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my map's kinda laggy...

09-08-2002, 02:38 PM#1
wei
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
wei
Quote:
Originally posted by Domderon
Maybe you put a trigger in it which is called to often. For example a "Do once every second" makes a map extremly laggy.

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
wei
Quote:
Originally posted by DrunkOM
[b]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.

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
h0pesfall
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
wei
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
h0pesfall
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
wei
Quote:
Originally posted by DrunkOM
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.

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).