| 06-28-2003, 03:19 PM | #1 |
i attach some sound to units and after they kill somthing a triigger will play a sound attach to them. DOes this cause lag in maps? I also have like 50-60 triggers that need to fire right when a map start will this mess anything up? |
| 06-28-2003, 03:38 PM | #2 |
50-60 triggers? holy crap! are you sure you cant streamline that any more? Maybe so long as you dom't start them at exactly the same time. (like .01 seconds, .03 seconds, etc?) |
| 06-28-2003, 03:41 PM | #3 |
alrite ill do that wat about the sound thing would that be any cause for problems? |
| 06-28-2003, 03:42 PM | #4 |
if you added a lot of sound that will make your map larger, which would make DL take longer. But I wouldn't think it would lag (not sure though) |
| 06-28-2003, 05:21 PM | #5 |
A lot of custom sound playing = Lagg... A little custom sound = can cause server splits ect.. Not much big of a risk if done correctly. |
| 06-28-2003, 05:43 PM | #6 |
well i dont use much sound but do use quite a few internal sounds, but internal sounds are pretty much no problem right? hmmm now i forgot wat else i was gonna say ill edit this post once i remember lol OK I remeber now, wats the point of the action destroy trigger isnt turn this trigger off just as good? was the difference. Also since i had a bunch of ttrigger thats needs to start right when my map start, I was think about using the run trigger ignoring condition, instead of the Event Timpe Elapse, So after 1 trigger finishes it well fire off the next one. But im not sure if the action are fire off all at once or sequentially. I was thinking about doin it this way cause im afraid bnet will not synch the time elapse event or does it i dont know.. emote_confused |
| 06-29-2003, 01:47 AM | #7 |
anyone? look above |
| 06-29-2003, 03:10 PM | #8 |
According to the manual 3d sounds will cause lag. Havent tested it tho. A turned off trigger can be turned back on. A destryed one cant. This would be used where you have many triggers that turn a trigger on. Instead of putting conditions in each one to make sure it realy is suposed to turn on you destroy it when u never want it again. Prob not commonly used but if you start going nuts with turning triggers on and off remember it. On our latest map we use 2 init triggers. One for when map init and another for time elapsed. The first one has only what we realy need at start. The second one starts at 0 time elapsed and starts with a wait command for 10 seconds to let ppl sync up. Linking triggers works fine and we would trust it more than elapsed game time since you may not be able to tell how long a trigger takes to oporate. |
| 06-29-2003, 05:32 PM | #9 |
Hey Hive thx again Ill do that. And by the way that map you help me on some of the triggers u fix didnt work I fix it except im having problem with that anticamp one. It was just common errs ones like instead of entering unit its leaving unit watever. But the anticamp been annoying me cause wat ever unit enters anticamp will be selected and then a wood would be subtracted, the problem is you can have more then one unit and when they both enter anticamp or if one dies in anticamp and its not the hero the thing just go crazy the wood count be jumping all over the place. What i want is if anynumber of unit enters anticamp the wood subtracts 1 all the time. I been trying for awhile but i just gave up on it.:( |
| 06-29-2003, 05:40 PM | #10 |
Another thing I don't know why this trigger dont work take a look, to me evything in there should work but it doesnt. even if all the players leave the game still goes on.. |
| 06-29-2003, 09:46 PM | #11 |
Only works if last player LEAVES. As for the Pick unit... You should pick player, and check who owns the unit in the region, and subtract wood from the picked player. |
| 06-30-2003, 01:39 AM | #12 |
Sry about the minor mistakes. Was doing a quickie job and didnt test it. Oh, we thought you wanted the number to go down for each unit. Post or e-mail us your latest ver and we will take another look at it. @ Dead-Inside: Yea, since each player can have more than one unit in the zone and he wants -1 total not each that would work better. |
| 06-30-2003, 06:31 AM | #13 |
yeah no big about the errors i totally appreciate the help. My maps pretty much finish. But theres 3 things that i dont know how to fix and thats the anticamp and the delay time on the scoreboard for kills , think there somthing causing lag for it. The last ones not as important but is annoying it has to do with the leaderboard. If a player joins the game and his name is too long, his points wont be displayed. Heres my map its looking pretty good i think. |
