Help with making a memory efficient barrier and zone spawning system

I am making a game but I can’t a memory efficient system to spawn barriers and zones. So, I am making a game where on the game start it will trigger a randomizer. That randomizer will activate a random barrier(out of 3) and then when the barrier activated then it will also activate a zone. When the player goes in the zone then they will respawn when activated. When the barrier is activated then the other barrier will be activated in 1/2 a second. Then the zone will be activated 21 or more times. What is the most memory efficient way?

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There probably isn’t a better way to do it, other than to use wires I guess.
Could we have a screenshot of your system?


Nice looking PFP you got there

yes.

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Ok I’ll get a screenshot or multiple.


I like you PFP also

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can you explain it better?


@Zappy_Zaptos should I switch back to kor crab?

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I’m afraid there isn’t one

nice PFP
you too @Zappy_Zaptos

HD is right, channels are super memory saving, even if it looks like wires don’t do that much

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Ok, let me go in explain mode. So, basically I need a barrier and zone spawning system that doesn’t take so much memory. First, on game start(lifecycle) a trigger will loop will be triggered for 15 seconds. Then It will trigger a trigger(with block code). The trigger with block code will select a random barrier and zone to be activated. Then 1/2 seconds later another barrier and zone will be triggered a will keep repeating in 2 more sets. @TheCatIsCrazy Do you get it or do I have to go to deep explain mode(Not being mean).

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But just 21x more times.

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Wires DO take up 10 memory each, so, if you used channels, it looks like you’d save about 210 memory (per setup). If you really DO have 21 of those setups, that’s 4410 memory saved. But other than that, I don’t really see any way to save memory :person_shrugging:.

(I’m assuming you mean that you have 21 of these setups, correct em if I’m wrong)

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No, its 21 more of these.

Ok thanks I will use channels

More of whats?

Of the barriers and zones

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