| 09-08-2002, 02:38 PM | #1 |
my map's kinda laggy... how come ? is it caused by too many objects or the map size is too big ? can anyone help ? you can find it here : http://wc3campaigns.com/forums/showt...&threadid=3462 plz tell me how to make it run more faster when playing with all 12 players multiplay... thx in advanced |
| 09-09-2002, 09:27 AM | #2 |
Guest | Maybe you put a trigger in it which is called to often. For example a "Do once every second" makes a map extremly laggy. |
| 09-09-2002, 01:01 PM | #3 | |
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mmmmmm yes i have one... but it's initially off... i was making a trigger of a leaderboard showing how many gold each player have... can someone teach me how to make one without the "do once every second" function ? |
| 09-09-2002, 01:25 PM | #4 |
Guest | Just use a different event. In a tower defence map that could be "Every time a unit of Player 12 dies". This way the trigger is only called when needed. |
| 09-09-2002, 06:14 PM | #5 |
Guest | A) 12 players with any significant number of units on the screen at a time will be laggy, even in Melee games. Especially if someone's computer is a little slow. B) Using a lot of For Loops can slow the game up quite a bit, especially if those For Loops are in a Periodic event. I had a map with a Periodic event which ran through 4 For Loops (each 7 times, which is not really all that much) and the game would come to a screeching halt after awhile. |
| 09-09-2002, 06:24 PM | #6 | |
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i use no loops i guess it's option A) or is it possible that i inserted too many creeps and neutral units in the map ? |
| 09-09-2002, 07:05 PM | #7 |
wei, i've had a 6 player map with the max number of creeps on it, and there was no lag at all. I guess it's still option A :) |
| 09-09-2002, 07:15 PM | #8 |
well, the many units on the same screen thing are acceptable... i try to look into it... would it be possible coz i made a tower that can summon both water elemental and feral spirit... when someone approachs them, there'll be 6 spirits and 3 elementals at the same screen... could this be the problem ? hmmmmmmmmmm what about fogs ? and regional effects... ? |
| 09-09-2002, 07:18 PM | #9 |
yeah alot of units on the same screen can cause lag... fog does also (and so does most animations/weather effects) |
| 09-09-2002, 07:36 PM | #10 |
Guest | If it's only laggy at certain times, then it's most likely a unit thing. If it's laggy throughout, it probably something else. |
| 09-10-2002, 12:37 PM | #11 | |
Quote:
well it's only laggy at certain times... mmmm can you define "unit thing" =) too many units, is it ? it becomes laggy when the computer player (2-3 team) attack a group of units... even if it wasn't shown on the screen... |
| 09-10-2002, 12:42 PM | #12 |
Guest | i think it can depend on the number of units, but it could also be the triggers, doddads, and effects...:D its difficult to know what makes it lag. (P.S:because there is 12 pl i know thats your problem). |
