Action loop possibility to reduce slowdown?

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  • Is it possible to put different kinds of objects into action loops via qualifiers, like different enemy objects all having multiples of the same shadow object, without things getting wonky, or would fastloops or ForEach loops have to be used? I'm trying to get rid of ForEach loops and still be able to bind objects to one another accurately while being also able to call them individually. With the other two loop options, I get a lot of slowdown if there's too many.

  • To bind them, you would almost certainly still need either a fastloop or a foreach loop. The foreach loop is much, MUCH faster than a fastloop, though, so I would use that.

    My Please login to see this link. (which I actually use), my Please login to see this link. (which I mostly don't use), and my Please login to see this link. (which I don't use anymore pretty much at all really). If there are awards for "'highest number of long forum posts", then I'd have probably won at least 1 by now. XD

  • I must be doing something wrong then, because even ForEach loops are running slowly, and it's only handling about thirty objects or so (ten groups of 3 objects each) when it starts to slowdown. Furthermore, the objects don't really do much but have individual alterable values and have following shadows...

  • If you have a lot of objects, then that could be apart of the problem. Are you using HWA? Because, if you aren't, then you should.

    My Please login to see this link. (which I actually use), my Please login to see this link. (which I mostly don't use), and my Please login to see this link. (which I don't use anymore pretty much at all really). If there are awards for "'highest number of long forum posts", then I'd have probably won at least 1 by now. XD

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