| 02-09-2003, 12:46 PM | #1 |
Guest | are there any trigger that are know to cause drops my map is full of these Dose the time every event one o these I have 25 of these that go of every .5 secs and my maps size I 192x192 thanks |
| 02-09-2003, 02:25 PM | #2 |
Guest | It depends when the drops are occurring. If they're not occuring immediately, then here's a few tips: It depends what you're doing in those periodics. If you're just doing calculations, or say checking the status of units alive/dead no it won't contribute to lag. But, if you're issuing orders that's a huge lag problem if you have a lot of units being ordered, or ordering units many times repeatedly. Also contributes to lag are unit spawing (but this is generally secondary to issued orders, since unit orders are generally much more used than creation), special effects generation (again minor lag), and number of units on a screen at once. You need to be creative about the way you do your periodic triggers. Many of them are probably unnecessary and could be replaced with more efficient event-driven coding. I helped a player having all sorts of lockups/lag with a TD map. His problem was that he was using a periodic to order all spawned creatures to move to a certain location every .25 secs. The workaround was to use 'unit enters region' triggers (there were about 20 regions, so needed to create 20 new triggers. The trick was to insert a small pause (2 seconds) so when a unit entered a region, would wait a small period of time, then ALL units in the region would be ordered to the next region. This caused the amount of unit-orders to drop by over 80%, and lag was virtually eliminated. So, my advice to you to minimize lagis (in the order of importance): * not to make computer-controlled units move move too often, * eliminate any unnecessary special effects (don't create them in the first place) * spawn units only within a certain range of Heroes, so there won't be a huge amount of units on the screen * only activate triggers that are necessary. |
| 02-09-2003, 06:36 PM | #3 |
Guest | I was able to cut some timer events out 3/4 of them i need to find away to aways have a unit selected when a persion unleacetd a unit i also need a way when a person scrolls down on there mose they are set back to the orginal view would seting life of a unit every .30 secs cause a probplem thanks |
| 02-09-2003, 08:46 PM | #4 |
Guest | Whoa. Is your camera following your hero in a periodic (that is, you rotate the camera to follow the Hero)? If you're doing this, then this could be a major part of your problem. Camera rotation takes a huge amount of processing time. If this is the case, try disabling the camera following triggers and see if it helps. It should help tremendously. Setting the life every .3 secs on a single unit or even a small group of units, will probably not do it. Can you up this time to 1 second and see if it helps? |
