting from 8-10 different waves each consisting of some 200 monsters . if less than 50 of them are alive it sends another wave etc untill all are done.
problem is that i think linked too many monsters to the test unit action and it just ends up doing nothing . same script works fine if i split it in 2 halves.
is there a hidden limit to how many actions can be triggered by acli or is there limit for how many monsters can tuni test? or something !
can't provide example of the script as i am using library computer.
I had acli that randomly sends waves of enemies selecting from 8-10 different waves each consisting of some 200 monsters . if less than 50 of them are alive it sends another wave etc untill all are done.
problem is that i think linked too many monsters to the test unit action and it just ends up doing nothing . same script works fine if i split it in 2 halves.
is there a hidden limit to how many actions can be triggered by acli or is there limit for how many monsters can tuni test? or something !
can't provide example of the script as i am using library computer.