| 09-11-2009, 03:36 PM | #1 |
| 09-11-2009, 04:39 PM | #2 |
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 |
Every 0.33 seconds? That much actions? That's nothing for regular computers. |
| 09-12-2009, 10:44 AM | #4 | ||
Quote:
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:
i think i'm destroying everything i create |
| 09-12-2009, 10:49 AM | #5 |
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 | |
Quote:
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 |
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)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)EDIT: this probably explains it better. |
| 09-12-2009, 03:11 PM | #8 |
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... |
