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SomeOFPGuy

Performance issues

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Is there any performance benifit to using scripts vs. on activation fields of a trigger? (aside from re-useability of code)

Does gameplay improve when using scripts, or does the seek and opening of a file lag the game a bit?

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This hasn'e been totally confirmed, but I've noticed that triggers didn't activate sometimes when triggered in the preview mode. But this was with slightly older versions of the game.

I remember making a trigger to add text to the screen, when I tested it, about 10% of the time it didn't activate, maybe because one of the trigger axes was fairly small (about 5, but the other axes was fairly large, so there was no way to miss it, since is was placed over a road.

As for gameplay, I haven't noticed any (major) difference.

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