preload_mode
Determines whether entities are loaded into video memory at creation time, or
when they are visible;
also determines the behavior of cloned enties.
Preloading entities at creation increases
the level loading and entity creation time, but prevents a little 'jerk' when an entity becomes visible
the first time.
Range:
1 - Don't preload entities (default).
2 - Preload all entities placed in the level.
3 - Preload all entities placed in the
level or created by ent_create.
+4 -
Pre-calculate the entities' environment light. This increases the entity creation time, but makes the entity appear faster when it's visible the first time. A7.79
+8 -
Keep cloned entities in the level cache. This speeds up ent_clone and ent_remove of cloned entities, but consumes more nexus and video memory, and increases the level change time when many entities were cloned. A7.79
+16 -
In the release version, load entities and levels only from a resource, not from an external file. This prevents users from replacing entities with their own files.
A7.81
Type:
var
Example:
void main()
{
...
preload_mode = 2+4; // preload level entities and precalculate their environment light.
level_load("level1.wmb");
...
See also:
map_subents, ent_preload,
ent_purge,
ent_create, ent_clone, ent_remove
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