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f***ing map lags like hell!!!!

09-11-2009, 03:36 PM#1
Tot
my map is lagging like hell, for more info open hidden (could take some time)
Hidden information:



EDIT:
f*** wrong forum
09-11-2009, 04:39 PM#2
Anachron
Never seen that much leaks / laggs in a trigger.

Try reading leak removing tutorials.

You have to destroy groups, locations, effects etc.
09-11-2009, 08:30 PM#3
Idontneedaname
Every 0.33 seconds?
That much actions?
That's nothing for regular computers.
09-12-2009, 10:44 AM#4
Tot
Quote:
Originally Posted by Idontneedaname
Every 0.33 seconds?
That much actions?
That's nothing for regular computers.


you froget, one part is only called every third call.

but what if i use call TriggerSleep(0) (don't know if it's right typed)
(i've read somewhere (was from vex) that this gives the game some breathing time)?

Quote:
Originally Posted by Anachron
You have to destroy groups, locations, effects etc.

i think i'm destroying everything i create
09-12-2009, 10:49 AM#5
0zyx0
TriggerSleepAction(), a.k.a TSA, could help to a certain extent. If you want to remove all lag, it will only, if even then, be possible if you learn JASS.
09-12-2009, 10:57 AM#6
Tot
Quote:
Originally Posted by 0zyx0
TriggerSleepAction(), a.k.a TSA, could help to a certain extent. If you want to remove all lag, it will only, if even then, be possible if you learn JASS.

i know the basics of jass (that you need call/set and no ";" at the end of a line), but that's it.

and i need a working version till 18th sept.
--> i would be glad if someone could help me converting this monster into jass
:emote_please: :emote_please: :emote_please: :emote_please: :emote_please:



there are not enough emotes for my needs...someone should make additional ones
09-12-2009, 02:24 PM#7
Fledermaus
You have at least 6 groups created per run that aren't destroyed, like this one:
Trigger:
Einheitengruppe - Pick every unit in (Units in (Playable map area) matching (((Owner of (Matching unit)) slot status) Gleich Spielt)) and do (Actions)
That will create a group which then needs to be destroyed.
Make a TempGroup variable and do this:
Trigger:
Set TempGroup = (Units in (Playable map area) matching (((Owner of (Matching unit)) slot status) Gleich Spielt))
Einheitengruppe - Pick every unit in (TempGroup) and do (Actions)
....
Custom script: call DestroyGroup(udg_TempGroup)
every time you would do "Einheitengruppe - Pick every unit in ...".


EDIT: this probably explains it better.
09-12-2009, 03:11 PM#8
Tot
ooops....now i understand

i have to learn jass...really to learn...would make things much easier

after i got it working i'll take out my rep+gatling...